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Doom 1: Reimagined Project

A Work In Progress for Doom II

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Progress Report

In Development - 70% finished

Updates

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Still here! 10mo
  • Improvement Fixed up the first Episode visually
  • Overhaul Using what was left of Episodes 2 & 3
  • Removal Scrapped classes, too much hassle
  • BugFix Working on gameplay mod compatibility
Sorry for the massive delay. Lost a good chunk of progress on Episode 2 & 3, so i had to go back from what I previously had.
Spent some time polishing up Episode 1 in the meantime.
WIP Release Date 12mo Check comments. 2y Version 3.5 (DL in comments.) 2y Version 3 Released! (Check comments) 2y Improvement Addition Adjustment

Like KDiZD, except not.

(When it’s done.)

Hello everyone! I'm working on a map "overhaul" project, and that is by porting over maps from the first Doom into Doom II, using its extra enemies, textures, and weapons. Not only will it be a port, but a complete reformating of the maps from the standard Doom map format to UDMF (Universal Doom Map Format). Alongside some visual and structural upgrades, this mappack will also have new weapons, gamemodes (either "Redone" or "Classic") and NPCs based off of the Doom Bible. It's going to take quite awhile to get through all 3 episodes, plus Thy Flesh Consumed if i'm lucky, but I hope to get this done by late November to mid December 2017.

The maps themselves won't be comparable to people like Vader or Tormentor667, but will be chock full of extra little bits here and there.

Todos

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check_box_outline_blank Finish the rest of the maps High Priority

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  • YaBoiSP avatar
    YaBoiSP username pic Joined 5y ago
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    access_time 11mo
    The WIP build has arrived.

    Unfinished chapters have been omitted from this release, so theres only one episode to play currently.

    Episode 2 will be released the following Monday next week. (Later in the day, I still go to school.)

    Download Here! (Recommended to be placed in a folder with the latest version of GZDoom, Crouch and Jump buttons must be bound.)
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    Mantra
    I'M GONNA...FIX THAT SPAGHETTI
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    really late update but yes this project still isnt dead
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    Mantra
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    ..
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    PROJECT IS NOT DEAD.

    Just been very busy.
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    Mantra
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    access_time 2y
    Version 3.5

    Very minor tweaks.
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    Mantra
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    access_time 2y
    Version 3 is out now!

    A lot of things have been changed. Check the Updates section for a complete list.
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    the hand that is visible on the shotgun when in idle mode is well kind of messy, what i mean by that is that the glove messily extends.
    A̶̙̼̮͚ͥͣ̾̌̊͠ ̛̮͖͇͈̪̭ͪͣͯ͒̉͡͡čͭ
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    Version 2 is out!

    All bugs so far (and some pointed out by others) have been fixed! Don't be afraid to post what bugs you find.
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    access_time 2y edit 2y
    in e1m1 theres a error sing in the room before the exit.
    i played it on gzdoom so it probably has something to do with it.
    and heres a little something on the sound desing, a few sounds are highquality and others are original doom quality, hopefully you will choose a style on that.
    thats all.
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    access_time 2y edit 2y
    Heres the first open build of this map, scanned & everything.

    Maps 5 and onward are still unfinished.

    Bugs so far:

    • E1M2: The pillar that lowers the chainsaw goes too far down, cutting a hole in the nukage surrounding it
    • General: The weapons in the "Classic" gamemode still use the "Redone" weapon sprites.
    • E1M3: Strange broken glass hitboxes in the left room + Solid glass that bullets and projectiles can pass through where you get the blue keycard.
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Mapping, Scripting
Original Authors
id Software
Making DOOM & DOOM II, Mapping

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Development State
In Development
Completion
70%

Attributes

Software Used
GZDoom Builder
Genre
Mapping

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