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D!Zone'd - STAR2
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- Опубліковано 31 лип 2024
- Port Used: dsda-doom 0.27.5
Skill: Ultra-Violence
Download Links:
files.spectere.net/doom/DZone...
Doomenstein 4D!
Level Ratings:
STAR2.WAD - MAP01: 7.5/10
Interested in downloading or contributing to the Wadinator? Check it out on GitHub here: github.com/Spectere/Wadinator
Chapters:
00:00 WAD Selection
00:43 STAR2.WAD: MAP01
13:58 STAR2.WAD: Final Thoughts
18:15 Outro
I recently made a port of DM2CONV. It's actually a pretty clever program. It has something of a scripting language built-in that allows you to customize the generation logic in an extremely flexible way. Assuming WizardWorks used the default settings (which it seems pretty likely they did) the logic is pretty straightforward. In addition to replacing the missing textures it:
- Replaces all placed shotguns with SSGs
- Replaces 4 random monsters (except Cyberdemons and Masterminds) with 1 each of a Megasphere, an Archvile, a Beserk, and an SSG
- Replaces 20% of Imps with Chaingunners
- Replaces 10% of Cacodemons with Pain Elementals
- Replaces 50% of Barons with Arachnotrons (10%), Revenants (10%), and Hell Knights (30%)
- Replaces 45% of Pistol Zombies with Chaingunners (10%), Medikits (5%), Stimpacks (10%), and Health Bonuses (20%)
So when it seems like there is a ridiculous number of chaingunners at 11:03, that's why. All those Chaingunners were originally Imps or Pistol Zombies (probably Imps in this case). This also means all those times when you've found a Megasphere, it wasn't originally a Soul Sphere - it was originally an enemy of some kind!
I’ve heard that in Maximum Doom - which also used DM2CONV for its conversions, apparently - the Doom 1-to-Doom 2 conversions also replace Pinkies with Arch Viles.
Nice! Thanks for the info. :D I'd been considering doing a C# port of it for a while but never got around to it. Do you have the source available anywhere? I don't see it on your GitHub account (though I do see your Bitburner scripts-I spent way too much time messing around with that game a couple years ago and I think I might end up relapsing soon).
The fact that enemies become megaspheres is interesting. I've seen some obvious instance where they became health bonuses and stimpacks, but I wouldn't have expected them to ever get converted to artifacts (at least until playing through this made that berserk powerup incredibly obvious). I also didn't expect that many zombiemen to get converted into items. Yikes.
@@Spectere I initially had the repo private as I wasn't sure exactly what I wanted to do with it and the code was extremely quick and dirty. I've cleaned it up though so take another look and you should see a "Wado" repo now.
I guess it's not technically a "port" - rather it's a new converter that replicates DM2CONV's default configuration. Unlike DM2CONV, it's not scriptable and it only supports converting Doom to Doom 2 (not the other direction, nor Hexen/Heretic). It does offset replaced switch textures though. 😁
@@lyokianhitchhikeryep, I've been through Maximum Doom and saw tons of examples where there's a pack of demins with an Archie in the middle of them - HAD to have been a default or popular setting
@@maximummatt73 was there also a DMCONV, or just DM2CONV? I’m not sure if D!Zone & Maximum Doom used separate programs or different versions of the same program.
A d-zoned map with 333 demons. Spicyy
It’s half-evil
What a map, what a map!!!!
@@ShadesMan it's a mighty-mighty good map
On stuck enemies, my theory is still that they playtested in HMP or lower. At the last minute, they went "Okay, toss a couple more enemies in for UV, and done!", but didn't test that.
(If it's on a wad that doesn't support other difficulties, then I have no explanations, lol.)
In this case, the stuck monsters appears on all three skill levels. 😅
@@Spectere ID did it too, so that makes it Kosher, right? XD. I don't recall if you've ever covered it, but it seems map 02 was actually pretty bad for a while between versions 1.666 and 1.9, because they moved a few of the maps closer to the 0.0 coordinate and initially forgot to move the objects. It was rectified later, but that one lone shotgunner was forgotten as well as that barrel in the lower part of the map with the blue key.
@@darkprinc979 Hah! Exactly. XD
I've never actually played any versions between 1.666 and 1.9, but I have seen videos covering MAP02's jankiness. I wish I knew why they decided to suddenly shift the maps toward (0, 0), but oh well. What's even more crazy than the fact that they seemingly didn't notice all of the issues is that 1.7-1.8 were out for months before the issue was finally fixed in 1.9.
It's always a bit of a trip whenever I fire up Doom II on my retro PC (which is still running 1.666) and That One Shotgunner is able to move around freely. :P
@@Spectere And don't forget those bars in the room with the switches. They just look so out of place after playing 1.9 for so long.
It's kind of funny because my first experience with Doom 2 was when I picked up a copy of Doom 2 for Windows 95, which was the first game I bought with my own (birthday) money. I got the 1.666 copy later, when I bought an Aldi bag full of games from a classmate in High School. It had some real treasures in it, like Doom 2 1.666, Duke 3d, Diablo and Mechwarrior 2. What's really funny is that I have no idea what ever became of my copy of the newer Doom 2 cd. I've just been migrating that IWAD from system to system for the past 15 years or so, same with the copy of the Ultimate Doom my Dad picked up back in the day.
I'm not a programmer so I have no idea if this is even plausible, but I recall seeing someone comment on a video that moving the maps closer to 0.0 may have had something to do with memory usage.
@@darkprinc979 I still kinda miss the bars for some reason. I think it's because it feels odd that only one side has them now. :)
My dad ended up buying the original Doom 2 release from a local computer store down the street (the same one we bought our 80 and 100 MHz 486's from). Just like you, I've been carrying around the same IWAD from PC to PC almost ever since. Technically, the Doom and Doom 2 IWADs are patch 1.1 and 1.666 WADs, respectively. Kinda crazy to think about.
And yeah, that sounds like one hell of a nice goodie bag! I wish I would have pushed further into Diablo (though I more than made up for it when Diablo 2 came out) but I played a ton of Mechwarrior 2.
From what I recall about Doom's data structures, I don't believe moving the maps would have had an impact on memory usage. Doom uses 32-bit data types for basically everything, so it takes just as much memory to store 0 as 1,000,000,000. Doom also exclusively uses integer math, so you don't lose precision as the number increases like floating point values do.
So yeah, I dunno. Kind of an odd decision, but I'm sure they did it for a reason.
The worst thing about that soft lock is all of that health down there. If you get low on health later you could be tempted to go back for some, and then you'd be in trouble.
This is one of those times when the converter picked a pretty decent spot for the Arch Vile. If only it weren't so easy to cheese it with those barrels XD.
Yeah, that's also true. I can definitely see that happening, especially if someone took a few too many unlucky shots from the hitscanners.
Imagine how interesting that area would have been if the barrels weren't there! That arch-vile would have been able to go on a resurrection rampage, haha.
2:28 omg dame pinky
Right? They're always in the way, lol
@@Spectere something all ways in your way..
..happy 4th
@@bikeman80 Thanks man! Same to you.
@Spectere just another day no friends or family.....no car lol. Just phone galaxy s20 plus love it.......and watch most of you run-through doom etc
How did you end up with 101% kills? The game started with a killcount of 333. And the arch didn't revive any monsters. Could it be because you picked up the berserk pack ? Which was supposed to be a monster or something?
The arch vile was in a pit full of exploded barrels. It seems very likely that a zombie or something would get blown up and resurrected.
@@Scypek Oh yeah. That makes sense.
DOOM.WAD has two 128 wide switches, SW1PIPE and SW1STARG (the latter only present on E1M3 originally, and completely unused later), and some of the doom 1 switches (SW1BRN1, SW1STARG, SW1STON2 and SW1STONE, which was almost definitely the one used here) are unique to doom 1, but none of them are actually absent from Doom 2 - just replaced with copies of SW1BRCOM for no real reason.
Thanks-for some reason I thought there were more "missing" switch textures in Doom 2, but it definitely added more than it removed.
I wish the converter would have at least made an attempt to match up the aesthetics. Just as an example, SW1STONE->SW1GRAY isn't an exact match, but it makes a lot more sense than using SW1BRCOM.
@@Spectere The converter mostly does try to use aesthetically similar textures for replacements (though there are some strange ones like COMPTILE->COMPWERD instead of COMPBLUE). The catch with the switch textures is that it actually isn't replacing them. Doom 2 replaced those textures with larger ones, and the converter is only coded with a list of *missing* textures so since the textures still exist (at least in name) it leaves them alone.
You can see this if you load in d1tod2nufx.wad on top of Doom 2 - the textures replaced by the converter will use Doom 2 graphics, but all the switches will be fixed and use Doom 1 graphics.
Now this is a really nice map - good action and some nifty areas. No bullshit like shotgunning Barons, either; in fact, I don't think this one even had a single Cacodemon - it's all lower tier enemies plus a converted Archvile. It's just unfortunate that the author allowed softlocks to happen though, otherwise I'd have easily given it a 9/10.
I think if the only softlock were the monster pits I would have given it an 8.5, since it's somewhat obvious that you're not supposed to go down there early (though it should still kill Doomguy). That one with the elevator is just far too easy to trigger.
If both issues were fixed, I completely agree-this would have been an easy 9.
@@Specteresooooo many wads back in the day had that (switch next to a one-time-only raising platform) - the natural thing to do is back up immediately to see what it did, I always hated that when you see it rise up and you're like "I'm softlocked now, aren't I" 😅
@@maximummatt73 Definitely, haha. x)
I guess this kind of reinforces why having other people test your map is a good thing. Thankfully, that isn't quite as tough to do these days!
Hold on. Was the converter for D!Zone & Maximum Doom DM2CONV or just DMCONV?
It's just DMCONV.
@@Spectere because I found DM2conv, but not DMCONV.
@@lyokianhitchhiker My bad…I misremembered. I just checked my old, old Doom directory (which has a copy of the utility, likely snagged from AOL) and it is indeed called DM2CONV.
@@Spectere now I’m wondering if the Doom 1-to-Doom 2 conversions on Maximum Doom were made specifically for it.
@@lyokianhitchhiker Hmm…yeah, it would be interesting to compare the D!ZONE and Maximum Doom conversions to see if there's a difference.