Description

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

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Doom 2: Oxon Remastered
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CygnocalCorg
CygnocalCorg - - 46 comments

I really dig the redesigns of the Doom II maps. However there are way too many invisible walls.

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Weeb_Doomer9997 Author
Weeb_Doomer9997 - - 7 comments

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

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kalensar
kalensar - - 400 comments

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.

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Weeb_Doomer9997 Author
Weeb_Doomer9997 - - 7 comments

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.

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RikiHakurai
RikiHakurai - - 6 comments

Too much invisible walls.

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-Ghost-
-Ghost- - - 255 comments

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.

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Akidd
Akidd - - 61 comments

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.

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