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Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
SouthernRex
 
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#1

Post by SouthernRex » Wed Jan 29, 2014 12:57 pm

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Last edited by SouthernRex on Mon Jun 05, 2023 10:35 pm, edited 2 times in total.

Tux
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RE: Doom II: Purgatory (v1.0 COMPLETE)

#2

Post by Tux » Sun Feb 02, 2014 9:53 am

Post this to zdoom forums maybe? ;>
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RE: Doom II: Purgatory (v1.0 COMPLETE)

#3

Post by agaures » Sun Feb 02, 2014 10:19 am

Tux wrote: Post this to zdoom forums maybe? ;>
Why? :neutral:
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

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RE: Doom II: Purgatory (v1.0 COMPLETE)

#4

Post by Tux » Sun Feb 02, 2014 10:27 am

agaures wrote:
Tux wrote: Post this to zdoom forums maybe? ;>
Why? :neutral:
he'd get way more feedback :p
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RE: Doom II: Purgatory (v1.0 COMPLETE)

#5

Post by agaures » Sun Feb 02, 2014 10:29 am

Tux wrote:
agaures wrote:
Tux wrote: Post this to zdoom forums maybe? ;>
Why? :neutral:
he'd get way more feedback :p
You are really making out the zandronum community to look good aren't you? :smile:
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

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RE: Doom II: Purgatory (v1.0 COMPLETE)

#6

Post by Danzoa » Sun Feb 02, 2014 4:05 pm

agaures wrote:
Tux wrote:
agaures wrote:
Tux wrote: Post this to zdoom forums maybe? ;>
Why? :neutral:
he'd get way more feedback :p
You are really making out the zandronum community to look good aren't you? :smile:
I have an Idea, let's talk about his WAD instead of argueing :D !

Anyways your maps are looking really nice so far, since i'm new at mapping i can't give you any feedback on what i would do for them, but since Doom64 was sort of Newschool for a doom port, maybe you could add some 3D floors? They don't necessarily have to ruin OS gameplay, but they could make for some good bridges, platforms, secrets, lifts etc.

I'll try this wad out later today or either tomorow.
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RE: Doom II: Purgatory (v1.0 COMPLETE)

#7

Post by SouthernRex » Sun Feb 02, 2014 10:02 pm

I was inspired by Doom 64's design, but I wasn't using any kind of Doom 64 resources or source ports (like Absolution TC), aside from a things noted. It's Doom II for GZDoom/Zandronum OpenGL (I use Zandronum OpenGL, hence why I'm here), I just love Doom 64 and tried to think of puzzles and encounters that might be fun that way. I have always thought of doing a Doom 64 map set for The Absolution TC since they released the stuff for Doom Builder... but I honestly think my audience would be limited to a few close friends at that point. Let me know what you guys think, I know it isn't anything fancy like some Doom .wads, but I DO hope they are enjoyable/memorable levels to go through. I had a lot of fun setting up the secret gun, which is in a secret area of the secret level... and I tried to make "hints" for it, the way iD or Midway would to help guide you into finding the secrets without cheating. I don't know, it's difficult to view my levels without bias as a creator, so I'm not sure how fun/not fun or hard/not hard or secret/not secret things are. I'm excited to hear the feedback.

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RE: Doom II: Purgatory (v1.0 COMPLETE)

#8

Post by SouthernRex » Mon Feb 03, 2014 8:49 pm

agaures wrote:
Tux wrote: Post this to zdoom forums maybe? ;>
Why? :neutral:
http://forum.zdoom.org/viewtopic.php?f=19&t=37939

I did, and got completely ignored by the community. LOL. Oh, well. What can ya do?

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RE: Doom II: Purgatory (v1.0 COMPLETE)

#9

Post by SouthernRex » Sun Feb 09, 2014 10:17 pm

Added to main post with BES link.

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RE: Doom II: Purgatory (v1.1 UPDATE)

#10

Post by SouthernRex » Wed Feb 26, 2014 3:34 am

New update uploaded with lots of bug fixes, and a few balance changes based on feedback.

SouthernRex
 
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RE: Doom II: Purgatory (v1.1 UPDATE)

#11

Post by SouthernRex » Sun Mar 02, 2014 8:09 pm

B.E. server is back up for easy play/download. It is 4-player cooperative on Ultra-Violence. Link in first post.

SouthernRex
 
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RE: Doom II: Purgatory (v1.1 UPDATE)

#12

Post by SouthernRex » Sat Mar 08, 2014 3:29 pm

WTF no wonder no one joined. Server just randomly gets deleted ??? Fixed it tho.
Last edited by SouthernRex on Sat Mar 08, 2014 3:44 pm, edited 1 time in total.

SouthernRex
 
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RE: Doom II: Purgatory (v1.1 UPDATE)

#13

Post by SouthernRex » Mon Mar 31, 2014 4:03 pm

Do you guys know how to make it so the server loops back to MAP01 when they beat the boss on BES?

Also, still not much feedback on here. :(

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RE: Doom II: Purgatory (v1.1 UPDATE)

#14

Post by Ænima » Mon Mar 31, 2014 5:55 pm

SouthernRex wrote: Do you guys know how to make it so the server loops back to MAP01 when they beat the boss on BES?
http://zdoom.org/wiki/MAPINFO
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
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RE: Doom II: Purgatory (v1.1 UPDATE)

#15

Post by SouthernRex » Mon Mar 31, 2014 6:47 pm

Ænima wrote:
SouthernRex wrote: Do you guys know how to make it so the server loops back to MAP01 when they beat the boss on BES?
http://zdoom.org/wiki/MAPINFO
Uhm... while I have that set up for playing the game in Single Player, where beating the boss ends the game (like when beating Doom 1, 2, Final, 64 etc.) with an ending text/song and picture.

But since you can't see that online, is there a way to make the server automatically reset to MAP01 after they win? Or do I have to go into the server manually each time?

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RE: Doom II: Purgatory (v1.1 UPDATE)

#16

Post by Ænima » Mon Mar 31, 2014 7:29 pm

SouthernRex wrote:
Ænima wrote:
SouthernRex wrote: Do you guys know how to make it so the server loops back to MAP01 when they beat the boss on BES?
http://zdoom.org/wiki/MAPINFO
Uhm... while I have that set up for playing the game in Single Player, where beating the boss ends the game (like when beating Doom 1, 2, Final, 64 etc.) with an ending text/song and picture.

But since you can't see that online, is there a way to make the server automatically reset to MAP01 after they win? Or do I have to go into the server manually each time?
Huh? Shouldn't it loop around to map01 online by default (like Doom2) if it's a game-ending map?

I suppose you could always make map01 the next map in MAPINFO, and then have an ACS script in that map do "End_Game" if it's singleplayer or "End_Normal" if it's multiplayer.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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SouthernRex
 
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RE: Doom II: Purgatory (v1.1 UPDATE)

#17

Post by SouthernRex » Mon Mar 31, 2014 7:48 pm

Ænima wrote:
SouthernRex wrote:
Ænima wrote:
SouthernRex wrote: Do you guys know how to make it so the server loops back to MAP01 when they beat the boss on BES?
http://zdoom.org/wiki/MAPINFO
Uhm... while I have that set up for playing the game in Single Player, where beating the boss ends the game (like when beating Doom 1, 2, Final, 64 etc.) with an ending text/song and picture.

But since you can't see that online, is there a way to make the server automatically reset to MAP01 after they win? Or do I have to go into the server manually each time?
Huh? Shouldn't it loop around to map01 online by default (like Doom2) if it's a game-ending map?

I suppose you could always make map01 the next map in MAPINFO, and then have an ACS script in that map do "End_Game" if it's singleplayer or "End_Normal" if it's multiplayer.
It would just crash the server once they beat it. I've modified the .cfg file though, I might have made a mistake with that. I'm just going to let it run the maps naturally. Thanks for the help so far.

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RE: Doom II: Purgatory (v1.1 UPDATE)

#18

Post by AfroDynomite » Tue Apr 01, 2014 4:14 am

Looks badass, I'll giive it a shot.

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RE: Doom II: Purgatory (v1.1 UPDATE)

#19

Post by Empyre » Tue Apr 01, 2014 6:30 pm

Use a map list on the server.
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RE: Doom II: Purgatory (v1.1 UPDATE)

#20

Post by RUNSABER » Tue Apr 01, 2014 10:49 pm

Just downloaded this, and currently on the run during MAP02. I enjoy the open space and exploration. It has a PCSX Doom 1994 feel, and I really enjoy it. You did an amazing job with the colored sectors too! Will express more claims of joy as I progress. I'm only using keyboard controls so bear with me!
There is an acid pit on MAP02 near the Blue key which you can get stuck in. There's a DOORTRCK texture near the wall also.
Last edited by RUNSABER on Tue Apr 01, 2014 11:30 pm, edited 1 time in total.

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