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 Post subject: "Final Doom II" Project
PostPosted: Wed Sep 12, 2012 2:22 pm 
Archvile
Archvile

Joined: Thu Apr 26, 2012 10:05 pm
Posts: 621
Location: Republic Serbia
I wanted to started some projects at DUKE4.NET also but these guys hates newbies. :grumpy: So i want to all members start project with me! :D I want to we make "Final Doom II". As you know Doom 1, Doom 2 and Final Doom already exist. But where's Final Doom II? So that's the reason why i got idea to start this project. As you know that between Doom 1 and Doom 2 are new monsters in between of Final Doom and Final Doom 2 will be same difference. ;) Project will have 21 levels. 20 levels and 1 secret level. This will be direct sequel to Final Doom. It will be set in time when planet Plutonia was totally possessed by Hell. You must save Plutonia from dirty Satanists again. To get new monsters and weapons i will use Realms 667 material. Also i will make first map. I don't know map names for now. But please before i make first map don't make your map because you maybe don't know how levels style i want to be. This will be addon for owners of Plutonia. I know that FistMarine don't have Final Doom but don't worry friend, missing textures will not change a gameplay. And if i found something maybe i can make it to require Doom 2 instead of Final Doom Plutonia Experiment. Last Level, Level 20 will have boss similar to Satan. If you guys know any Realms 667 monster that looks like Satan please tell download link. :D Level 21 is secret levels and again it will have swastikas and stupid Nazi Guards. :P Level 20 should be set in Hell. Level 19 gate to Hell. Each 5th level will have an boss. I don't know how to give level names but i try something here:

Level 1: Return to Action
Level 2: Plutonia's forest
Level 3: Dark Side of Plutonia
Level 4: Underground
Level 5: Return to ground [Boss Level]
Level 6: Swamp area
Level 7: More Underground
Level 8: Alien Camp
Level 9: Plutonia's graveyard
Level 10: Flesh Mix [Boss Level]
... SO ON ...
Level 19: Hell's gate
Level 20: The 666 time [Final Boss Level]
Level 21: Hitler's revenge [Secret Level]

Current i have no clue for levels name from 11 to 18. Maps should be in vanila format even if requires Realms 667. I don't want some detailed formats like Doom in HeXen Format or UDMF Format. I want to use Vanila Doom 2 Level Editing .CFG file. Level 15 also will have an boss. I said each 5th. But don't help me until i make first level. Thanks. ;)


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 Post subject: Re: "Final Doom II" Project
PostPosted: Wed Sep 12, 2012 8:35 pm 
Spider mastermind
Spider mastermind
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Joined: Fri Apr 29, 2011 3:13 pm
Posts: 919
Location: Romania
Shouldn't be 32 levels?


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 Post subject: Re: "Final Doom II" Project
PostPosted: Wed Sep 12, 2012 8:45 pm 
Archvile
Archvile

Joined: Thu Apr 26, 2012 10:05 pm
Posts: 621
Location: Republic Serbia
No, 21 levels is fine. Like in Spear of Destiny you know. Plus our work will be more easier. It's easier to make 21 levels than 32 levels. :D I am making level 1! When it's finish i will post some screen shots!


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 Post subject: Re: "Final Doom II" Project
PostPosted: Thu Sep 13, 2012 10:33 am 
Cyberdemon
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Joined: Sun Mar 13, 2011 4:45 am
Posts: 1691
Location: I come from the land downunder!
I'll make Hitler's revenge!

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Death to all Warez, unauthorised spam and CORNED BEEF! :P


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 Post subject: Re: "Final Doom II" Project
PostPosted: Thu Sep 13, 2012 12:18 pm 
Spider mastermind
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Joined: Fri Apr 29, 2011 3:13 pm
Posts: 919
Location: Romania
LakiSoft, it sounds a bit more like Master Levels for me because ML also had 21 levels but OK, make 21. XD
Now for Realm667 Monsters, here is the list of them that should be added (let me know if you like them or not)
Spoiler:
Afrit (Baron Variant)
Aracnorb (Weak Cacodemon Variant)
Augmented Arachnotron (Stronger Arachnotron Variant)
Beam Revenant (Revenant Variant)
BFG Commando (Chaingunner Variant or Surprise Monster)
Chaingun Spider (Arachnotron Variant)

That's the list for now. Let me know if you like them or not.


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 Post subject: Re: "Final Doom II" Project
PostPosted: Thu Sep 13, 2012 12:48 pm 
Archvile
Archvile

Joined: Thu Apr 26, 2012 10:05 pm
Posts: 621
Location: Republic Serbia
Thanks but already got monsters. Even boss for each episode including Devil. Can you suggest new weapons please!? :D You will got credit! ;)

skibbi wrote:
I'll make Hitler's revenge!


Thank you. When you done please send it here and you've got a credit. ;)


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 Post subject: Re: "Final Doom II" Project
PostPosted: Thu Sep 13, 2012 12:57 pm 
Spider mastermind
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Joined: Fri Apr 29, 2011 3:13 pm
Posts: 919
Location: Romania
UTNT Flamethrower
Machinegun
Nailgun (MG)
Railgun


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 Post subject: Re: "Final Doom II" Project
PostPosted: Thu Sep 13, 2012 12:58 pm 
Archvile
Archvile

Joined: Thu Apr 26, 2012 10:05 pm
Posts: 621
Location: Republic Serbia
I am searching for it right now. Thanks! :D
EDIT: I get weapons. Thanks!

Some screenshots:
Image
Image
Image


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 Post subject: Re: "Final Doom II" Project
PostPosted: Thu Sep 13, 2012 3:30 pm 
Archvile
Archvile

Joined: Thu Apr 26, 2012 10:05 pm
Posts: 621
Location: Republic Serbia
DoomEdNumbers for new things are if you want to help:

3120 - Big Afrit
10008 - Small Afrit
10004 - Chaingun Major
10006 - Chainsaw Zombie
10002 - Dark Imp
22250 - Hectebus
10003 - Inferno
10001 - Rocket Zombie
30108 - Minotaur Ep1Boss
11000 - CyberBaron Ep2Boss
30110 - Demolisher Ep3Boss
30104 - Satan Ep4Boss and Final Boss
10501 - Machine Gun
10502 - Nail Gun
11502 - Ammo for Nail Gun
10503 - RailGun
10504 - Flamethrower UTNT
11504 - Flamethrower Ammo


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 Post subject: Re: "Final Doom II" Project
PostPosted: Fri Sep 14, 2012 5:56 am 
Spider mastermind
Spider mastermind
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Joined: Fri Apr 29, 2011 3:13 pm
Posts: 919
Location: Romania
:facepalm:
LakiSoft, I have read on Duke4.net forums and some of the members are right that you need to practice about your maps, don't make quantity over quality, make a map that is high quality. Other members were assholes to you because they like to do that to noobs and put some weird pictures as posts. :?
You should learn to map because they don't like you to plan a big project and then when released, it's just poor maps. I'm sorry.
Oh and I see you have angered members because you started a community project when you are a new member, they meant that only known persons that have skills can do that but you, I don't know.
Also someguy said that your friends (me, skibbi, etc) have NOT played good user maps before. Well, I did played all kind of user maps but let me say that your maps are not that bad, neither good. Please listen to people advice so you have to practice then work on a map and release it and let people know about that but DON'T start a big plan.
Since I'm your friend and you will believe me, listen that this is the truth. I just want to help you.


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