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(1 edit) (+2)

Hey, this is probably my favorite Doom mod of all time and no GZDoom install is complete without it in my opinion.  I do, however, have a couple of small feature requests:

1 - Similar to the reintegration of Betray and Sewers, and on the note of Sigil's inclusion, would it be possible to get E1M4b and M8b [Romero's level remakes] included in some way?  I would love to be able to play a 12 level long ULTIMATE version of Episode 1, i.e. maybe have E1M4, then M4b, then play the original M8, then M8b?

2 - Would it be possible to integrate the Community midi packs for Plutonia [Jimmy], Master Levels [Peter Lawrence], and No Rest for the Living [also Peter Lawrence]?  They are excellent midi packs and I think would make each of these collections of levels feel even more "complete", as basically every level would have it's own music.  The master levels pack goes off of the PSN order.  Links to the aforementioned projects as follows:

Plutonia midi pack: https://doomwiki.org/wiki/Plutonia_MIDI_Pack

Nerve.wad midi pack: https://www.doomworld.com/forum/topic/119301

Master levels midi pack: https://www.doomworld.com/forum/topic/118804-master-levels-for-doom-ii-25th-anni...

Obviously I know just randomly asking for extra features is something tons of people do, but I think just these two things would make your mod the most complete package of all official [and semi-official] doom content possible, giving almost every level unique music.


Feature begging aside, this really is an incredible project and it has enriched my doom playing experience to an incredible degree over the years.  Thank you so much for your efforts.


[Update: I decided to donate, but please do not think of it as some kind of informal commission expectation or something of the sort, there's no obligation to carry out these feature requests, it was just for what you've already done for both myself and the Doom community with your awesome tool.  Again, thanks, and peace be with you.]

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Hey, thanks for the donation. Those two things you asked for sounded like they'd be easy to do as PK3 mods, so I decided to see if they were and threw them together:

http://vectorpoem.com/doom/wadsmoosh_romero_e1.zip

http://vectorpoem.com/doom/wadsmoosh_midipacks.zip

Load the two PK3s in these ZIPs as regular mods atop WadSmoosh and you should hear all the MIDI packs in their intended episodes, and you'll go to E1M4b after E1M4 and E1M8b after E1M8. You can add them to your "autoloads" list in your gzdoom.ini file if you want them to be loaded every time you launch GZDoom.

I didn't get permission to distribute the MIDI files in those, but I included the readmes in the ZIP, as is standard for most stuff on the idgames archive. If anyone besides you expresses interest in this, I'll actually secure that permission officially.

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I've tested it altogether and it does precisely what I wanted out of it.  Thank you so much!  This basically gives me the perfect Doom install I've been lusting after for all these years, this is truly incredible.  I know it may seem less significant due to your expertise but I very sincerely appreciate your efforts!  Thank you!

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This is great, Thank you

(1 edit) (+2)

Can you update wadsmoosh_midipacks to include the TNT MIDI Pack as well? And perhaps the version of the Ultimate MIDI Pack that only replaces the duplicate songs?


https://www.doomworld.com/idgames/music/tntmidi

https://doomwiki.org/wiki/Ultimate_MIDI_Pack

(1 edit)

could you add .MID the Way ID Did  too?

Could we get another link for this, possibly with the new TNT midi pack as well? The old links seem to be broken.

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http://vectorpoem.com/doom/wadsmoosh_romero_e1.zip

http://vectorpoem.com/doom/wadsmoosh_midipacks.zip

Are these links broken for you?

I was able to get them to work, thank you

That's awesome!!! Thanks!!!

Thanks - these are great! One question - how can I warp to the Romero levels with IDCLEV? I'm no expert on this stuff but looking at the mapinfo.txt they share the same levelnums - is this the issue?

Try "map e1m4b" at the console (pull it down with the tilde ` key).

Perfect thanks! When I die (e1m8b is pretty difficult) it doesn't restart the map however & just...pauses over my corpse, aside from reentering the map command, is there a standard restart level command or setting I can use?

I thought pressing the use key or fire button would always reload your last save/autosave in GZdoom, is that not happening here? I tried opening the map that way and dying just now and that's what it did... also tested walking through the final portal and "dying" to trigger the E1 finale text, that worked fine too.

I think the problem is with my GZDoom setup, maybe it's not autosaving at the start of the level so upon death it just has nothing to autoload.

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Hey so I have an update regarding the romero maps added into the campaign.  E1M8B is intensely difficult when starting from the post E1M8 health drop finale, to the point that it's very luck based and usually halts my interest in finishing due to how difficult it is to start it, especially compared with the difficulty of anything else in a commercial doom map. The fix I came up with was adding a modified E1M8 via a TNT31 style pwad, where in the modified map I simply change the teleport linedefs into level end linedefs. Do you think that's something that could be incorporated? Or would that be bad as it would be technically including content from a commercial doom wad? The PWAD I made is designed to require that Doom 1 and 2 are present when running, which basically guarantees it would have to be run with Wadsmoosh, if you would like me to provide it, though all I did was copy the content of the map to a new map, make the modification to the end level linedefs, delete the kill sector (for monster count reasons unless they weren't marked as part of the count, not sure forgot to check), I can provide it.

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I've avoided modifying any actual original map data at all costs, preferring instead to use GZDoom's runtime compatibility patching system to fix up anything. In that vein, I'd say you could simply edit the MAPINFO in the E1M8b addon, add the "ResetHealth" keyword to the E1M8b block of that data and you'll start that map with 100 health instead of whatever you ended E1M8 with.

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Yeah in terms of legality that's probably the best solution.  I'll probably just roll with what I have, then remember your solution if I ever lose my wads or something and have to reinstall