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Doom II: Purgatory (custom Doom II map project)


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#1 SouthernRex

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Posted 25 August 2012 - 05:06 AM

SITE LINK: http://nukeman.activ...8-2014-released
DOWNLOAD LINK: https://www.mediafir...mlhgl8ktclzra69
REQUIREMENTS: DOOM2.wad IWAD, OpenGL rendering (tested with Zandronum OpenGL rendering, and briefly with GZDoom.)
(ZANDRONUM SOURCEPORT DOWNLOAD*): http://zandronum.com/download
*GZDoom should work too.

I've been working on a Doom II project for GZDoom/Zandronum/Skulltag (In OpenGL) for a while now. It's totally finished, and if anyone wants to play it and give feedback, that would be awesome. The reason it "requires" GZDoom or Skulltag/Zandronum (In OpenGL) and not regular Z-Doom is mainly because of the sky-box that doesn't work right in software mode. I designed it to be used without jumping, like classic Doom.

It is in Doom II (of course), with 8+1(secret) levels for 9 total. Although I'm not using Doom 64 resources (except for a few things), my puzzles are inspired by that game, because it is my favorite iteration of Doom. I believe it had the scariest, most clever maps ever released officially (although designed by Midway, not iD.)

There's two "new" guns, and one new monster, the boss. Original music for the intermission as well. I tried to make it interesting with monster pacing, and puzzle design, instead of just throwing a bunch of monsters to make it "hard."


Screenshots:

http://i21.servimg.c...38/map4-310.jpg
http://i21.servimg.c...38/map4-110.jpg
http://i41.servimg.c...38/eterna12.jpg
http://i41.servimg.c.../38/map6210.jpg
http://i41.servimg.c.../38/map6110.jpg

Edited by SouthernRex, 01 February 2014 - 03:51 PM.


#2 Lightdragon

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Posted 25 August 2012 - 06:12 AM

...looks like every other doom map out there

#3 SouthernRex

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Posted 25 August 2012 - 06:19 AM

View PostLightdragon, on 25 August 2012 - 06:12 AM, said:

...looks like every other doom map out there


I'm not sure what you expect a "Doom II" map to look like other than "Doom".

#4 CoffiNail

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Posted 25 August 2012 - 06:40 AM

Ohh Doom, so many memories..


View PostLightdragon, on 25 August 2012 - 06:12 AM, said:

...looks like every other doom map out there

You must not have played many user made doom maps. You only get so many textures to play with... How else would you expect a early 90s game to look?

#5 SouthernRex

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Posted 25 August 2012 - 08:51 AM

View PostCoffiNail, on 25 August 2012 - 06:40 AM, said:

Ohh Doom, so many memories..


Indeed. I was playing through Doom 1/2/Final Heretic/Hexen with my buddy in co-op on rainy days over some brews, when I decided to make a deathmatch level just for fun. I became so proficient with the Doom engine, and learned so much, I decided to make a full "campaign." Been a fun little hobby when I have time, but I'll be happy to be finished. lol If you're interested in checking it out, I wouldn't mind compiling it and zipping it up for you. (LOL @ compiling. The node builder for Doom running on an i7 in 2012 takes literally like half a second even for a gigantic map.)


View PostCoffiNail, on 25 August 2012 - 06:40 AM, said:

You must not have played many user made doom maps. You only get so many textures to play with... How else would you expect a early 90s game to look?


Seriously, this guy must be fighting with his wife at home. I have no idea what drove him to post that reply.

#6 Lightdragon

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Posted 25 August 2012 - 11:48 AM

simply put, whats the point of playing just another doom map, some of the mods ive seen actually added content and different textures only additions i see on yours are different lava textures and some new signs so its basicly just another **-hum level

edit: really PGI your filter doesnt allow h-o? the filter must have been designed by a brainwashed christian family that hides from the real world

Edited by Lightdragon, 25 August 2012 - 12:00 PM.


#7 Exilyth

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Posted 25 August 2012 - 02:18 PM

Ah, doom... a true classic. I wonder what it would look like if it was made today...



*shiver*

#8 Adridos

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Posted 25 August 2012 - 02:37 PM

Even Quake has seen better times.



#9 SouthernRex

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Posted 25 August 2012 - 03:46 PM

View PostLightdragon, on 25 August 2012 - 11:48 AM, said:

simply put, whats the point of playing just another doom map, some of the mods ive seen actually added content and different textures only additions i see on yours are different lava textures and some new signs so its basicly just another **-hum level

edit: really PGI your filter doesnt allow h-o? the filter must have been designed by a brainwashed christian family that hides from the real world


Two new guns, hundreds of different textures, a new boss, etc. However, the quality of a level isn't based on what "new things" it adds. Is it challenging (without being silly like adding millions of monsters), is the puzzle challenging but meaningful, etc.

If you aren't interested in testing, that's fine. But you don't have to be a **** about it.

#10 Lightdragon

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Posted 25 August 2012 - 06:14 PM

wasnt trying to be a **** was just stating what i saw from the images you left.. all i noticed in any of them was a new sign and a retextured shotgun

#11 SouthernRex

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Posted 25 August 2012 - 06:55 PM

View PostLightdragon, on 25 August 2012 - 06:14 PM, said:

wasnt trying to be a **** was just stating what i saw from the images you left.. all i noticed in any of them was a new sign and a retextured shotgun


Fair enough. I'd feel it would be more honest if you played it and told me it was generic, but I don't expect that at this point. Also, the shotgun isn't re-textured, it's a different shotgun. You're right though, the Doom engine isn't that hard to manipulate. I'm not trying to sell some new radical design, I just have a "story to tell" with puzzles in the Doom engine I've wanted to a long time. I'm not going for the Z-Doom architecture award (although I do try to make it look right), I'm going for a fun level design.

#12 Skadi

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Posted 25 August 2012 - 07:04 PM

View PostLightdragon, on 25 August 2012 - 11:48 AM, said:

simply put, whats the point of playing just another doom map, some of the mods ive seen actually added content and different textures only additions i see on yours are different lava textures and some new signs so its basicly just another **-hum level

edit: really PGI your filter doesnt allow h-o? the filter must have been designed by a brainwashed christian family that hides from the real world

Someone seems abit angry...
Edit: Also i found this abit ironic for the thread-
Posted Image

Edited by Skadi, 25 August 2012 - 07:14 PM.


#13 SouthernRex

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Posted 25 August 2012 - 07:30 PM

I'll compile something and zip it up. The main thing holding me back is my horrible bandwidth, and the fact that there's a hurricane coming this way. Once that **** is over with I'll provide easy links to everything involved. I know this is the MW:O forums, but I figured MechWarrior would be my generation of gamer. A Doom II project in 2012 has a better chance with this team than many places (Lightdragon aside.)

#14 Lightdragon

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Posted 25 August 2012 - 09:43 PM

View PostSouthernRex, on 25 August 2012 - 06:55 PM, said:

Fair enough. I'd feel it would be more honest if you played it and told me it was generic, but I don't expect that at this point. Also, the shotgun isn't re-textured, it's a different shotgun. You're right though, the Doom engine isn't that hard to manipulate. I'm not trying to sell some new radical design, I just have a "story to tell" with puzzles in the Doom engine I've wanted to a long time. I'm not going for the Z-Doom architecture award (although I do try to make it look right), I'm going for a fun level design.

i would be very honest about it, wasnt trying to sound like a ***** as i used to be very active in the z-daemon community for doom i was just stating that from what i had seen not much seemed different im just blunt about how i put things

#15 wowchick2021

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Posted 28 August 2012 - 11:20 AM

doom 3 bfg editions coming out in october, has all the doom games and including a new lost edition that goes with the resurrection evil, this will be mighty fun

#16 SouthernRex

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Posted 01 February 2014 - 03:46 PM

And, the project is done!!! Anyone that's interested, I've edited the first post with links.





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