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Quagsire

Has anyone ever ported & compiled the PSX/Saturn exclusive levels?

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Probably been asked a fair few times before, but I was wondering if, well, anyone's done that and made them publicly available.

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Pretty sure Kaiser did that years ago.

 

Granted, nowadays you're probably better off firing them up in PsyDoom.

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On 5/12/2023 at 6:23 PM, Individualised said:

It's been done so so many times. If you want to play PSX Doom in GZDoom, then DOOM CE is your best bet.

Was more thinking prboom+, but thankfully the reply above has a link. Thanks though!

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15 hours ago, UnluckySpade7 said:

how accurate would you say these ports are in terms of map scale and enemies?

I believe neither of these criteria are noticeably inaccurate. The changes are in the loss of some PSX Doom features, such as colored lighting or some special effects that would need scripts to be replicated in PC Doom such as the music change in Club Doom or the lighting change in The Marshes.

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20 hours ago, UnluckySpade7 said:

how accurate would you say these ports are in terms of map scale and enemies?

Wow, someone else had decided to do it 20 years ago! Curious why vanilla Doom was chosed though, I guess Boom hadn't caught on yet...

 

As said above, these are pretty much direct conversions as far as the geometry goes. However, vanilla Doom lacks certain features needed for it to work the way the PSX version did(animated sky, scrolling textures, translucent demons, and also the music). Perquisite Strata X does the same while aiming to fix these problems, however, so you're probably better off using the latter...

 

https://doomwiki.org/wiki/Doom:_The_Lost_Episode <- This also exists, for ZDoom. Nobody ever mentions it, and I've never played it, so I can't speak for its quality though.

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55 minutes ago, Jakub Majewski said:

https://doomwiki.org/wiki/Doom:_The_Lost_Episode <- This also exists, for ZDoom. Nobody ever mentions it, and I've never played it, so I can't speak for its quality though.

It’s quite good, but it is far from a faithful recreation. Xaser took the original levels and expanded upon them in various ways.

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It also give them a very different thematic spin (some sort of funky voidspace dimension), so as to build a somewhat cohesive episode out of levels that weren't meant to be in close continuous succession.

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On 5/22/2023 at 10:04 AM, Jakub Majewski said:

https://doomwiki.org/wiki/Doom:_The_Lost_Episode <- This also exists, for ZDoom. Nobody ever mentions it, and I've never played it, so I can't speak for its quality though.

It is great!

 

Sadly, some of the PS1 levels did not make the cut, but for the most part, it is the closest thing to an official fifth episode - even more so than SIGIL: to expand on what has been said before, it brings back the intermission map, it features an original void-themed setting and it does a better job at bridging Doom 1 and 2 than Thy Flesh Consumed.

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One thing ive always wanted is for these console levels to be have the console textures fully replaced by stock IWAD ones so they fit right in with the others, where you could slip them in where they were on console and still have them feel like they belong. Most are pretty much already like this, but 'not quite'.

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On 6/12/2023 at 2:14 AM, Devalaous said:

One thing ive always wanted is for these console levels to be have the console textures fully replaced by stock IWAD ones so they fit right in with the others, where you could slip them in where they were on console and still have them feel like they belong. Most are pretty much already like this, but 'not quite'.

 

Instead of dreaming about something, be the change in the world that you want to see

 

Heres a beta of the Doom 2 console levels integrated into the Doom 2 campaign, including Betray, Redemption Denied, The Mansion and Club Doom, the latter three are all running purely on stock Doom 2 assets now, using Kaiser's ports as a base. I'm sure someone with far more experience can do a much better job, especially since Redemption Denied could *really* do with a gameplay overhaul turning it into a better arena boss map. Betray has had some very minor touchups in a few places too. The Mansion is accessed after Bloodfalls, and Redemption Denied is after The Spirit World, I may make it the first or second Hell map instead however, given how easy it is in its console-accurate state.

 

I beleive @Rudolph and @Tristan might want to give this a scathing gaze to find misaligned switches and other such things (I only found one misaligned switch in Mansion myself). The beta has only a MAPINFO lump to make the new map slots work, so its probably not compatible with DSDA Doom or Woof just yet (I pretty much stole the mapinfo out of the Xbox Doom patch I made and built on top of it for quick testing, UMAPINFO etc will be added later)

 

The Ultimate Doom section is *much* more work and ive only gotten Hell Gate complete with The Marshes half done. Threshold of Pain and Twilight Descends are practically Doom 2 levels in Doom 1, so almost *everything* needs retexturing and rebalancing

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15 minutes ago, Devalaous said:

I beleive @Rudolph and @Tristan might want to give this a scathing gaze to find misaligned switches and other such things (I only found one misaligned switch in Mansion myself). The beta has only a MAPINFO lump to make the new map slots work, so its probably not compatible with DSDA Doom or Woof just yet (I pretty much stole the mapinfo out of the Xbox Doom patch I made and built on top of it for quick testing, UMAPINFO etc will be added later)

Be happy to!

 

Huh, I see that you picked "The Demon's Dead" for The Mansion. Not a bad choice, actually!

 

Also, I noticed that your version of Redemption Denied has the two Spider Masterminds already revealed: unlike Prequisite Strata X and the Playstation version, I do not even need to fight the initial group of Barons of Hell, only activate them by firing a weapon and let the infighting do the rest.

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Kaiser made it so picking up the cell pack in the very middle (which didnt exist in the PS1 version) lowers the Mastermind walls, since you cant have multiple death actions in a level unless its Map 7. I only made his non-functioning exit door actually work by removing tag 666 and making it switch activated.

 

EDIT: I updated the wad, now Underhalls has a new and improved method to reach Betray (This does mean I need to rewrite my amusing text screen though..)

Edited by Devalaous

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8 hours ago, Devalaous said:

Kaiser made it so picking up the cell pack in the very middle (which didnt exist in the PS1 version) lowers the Mastermind walls, since you cant have multiple death actions in a level unless its Map 7.

Doom 1's Baron of Hell trigger used in E1M8 does not work in Doom II?

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image.png

 

image.png

 

image.png

 

I hope this looks okay. Twilight Descends is literally almost completely textureless when put into Ultimate Doom, so im flying entirely blind. Brother says it looks better than the original, but hes not really a Doomer with decades of memories of E4 style :p

 

14 minutes ago, Rudolph said:

Doom 1's Baron of Hell trigger used in E1M8 does not work in Doom II?

 

You can only set one action per level with MAPINFO. The way it is now, it runs on all ports, thats an easy tradeoff. Also fits the goal of 'what if these levels always shipped with Doom 2?'

 

I added another sneaky level to the Doom 2 wad btw. Look for its entrance in Spirit World.

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20230615184421_1.jpg.7012a2f67a0c8a67ce17afb4d391141d.jpg20230615185618_1.jpg.b944467466ea958e3c02cb6a967eb799.jpg20230615184748_1.jpg.3efa62ef5f318c8e7a281b81e9aab6ce.jpg20230615185128_1.jpg.4e62dff189566b1059d975fd64010342.jpg20230615185136_1.jpg.24a35d8faa64706c589fcd29cc312461.jpg

20230615185217_1.jpg.42ee0a84edb157ae230c1bea75de4838.jpgMy take on DOOM 1 style textures, I went for a more earth-like feel for Twilight Descends.

Edited by UnluckySpade7

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Ultimate Doom level beta

 

I finished converting them, but im unsure if I did an acceptable job; as mentioned, ive never done anything like this prior

 

All four episodes have at least one new level each, fully integrated near seamlessly (GZDoom's lack of a 'label' field means the map number will stick out like a sore thumb, but this isnt an issue in Eternity or UMAPINFO ports). I also gave E1M1 a proper secret exit to Sewers and touched up some areas of Sewers to undo *some* of the bad 1994isms. We would need a full on DTWID-style remaster project for it and the other console levels to truly improve it, but it does look better in a few spots.

 

I have no idea if Threshold of Pain is now balanced well for Ultimate Doom; the original was all about masses of Hell Knights and Pain Elementals, ive added some more ammo to deal with the conversions of many Knights to Barons, so let me know how it goes (And feel free to edit it for polish)

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@Devalaous Sweet! Now, we are talking. By which I mean I tend to prefer the Doom 1 exclusive maps over the Doom 2 ones. ;)

 

I started with "Threshold of Pain" since it is the one you appear to be the most insecure about. Well, after doing a UV Pistol Start run, I am pleased to say that I do not have single negative thing to say about it! The challenge felt much more reasonable than the dreaded "Hell Beneath" and at no point did it feel unfair. I guess it helps that the original Playstation map was already quite generous in terms of ammunition and power-ups (three Berserk packs at least) and also that it is already a good map to begin with. I would not have picked "Dark Halls" for the music, but I thought the track suited the map's pace and action well enough all things considered, so no criticism there either.

 

I was not expecting "Sewers" to make the cut, however, since it was not part of the Playstation release, but since you included "Betray" in the Doom 2 release, I guess it is only fair. I intend to check it out tomorrow!

Edited by Rudolph

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My music choices were partially picked due to the original Doom only using some tracks only once, while others got used three or so times, plus Tristan pointed out that no episode tended to use the same track multiple times. Dark Halls was one of those, only ever used in E1M3. Sewers is there because its a 'console level', and its got a custom midi made for it that my patch allows for (similarly, the midis for all the console levels are using duplicate lumps so that they can get custom midis at some point if the user feels like it, without replacing other tracks in the process)

 

Good to hear that Threshold of Pain is doable and fair from pistol start. I wasnt sure if the sheer amount of barons would be beatable. Kaiser added a cyberdemon to the final area on MP, was very tempted to make it always there for a good episode-ender boss fight, but I'd need a bunch of testing to ensure hes beatable with the supplies on hand. Does the level at least look okay?

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6 hours ago, Devalaous said:

Does the level at least look okay?

Yes! It feels very much at home on PC.

 

I noticed in "Sewers" that there is a Demon placed on top of the well's thin border, which causes it to be stuck in the air and unable to move. I also did not hear the custom MIDI; instead, I got "I Sawed The Demon". Is it not included in the wad?

 

Renaming "The Keep" to "The Keep Grounds" and placing Playstation's "The Keep" right after it is frankly a stroke of genius. Well done there!

 

I admit, I also like "At Doom's Gate" for "Hell Gate", even if it is not what I would have picked myself. However, "The Demons From Adrian's Pen" for "Twilight Descends" is a great choice!

 

As for "Redemption Denied", I am just not sure if there is really all that much you can do without denaturing it - which is what Xaser's version ended up doing, even though I would rather play his than the original map - as it is just not a good map: clearly, whoever made it (American McGee?) wanted to compensate for "Dis" being excluded from the port, but the result is just lackluster. As I commented earlier, Doom II really got the short end of the stick when it comes to exclusive maps... Maybe it is one of the reasons Nerve Software chose to make No Rest For The Living?

Edited by Rudolph

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'I Sawed the Demons' is what plays on the Xbox version of Sewers, so its basically its official midi for E1M10's slot. If playing with the Ultimate Midi Pack, it will automatically play Cammy's midi on that map, assuming the load order is correct (Ultimate Midi Pack has some internal xINFO stuff that will conflict with this patch if the load order is wrong, my own copy of ultimidi.wad has the xINFO's stripped out of it)

 

Hell Gate playing At Doom's Gate is totally an unapologetic pun, and since that's another midi that played only once and never again, a short little punchy level before the Cyberdemon fight felt perfect for it to appear again

 

I updated the Doom 2 wad again, there were bugs in the ZMAPINFO, EMAPINFO and UMAPINFO. Im still considering potentially moving Mansion and Redemption Denied around, Mansion has an E1 sky in Playstation Doom afterall (Could place it between Refueling Base and O of Destruction maybe), and Redemption Denied might be moved up to either the first or second map of Hell; whats worse, it or Nirvana for your first Hell map? :p

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3 minutes ago, Devalaous said:

Im still considering potentially moving Mansion and Redemption Denied around, Mansion has an E1 sky in Playstation Doom afterall (Could place it between Refueling Base and O of Destruction maybe), and Redemption Denied might be moved up to either the first or second map of Hell; whats worse, it or Nirvana for your first Hell map? :p

Not a bad idea actually!

 

I would also suggest starting a new thread for the Doom Deluxe project at this point to make it easier to keep track of the mapset's progress.

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@Devalaous Hey, I have been replaying Doom 2 Deluxe and I have noticed in the MAPINFO file that there is a MAP37. 

 

However, it is listed as "map MAP36 "Ancient Catacombs". Is that a typo?

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Oh, thanks for spotting that typo, took me a while to find it as its in the MAPINFO, i'll probably remove that lump entirely in the future as its not really needed. That map is accessed from a certain lategame Doom 2 map which has a brand new secret exit. Its not all that impressive as im a newbie at Doom Builder, but it makes total sense given what the secret map is..

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Yeah, I have been able to locate the secret exit and reach the level in-game. I was just wondering if the typo was going to be a problem.

 

As for the map, I am glad that Id Software chose not to include it as is in Doom II, as it is just not good: apart from the rooms that were ultimately grafted onto "The Spirit World", it does not flow very well and it is not particularly appealing to look at.

 

I am glad that you chose to include it to this mapset, however!

Edited by Rudolph

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