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The Ultimate Doom II - Map11! Entering the city!

Posted: Mon Oct 20, 2014 12:27 pm
by Gardevoir
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It is time to return to the fray and battle for the Earth!

Grab yer boomsticks everyone, because Doomguy is back for more in this Ultimate Remake of Doom II!


The Demo version of this remastered edition of Doom II currently contains 11 levels!

Let your journey to the hell and back begin, once again!
Spoiler: Screenshots (Open)
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[DOWNLOAD]

Expect more updates in the future! Have fun everyone!

RE: The Ultimate Doom II - First Cluster Demo Released!

Posted: Mon Oct 20, 2014 6:56 pm
by MrSetharoo
Hotness.

I enjoyed this demo. To me this is what Doom4s level design should be. Bigger more detailed remixed levels from Doom2. I like the city design of Map01 it actually feels like you're on earth and shit got super wrecked now you have to fix it. I can't wait for the full release.

RE: The Ultimate Doom II - First Cluster Demo Released!

Posted: Tue Oct 21, 2014 2:45 pm
by Konda
Oh, sweet. I was playing this in a server without realizing you released this. The crusher map looked too familiar with your screenshots so I had to check. I'll have to replay this without any gameplay mods since complex doom is loaded on the server and we are getting raped by the 4 spider mastermind replacements...

Edit: This is where I got stuck when I walked off the secret platform pillar thinking there's another secret in here... Had to commit suicide. Maybe you can also make this room a secret and make the lower pillars (or just one of them) I'm facing in the screenshot move just like the upper ones in this room, so players can get out of here.
[spoiler]Image[/spoiler]

RE: The Ultimate Doom II - First Cluster Demo Released!

Posted: Tue Oct 21, 2014 3:14 pm
by Gardevoir
It's a bug and it will be fixed next version. I accidentially forgot to mark the linedef impassable. The sector on the other side got the blocking line correctly.

RE: The Ultimate Doom II - First Cluster Demo Released!

Posted: Tue Oct 21, 2014 3:33 pm
by Doomkid
Those screenshots look really nice, taking a better approach than most IWAD map remakes. I rikey!

RE: The Ultimate Doom II - First Cluster Demo Released!

Posted: Thu Nov 20, 2014 1:27 am
by Gardevoir
Oh, look guys. I'm alive (kinda):
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RE: The Ultimate Doom II - First Cluster Demo Released!

Posted: Thu Nov 20, 2014 3:15 pm
by MrSetharoo
Gardevoir wrote: Oh, look guys. I'm alive (kinda):
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woo!

RE: The Ultimate Doom II - First Cluster Demo Released!

Posted: Sat Jan 03, 2015 4:47 pm
by Gardevoir
Yo everyone, finally got some time and managed to complete MAP08! As a small bonus, here's preview of the starting area on MAP09!
Spoiler: MAP08 Screenies (Open)
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Spoiler: MAP09 Screenies (Open)
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Next cluster will be released after I complete MAP11 probably!

RE: The Ultimate Doom II - First Cluster Demo Released!

Posted: Sat Jan 03, 2015 5:58 pm
by fveitsi
i'm surprised that i liked this as much as i did. nice work.

RE: The Ultimate Doom II - First Cluster Demo Released!

Posted: Mon Mar 16, 2015 10:34 am
by Gardevoir
I'M ALIVE... kinda. Geez, I gotta stop being so lazy and actually do more stuff!
Spoiler: Latest Screenies (Open)
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Also, updated the wad file in the first post. It now includes MAP08 because some people are impatient and perhaps some small fixes I don't remember about anymore.

RE: The Ultimate Doom II - First Cluster Demo Released!

Posted: Mon Mar 16, 2015 1:24 pm
by Dark-Assassin
Any chance of adding more ammo and little more health pickups around the maps? Playing solo can get incredibly hard, more so with not much health nor ammo about.

RE: The Ultimate Doom II - First Cluster Demo Released!

Posted: Mon Mar 16, 2015 2:41 pm
by Gardevoir
Dark-Assassin wrote: Any chance of adding more ammo and little more health pickups around the maps? Playing solo can get incredibly hard, more so with not much health nor ammo about.
I'm afraid to say no, simply because I've been testing all maps multiple times, with different settings (featuring pistol starts, speedruns and whatnot), offline and online, sent levels to friends for testing so they can tell me if there's enough ammo or health, and I was increasing those 'till we reached the 'enough' or 'more than enough' values. If you could tell me exactly where you had ammo/health problems then I might reconsider that, but it prolly won't be happening. If you're having problems I may suggest playing on easier difficulty settings and getting used to maps before turning on UV (there are easier difficulties for a reason). I have been doing a lot of changes lately featuring adding more ammo/health plus removing some monsters from some areas so it was even harder before and most people didn't complain.

I won't even mention people were capable of doing all maps with Complex Doom online and it has no health respawning so...

RE: The Ultimate Doom II - First Cluster Demo Released!

Posted: Mon Mar 16, 2015 2:52 pm
by Dark-Assassin
The most I've had trouble with items that I can remember is the start of MAP01, MAP02 (Mainly Health) and MAP06.
But I'm no good player, just average so ammo tends to be wasted a little and damage gets taken.

Also, there is no obvious way out of the large Nukage pit in MAP04. The secret door is only hidden by what looks like a misaligned wall texture. Perhaps an emergency elevator at either end could help.

RE: The Ultimate Doom II - First Cluster Demo Released!

Posted: Mon Mar 16, 2015 3:07 pm
by Gardevoir
Hmm, that's a new thing about MAP01... I'll see what I can do about that. MAP02 is pretty much considered by many to be the hardest level, so I might just reduce the amount of monsters there AGAIN or just place even more Health around. 06 is one of these maps you gonna learn though, so I don't think I'll change anything about that because imo it's fine.
Dark-Assassin wrote:Also, there is no obvious way out of the large Nukage pit in MAP04. The secret door is only hidden by what looks like a misaligned wall texture. Perhaps an emergency elevator at either end could help.
Ahahahahaha.

I might make the secret more obvious but that's it. Also, once you get the key there, the wall that just raised in front of you can be used as a lift.

RE: The Ultimate Doom II - First Cluster Demo Released!

Posted: Mon Mar 16, 2015 3:16 pm
by Dark-Assassin
Fine with me. I still haven't figured out everything in this yet.
I still have no idea how to get the PlasmaRifle in Vanilla MAP05... :/

RE: The Ultimate Doom II - First Cluster Demo Released!

Posted: Mon Mar 16, 2015 6:42 pm
by Empyre
Dark-Assassin wrote: I still have no idea how to get the PlasmaRifle in Vanilla MAP05... :/
I can help you with that.
[spoiler]Go through this window ...
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... to get here, and then use this wall.
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The wall will lower, and this lift will also lower, leading to the plasma gun.
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On topic: Those screenshots look awesome. I'm looking forward to playing this.

RE: The Ultimate Doom II - First Cluster Demo Released!

Posted: Wed May 06, 2015 3:39 pm
by Gardevoir
Hello everyone! I have great news!
First of all, a great mapper we all probably know, Guardsoul, decided to help me with the project! I respect his talents and I am very glad such amazing modder is now working together with me on this project.
Secondly, WE GOT TWO NEW MAPS OPEN FOR TESTING! Map09 done by me, and Map18 by Guardsoul. Here are some screenies :
[spoiler]Map09:ImageImage

Map18 featuring a sky from the first doom:ImageImage[/spoiler]

Aside from the new maps, some of the older ones have some small differences when it comes to their difficulty. Most noticably, Map02 had some enemies removed and lots of Health Packs added.
For other changes, check the shitty changelog inside the WAD file.

Check link in first post.

If any of you people found any bugs or have any problems with gameplay, please tell. Have fun everyone!

RE: The Ultimate Doom II - First Cluster Demo Released!

Posted: Sat May 09, 2015 9:00 pm
by MrEnchanter
Damn this is so fluid, I really enjoy the new twists on the levels :)

RE: The Ultimate Doom II - First Cluster Demo Released!

Posted: Thu Jul 02, 2015 1:05 am
by Undead
good demo

RE: The Ultimate Doom II - First Cluster Demo Released!

Posted: Tue Aug 04, 2015 7:53 pm
by Gardevoir
HI guys. I am back! This was such a long break and well, time to get back to this project.

I announce that MAP10 is now complete! Yay! I just started working on MAP11 but fortunately it is not the biggest map ever so it shouldn't take much time before I finish it.
Here are some screenies for you people.
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MAP11 (Very WIP)
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