DOOM:ONE - SP Mod

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Post Reply
adamclare87
 
Posts: 52
Joined: Sat Aug 24, 2013 10:09 pm
Location: Lincoln, UK

DOOM:ONE - SP Mod

#1

Post by adamclare87 » Sat Aug 24, 2013 10:17 pm

Hey guys, I'm brand spanking new to the forums, and wanted to introduce both myself, and my Zandronum / ZDooM mod DOOM:ONE.

Image

The aim of the mod is to seamlessly link the levels within each episode of The Ultimate DooM into one, action packed struggle through the moons of Mars... and hell itself.

This isn't just an exercise in copy and paste however, each transition between the levels is hand crafted, the music changes between levels, there are new areas to explore, and surprises along the way!

So far I have completed a working beta of Knee Deep in the Dead (minus some aesthetic changes I would like to implement and there is a four level beta of The Shores of Hell

Full info can be found on the mod page at www.moddb.com/mods/doomone

I'll leave you all with my latest video, which probably explains more about the mod than I ever could, and I'm always uploading videos to my channel, RM-DOOM as I test and add new things to this mod!!
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Suggestions and comments are always welcome below and on the moddb page where I am most active!

Adam
Last edited by adamclare87 on Sat Aug 24, 2013 10:20 pm, edited 1 time in total.

User avatar
Conmon
 
Posts: 74
Joined: Sun Jun 17, 2012 5:45 pm

RE: DOOM:ONE - SP Mod

#2

Post by Conmon » Sat Aug 24, 2013 10:35 pm

I could be mistaken, because my memory is total shit, but I think that editing the original IWADs and releasing them is illegal. Granted, you're probably taking out everything but the levels, but I could swear that the rule. Who knows.

My real burning question is, though... why are there crates at the start of E2M1?! Who puts crates in the middle of a hallway with an upside-down cross? It's gotta be more about the moon base-hell transition, with all the evil subversion stuff going on, and the lava and blood and brain textures and stuff. Also, I like that you've touched up some spots, but I think you'd be better off editing WAYYY more of the levels, so they don't look so 1993-ish.

adamclare87
 
Posts: 52
Joined: Sat Aug 24, 2013 10:09 pm
Location: Lincoln, UK

RE: DOOM:ONE - SP Mod

#3

Post by adamclare87 » Sat Aug 24, 2013 10:41 pm

The original IWAD isn't being modified, this is a PWAD that still requires the paid for IWAD to be used... as far as I can tell what I am doing isn't illegal ;)

Remember, the crates would have been there before the cross! I am only one man working at this, and am editing more as I go through! something in that video were just ideas, or incomplete parts. My focus at this moment is getting all the levels linked and working, (Its a LOT of linedefs that need changing!! otherwise it all goes to tits about lvl 3!!) Then I will be working through making things look prettier!

Thanks for the feedback though! Its always MUCH appreciated!
Last edited by adamclare87 on Sat Aug 24, 2013 10:41 pm, edited 1 time in total.

Cruduxy
Zandrone
Posts: 1059
Joined: Fri Jun 08, 2012 4:24 pm

RE: DOOM:ONE - SP Mod

#4

Post by Cruduxy » Sat Aug 24, 2013 11:17 pm

This kinda reminds me of memorial.wad where all doom2 maps are in one gigantic map.. Although it makes enemy hitscan bug pretty obvious -at least in vanilla doom-, kills framerate and has no advantage over the split maps except maybe online survival where now everyone have limited lives for the entire game.

Side note : Making all maps in one map will make it terrible for online coop unless you put teleports to reach the currently reached map..
[][][][][][][][][][][][][][][]
Nothing to see here
[][][][][][][][][][][][][][][]

adamclare87
 
Posts: 52
Joined: Sat Aug 24, 2013 10:09 pm
Location: Lincoln, UK

RE: DOOM:ONE - SP Mod

#5

Post by adamclare87 » Sat Aug 24, 2013 11:19 pm

Cruduxy wrote: Side note : Making all maps in one map will make it terrible for online coop unless you put teleports to reach the currently reached map..
I had never heard of memorial.wad until recently, and its what swayed me into doing the rest...

With the co-op issue, its something I hadn't thought of until now, but the teleporters sounds like an amazing idea!! I could have them open as each level is reached... I'm noting that down to add to the two episodes when I have them done!!

User avatar
Ænima
Addicted to Zandronum
Posts: 3583
Joined: Tue Jun 05, 2012 6:12 pm

RE: DOOM:ONE - SP Mod

#6

Post by Ænima » Sat Aug 24, 2013 11:36 pm

Cruduxy wrote: Although it makes enemy hitscan bug pretty obvious -at least in vanilla doom-
Hitscan bug?
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)
Image

adamclare87
 
Posts: 52
Joined: Sat Aug 24, 2013 10:09 pm
Location: Lincoln, UK

RE: DOOM:ONE - SP Mod

#7

Post by adamclare87 » Sun Aug 25, 2013 12:13 pm

Ænima wrote:
Cruduxy wrote: Although it makes enemy hitscan bug pretty obvious -at least in vanilla doom-
Hitscan bug?
I think that's the bug where bullets hit an invisible wall in large sectors isn't it?

Cruduxy
Zandrone
Posts: 1059
Joined: Fri Jun 08, 2012 4:24 pm

RE: DOOM:ONE - SP Mod

#8

Post by Cruduxy » Sun Aug 25, 2013 2:43 pm

Yes that bug.
[][][][][][][][][][][][][][][]
Nothing to see here
[][][][][][][][][][][][][][][]

User avatar
Ænima
Addicted to Zandronum
Posts: 3583
Joined: Tue Jun 05, 2012 6:12 pm

RE: DOOM:ONE - SP Mod

#9

Post by Ænima » Sun Aug 25, 2013 2:48 pm

I think that instead of linking the levels linearly, you should link them like a hub. Use the Doom1 intermission screens as a reference.
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)
Image

adamclare87
 
Posts: 52
Joined: Sat Aug 24, 2013 10:09 pm
Location: Lincoln, UK

RE: DOOM:ONE - SP Mod

#10

Post by adamclare87 » Sun Aug 25, 2013 2:55 pm

Ænima wrote: I think that instead of linking the levels linearly, you should link them like a hub. Use the Doom1 intermission screens as a reference.
Thanks fr the suggestion, but in all honesty I'm too far in with too much work done to change the structure like that...

Could be an idea for DOOM:TWO though ;)

With regards to the hitscan bug I am constantly testing as I add each new level (mostly to make sure that all line defs work as the should and a switch in lvl 1 isn't flattening the entirety of lvl 4 etc) but I haven't had it happen yet. Each episode is one level, rather than all 4 episodes in one level so fingers crossed it won't become a problem!!

User avatar
Echo
Forum Regular
Posts: 135
Joined: Fri Mar 15, 2013 3:23 am
Clan: Red Bullet Pact
Clan Tag: [RBP]

RE: DOOM:ONE - SP Mod

#11

Post by Echo » Sun Aug 25, 2013 8:05 pm

One thing; make the music optional, or at least alter the volume (i.e. lower it) so that it doesn't drown out every other fucking sound in the game.

Ta.
H ELLO AM 48 YEAR MAN FROM SOMALIA. SORRY FOR BAD ENGLAND. I SELLED MY WIFE FOR INTERNET CONNECTION FOR PLAY AND I WANT TO BECOME THE GOODEST PLAYER LIKE YO U

User avatar
Conmon
 
Posts: 74
Joined: Sun Jun 17, 2012 5:45 pm

RE: DOOM:ONE - SP Mod

#12

Post by Conmon » Mon Aug 26, 2013 12:59 am

Is that hitscan bug really an invisible wall? I remember that happening in my NLOWZSP mod, back when I had vast, unmapped areas. It didn't seem like any weapon would work - like the bulletpuff itself didn't register. I don't exactly remember, but does anyone have any idea how big a level would have to be for that bug to happen?

User avatar
Ænima
Addicted to Zandronum
Posts: 3583
Joined: Tue Jun 05, 2012 6:12 pm

RE: DOOM:ONE - SP Mod

#13

Post by Ænima » Mon Aug 26, 2013 1:20 am

Conmon wrote: Is that hitscan bug really an invisible wall? I remember that happening in my NLOWZSP mod, back when I had vast, unmapped areas. It didn't seem like any weapon would work - like the bulletpuff itself didn't register. I don't exactly remember, but does anyone have any idea how big a level would have to be for that bug to happen?
Very very very fucking big.

I don't know the numbers but the only time I've seen it happen was a Crapi map. (crapirc5.wad) Like you described, the hits didn't even spawn, even with MDK.
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)
Image

Cruduxy
Zandrone
Posts: 1059
Joined: Fri Jun 08, 2012 4:24 pm

RE: DOOM:ONE - SP Mod

#14

Post by Cruduxy » Mon Aug 26, 2013 11:38 am

I think I noticed it happen on plutonia masterminds from time to time.. or maybe that was in evilution. It happens in one of the Iwads anyway :P
[][][][][][][][][][][][][][][]
Nothing to see here
[][][][][][][][][][][][][][][]

User avatar
Conmon
 
Posts: 74
Joined: Sun Jun 17, 2012 5:45 pm

RE: DOOM:ONE - SP Mod

#15

Post by Conmon » Mon Aug 26, 2013 5:34 pm

Cruduxy wrote: I think I noticed it happen on plutonia masterminds from time to time.. or maybe that was in evilution. It happens in one of the Iwads anyway :P
For some reason that's making me think of Mt. Erebus in Evilution. I mean, there probably wasn't a hitscan bug in that level, but I remember it having the biggest outdoor area I'd seen (I haven't played through TNT in practically a decade now, so it's probably tiny compared to stuff now). Gah, now I need to play through Final Doom...

Anyways, I don't think the bug will be prominent until like episode 3 or 4 of Doom, since a lot of those levels get really big, and their exits aren't at the ends of the maps anymore, and are usually in the middle and stuff; although I suppose you could just use teleporters. Kind of eliminates the purpose of "hand crafting" level transitions.

adamclare87
 
Posts: 52
Joined: Sat Aug 24, 2013 10:09 pm
Location: Lincoln, UK

RE: DOOM:ONE - SP Mod

#16

Post by adamclare87 » Mon Aug 26, 2013 5:36 pm

Conmon wrote:
Cruduxy wrote: I think I noticed it happen on plutonia masterminds from time to time.. or maybe that was in evilution. It happens in one of the Iwads anyway :P
Anyways, I don't think the bug will be prominent until like episode 3 or 4 of Doom, since a lot of those levels get really big, and their exits aren't at the ends of the maps anymore, and are usually in the middle and stuff; although I suppose you could just use teleporters. Kind of eliminates the purpose of "hand crafting" level transitions.
I've had to use a lot of 3d floors already to make things work with "Shores". Where there's a will there's a way!!

adamclare87
 
Posts: 52
Joined: Sat Aug 24, 2013 10:09 pm
Location: Lincoln, UK

RE: DOOM:ONE - SP Mod

#17

Post by adamclare87 » Fri Aug 30, 2013 10:13 pm

Taking heed of good advice, co-op teleporter room is in development

Image

Yellowtail
Forum Regular
Posts: 152
Joined: Tue Jun 19, 2012 1:02 pm

RE: DOOM:ONE - SP Mod

#18

Post by Yellowtail » Fri Aug 30, 2013 11:43 pm

I hope you fix the missing script errors (and runaway script errors) and the teleporter errors, as well (specifically in episode 2). Otherwise, you might be running in to even more problems.

Also, make sure those teleporters don't open up until each section is actually available from playing normally. You don't want people going to Phobos Anomaly at the start of the map, do you?

Oh, one more thing: Is the secret level in episode 1 supposed to lead you to the third map again? Originally, it leads you to the fourth map in the episode, not the third. Don't know what caused you to think this was a good idea, as the secret right now pretty much sends you back to ~25% through the third map instead of the start of the 4th.

adamclare87
 
Posts: 52
Joined: Sat Aug 24, 2013 10:09 pm
Location: Lincoln, UK

RE: DOOM:ONE - SP Mod

#19

Post by adamclare87 » Sat Aug 31, 2013 11:10 am

Scripts, runaways and teleported will be fixed in the next version, hence why I release these part complete versions for bug testing etc. I have done the work already to fix them. Thanks for raising it though!

Teleporters do open up as each script runs to change the music for each level, there is no way to skip forwards by them.

I set the secret up that way to fit in more with the style of the mod. The level hasn't actually reset when you get transported back to lvl 3, so it continues on the theme already set. Normally a LOT is missed out by the level skip if you know exactly how to find the secret.

Post Reply