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

dear diary, tux today was a faggot again[/size]
RE: Doom II: Purgatory (v1.0 COMPLETE)
Why?Tux wrote: Post this to zdoom forums maybe? ;>

<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
<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)
he'd get way more feedback :pagaures wrote:Why?Tux wrote: Post this to zdoom forums maybe? ;>![]()

dear diary, tux today was a faggot again[/size]
RE: Doom II: Purgatory (v1.0 COMPLETE)
You are really making out the zandronum community to look good aren't you?Tux wrote:he'd get way more feedback :pagaures wrote:Why?Tux wrote: Post this to zdoom forums maybe? ;>![]()

<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
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything
RE: Doom II: Purgatory (v1.0 COMPLETE)
I have an Idea, let's talk about his WAD instead of argueing :D !agaures wrote:You are really making out the zandronum community to look good aren't you?Tux wrote:he'd get way more feedback :pagaures wrote:Why?Tux wrote: Post this to zdoom forums maybe? ;>![]()
![]()
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)
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)
http://forum.zdoom.org/viewtopic.php?f=19&t=37939agaures wrote:Why?Tux wrote: Post this to zdoom forums maybe? ;>![]()
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)
Added to main post with BES link.
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RE: Doom II: Purgatory (v1.1 UPDATE)
New update uploaded with lots of bug fixes, and a few balance changes based on feedback.
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RE: Doom II: Purgatory (v1.1 UPDATE)
B.E. server is back up for easy play/download. It is 4-player cooperative on Ultra-Violence. Link in first post.
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RE: Doom II: Purgatory (v1.1 UPDATE)
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.
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RE: Doom II: Purgatory (v1.1 UPDATE)
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. :(
Also, still not much feedback on here. :(
RE: Doom II: Purgatory (v1.1 UPDATE)
http://zdoom.org/wiki/MAPINFOSouthernRex wrote: Do you guys know how to make it so the server loops back to MAP01 when they beat the boss on BES?
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)

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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RE: Doom II: Purgatory (v1.1 UPDATE)
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.Ænima wrote:http://zdoom.org/wiki/MAPINFOSouthernRex wrote: Do you guys know how to make it so the server loops back to MAP01 when they beat the boss on BES?
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?
RE: Doom II: Purgatory (v1.1 UPDATE)
Huh? Shouldn't it loop around to map01 online by default (like Doom2) if it's a game-ending map?SouthernRex wrote: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.Ænima wrote:http://zdoom.org/wiki/MAPINFOSouthernRex wrote: Do you guys know how to make it so the server loops back to MAP01 when they beat the boss on BES?
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?
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)

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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RE: Doom II: Purgatory (v1.1 UPDATE)
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.Ænima wrote:Huh? Shouldn't it loop around to map01 online by default (like Doom2) if it's a game-ending map?SouthernRex wrote: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.Ænima wrote:http://zdoom.org/wiki/MAPINFOSouthernRex wrote: Do you guys know how to make it so the server loops back to MAP01 when they beat the boss on BES?
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?
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.
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RE: Doom II: Purgatory (v1.1 UPDATE)
Looks badass, I'll giive it a shot.
RE: Doom II: Purgatory (v1.1 UPDATE)
Use a map list on the server.
"For the world is hollow, and I have touched the sky."
RE: Doom II: Purgatory (v1.1 UPDATE)
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.
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.