Welcome to DOOM 2: Oxon Remastered. After weeks, the sequel is finally here. Made major changes to the city levels especially and did not have much to make out of of hell maps.The features introduced here are listed below:
# Remastered maps, much more distinguishable than the classic
# Bosses after each segment
# Rewritten plot
# Fixed the impossible secret bug in MAP15
The plot remains the same but rewritten: after Doomguy returns to Earth from the underworld, he was soon surprised by a large number of demons that overtook earth like storm. They were here way before him and have already overthrown major cities across the globe and crashed down the global industrial sectors. Over half a billion of earth's population has been killed or met brutal fates which are worse than death and the demons have introduced a technology far worse than imaginable: the bastion of hell which prevents remaining Earthlings to flee from this nightmare. Now it is up to Doomguy to save millions of lives by destroying the demonic forcefields over Starport and also kick some ass in the underworlds one more time.
NEW VERSION CHANGES:
# Fixed some bugs
# Reduced some "invisible walls" especially on the first segment
# Alternate routes leading to different maps. E.g: You can either battle the Icon of Sin or a new final boss added. Which final boss you will face depends on the exit route you take in MAP26.
VERSION E CHANGES:
* Reduced some invisible walls on MAP06 and MAP10
* Added a new map (can be accessed from Map18, you have to choose your path there)
* Made some texture changes
VERSION F CHANGES:
* Added a new map "Nebulous Origins"
* Added a new boss which can only be accessed through "Nebulous Origins" via acquiring a red keycard in the megasphere secret sector in MAP10. The key is used for opening the barriers to the alternate exit.
* Fixed some bugs
VERSION NV CHANGES:
* New Episode 3 Sky
That's about it, more improvements might take place in the future.
I really dig the redesigns of the Doom II maps. However there are way too many invisible walls.
Thank you for your feedback. Yeah I do acknowledge the invisible linedefs are a problem but that was on a bit of a rush but this mod will receive an upgrade in the future
Industrial Revolution Map01. None of the doors to open on the train work except on the ones to the other cars. Tested on GZD 4.11.3 and GZD 4.10 with the same results. Basically cant even start the level without noclipping through the door.
Thank you for your feedback, apparently there are three doors in compartments to exit the train but the other two aren't supposed to open from inside. The only way to exit the train is via the first door beside the starting point. If you really want to open those doors, you need to walk away from that area as there is a walking linedef to open the door.
Too much invisible walls.
Thanks for slowly removing the invisible walls. I'm okay with blocked off areas, they just need debris or a broken floor or door or something to make it plausible.
Are you certain the currently posted files are the latest? The changelog says some invisible walls were removed in the "first segments" but playing through the first 2 levels there many, many invisible walls and inaccessible areas? It looks strange to have big areas simply off-limits (just design visible barriers and/or make it clear you can't go there - rubble, fires, broken doorways, trees, walls...). The maps punish you for exploring and is frustrating, tedious searching for those that like to complete levels. Think about ID or any of the other greatest independent maps - invisible walls are an exception and even when used you might not even realize it.
It looks like a lot of hard work went into it and it is impressive with a lot of potential but I find it too aggravating. Keep up the good work. Lots to like here.