DOOM+ Is a recreation of the 4 episodes from The Ultimate DOOM plus SIGIL and recreates them in DOOM 2
58 Maps in total
DOOM+ V1.3.1
I am happy to announce that my first PWAD has been released!
It edits the usual DOOM 1 episodes and adds more places to look around! Features 36 maps and 4 episodes
Use DOOM 2 for the IWAD and GZDOOM This replaces the levels only and is not an IWAD, so these cannot be used as an IWAD to circumvent the need for an IWAD to use PWADs.
NOTE: This is not Brutal Doom exclusive! You can play this with any mod you desire or even without mods!
Episodes 1-3 made by ID: Software, DOOMVideoVault (Maps of Chaos), and Me!
Please notify me if you find any bugs, although this is my first full wad!
V1.0 Release 5/30/23
Reduced enemies per Difficulty not set yet
Pistol start may be too hard
Episode 1 difficulty too hard?
V1.1 Release 6/4/23
EP1: Easy and Medium difficulty are much easier!
EP1: New Areas to look around in
EP1: New maps E1M4B and E1M8B!
EP:4 ADDED PSXMAPS!!!!!
V1.1.1 (Patch)
Fixed Bugs
6/17/23 V1.2 Release Changelog:
Added a couple more PSXMAPS plus its own episode
Added Sigil with episode 5
Renamed Maps to E_M_ instead of Map_ (Finally)
Added Episodes
Added GameInfo
Added Plutonia/TNT Music to episode 4 and the PSXMAPS
6/23/23 V1.2.1 Patches
Fixed episodes 3 and 4
removed early Cyberdemons on episode 5
censored "F*ck"
Added Transition maps for episode 4/5
7/11/23 PATCHES:
E4M1 remake inspiration from RAZZOR
Added harder Cyberdemon/SpiderMastermind boss battle + Health Bars!
1.3.1 Patches:
- Fixed Bugs
- Added Game Select -- Buggy :(
- Edited Maps
Photos: Imgur.com
Videos:
Have fun!!!!
Hey man can you replace you "MAPINFO" with this one "https://forum.zdoom.org/viewtopic.php?f=43&t=55461"
Hey, nice mod. Quick question, is there anyway for you to import the Brutal Doom bosses in each respective boss level? Like have the Mother Demon at the end of TFC or even the giant Spider Mastermind with the healthbar at the end of Inferno? Could make the boss battles just a little better
I don't think so but I will see what I can do!
Thanks! Also, is there anyway to provide a map screen like in original Doom? I'm really sorry if I'm asking for much but I just feel that it can help the mod a bit more
Question. I'm playing this with brutal doom and so far it is fantastic. But when I get to level 2, I flip the final switch but the door won't open to the exit. What am I doing wrong?
That was an error in an order version of the mod, fixed in current one
I just redownloaded it, its still a problem. I just use noclip to get past it now.
Finished DOOM+ 1.0's episode 1 so far (will update to 1.1 in a bit)!
I see that you have credited Maps of Chaos. If you don't mind me asking, what's the difference between your map pack and Maps of Chaos? Did you use them as a base and made more changes to them?
EDIT: Also, could you provide a list of the maps included? Since there is no episode selection screen, I am having to open the WAD with SLADE to check the filenames so I can load them using GZDoom's console. This is mostly because of the new maps you added in the 1.1 update.
GREAT WORK! 馃槏馃挒
Can't wait for sigil
Great job!
Anyone know something similar with the DOOM II maps? :)
Hey man amazing work one of the best wads I've played in a while.
And any chance you could give Doom 2 TNT & PLUTONIA the same treatment at some point that would be amazing but if you can't that's perfectly fine.
At first I thought that the Creator decided to give "Maps of Chaos" for New Levels. However, when I got acquainted with the trailers and future updates...
Creator, I have no words! That's why no one did that? Take the resources of "Maps of Chaos" of the First Part and rebuild it on "DOOM II"? And then transfer the Levels from "DOOM PSX" and "SIGIL" to "DOOM II"? And even transform it a little with new details?
And after that, someone says that Romero is a Genius of Game Design? So why the hell couldn't he do "SIGIL" under "DOOM II", but HarryDudE could?
I don't know what others will think, but this Project is a good Gift for the 30th anniversary of DOOM! I need to definitely do a Review on it (If HarryDude doesn't do another Update... 38^)) )!
Got a bug report here. In e2m4 (Phobos Lab), the teleport in the secret room off the east side of the circular hallway doesn't work for some reason, even though it appears, according to the editor, to be tagged correctly. I had to cheat to get out of that room and the room it should send me to, off the north side of the circular hallway, opposite the elevator down to where the teleport took me in the original e2m4. Also, a room in the blue hallway with some ammo in it behind a green demon face wall cannot be opened at all. I had to cheat to get into that room too.
UPDATE 7/14/2023: The above bug still exists in the latest version of this mod, and I've found another one: the two blue keys are both available in e3m6 when only one should be at any skill level. The one in front of the building with the teleport to the secret exit area should only appear in the lower skill levels and the one in the Y-shaped building in the higher skill levels.
UPDATE 7/18/2023: Texture patch LAVFALL1, meant to appear on walls at the far eastern side of e4m2, was omitted from the wad somehow, leaving the walls where it was supposed to appear completely black in-game. And I figured out what's up with the teleport referenced in the first paragraph above - its destination sprite is set to appear on hard skill only, not on medium or easy, and therefore it will only work on hard!
H位rryDudE! I've started testing Mods in your Collection here and the results are pretty sad. Most Mods just don't support your Project!
No, there were no problems at the Usual Levels. But on E2M8 and E3M8, STRONG FRAME DRAWDOWNS begin!
And the strangest thing is that there were no problems with the "Babel" Mod. With the rest of the "Vanilla" Mods, Frame Loss was observed.
H位rryDudE! I wrote a Review on Your Project to make your Project even more popular:
Doomguy.ru
But I have a question: "Why the hell did you add Levels from XBOX?" They're ****! How are they related to PSXDOOM?
harry hi idk you did this
Ooh, Maps of Chaos is a old goodie (that is surprisingly seldom talked about), so Im eager to try this out too!
EDIT: Trying a few maps before bed in combination with Relighting and Beautiful Doom, it is a real breath of fresh air so far and I like it a lot :)
EDIT2: Also, I think that two versions of this would be awesome, one where it goes more all out with the monsters like this one, and then one that is more thematically "correct" so to speak and that introduces monsters in a more episodic and vanilla fashion :)
Gracias!
I am trying It.
Is there a chance you鈥檒l give any fan-made Doom 1 WADS this treatment? In particular, I鈥檓 curious how you鈥檇 redo "Ultimate Doom the Way Id Did" for Doom 2
Hey I noticed that 1.3 seems to break compatibility with brutal doom鈥檚 level enhancement feature
Any chance you could include sigil 2 at some point please
also club doom isn't included in the psx levels
Man, I've been looking for something like this for a year, thank you so much for making this. Just wish it was compatible with vanilla source ports like prBoom+ or Crispy Doom.
Where is the exit on spawning vats?
Same issue here.
when i get to E2M8 and E3M8, STRONG FRAME DRAWDOWNS gzdoom/lzdoom lags can you fix it?
V1.3 broke combatibility with Brutal Doom's level enhancements. Can you maybe add back support?
V1.3 Seems to be broken, specifically E2M7: Spawning vats, the extra enemies in the spawning vats (the room near the exit with the invuln sphere) do not spawn and the teleporter for the exit is broken, reverted to 1.2.2 and it works just fine :/
Looking at the map in Slade it seems that the v1.3 is missing the trigger to lower the walls of the spawning vats (exists in the earlier version) and also the 1.2.2 version of the Exit Room has 3 extra linedefs with a WR teleport (the missing of which is probably the culprit for v1.3)
EDIT: Im assuming that when removing the room you teleport to in V1.2.2, you forgot to put a linedef for exiting the level in there?
EDIT2: That seems to have been it, I manually added a W1 Exit in the Exit room on E2M7 and it took me straight to E2M8. Hopefully youll have an official fix out soon, as this is really fun to play. (Also hope nothing else is broken from v1.2.2 to v1.3 >_<)
PS. I can really reccommend people to play this in combination with BeautifulDoom and Relighting, it really freshens things up and is an awesome experience!
EDIT: Oof, apparently They Will Repent lacks a Player 1 Start.
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Is there no way to make this compatible with Vanilla source ports like DSDA Doom or Odamex? I really wanted to play this on my OG Xbox with a CRT.