This is a very wonderful tool!
However, I was considering porting over the Freedoom Project's levels over to Doom Complete, and I was wondering what the best way to try and do so is, since I've tried it before and only got a decrease in sanity as a result.
kinker31
Creator of
Recent community posts
DOOM 1: E[x]M[y] (X: 1-5, Y: 1-9) (9 is the secret level)
[Episodes: Knee-Deep in the Dead, The Shores of Hell, Inferno, Thy Flesh Consumed, SIGIL]
DOOM 2: MAPXX (XX: 01-32) (31/32 are the secret levels)
Master Levels: ML_MAPXX (XX: 01-21) (22 is the secret level)
nerve.WAD: NV_MAP0X (X: 0-9) (9 is the secret level)
The Plutonia Experiment: PL_MAPXX (XX: 01-32) (31/32 are the secret levels, 31 only has the super secret level exit)
TNT Evilution: TN_MAPXX (XX: 01-32) (31/32 are the secret levels)
I decided to run your mod with Chex Quest 3, and it works quite smoothly! The only problems I found was that the names of all the Chex objects were their source-code names, and that most of the Mr. Friendly-unqiue assets assumed you were running the Doom Series, so if you do plan on adding Chex Quest 3 support, you don't really have to worry about much gameplay-wise [maybe aside from the immobile 'boss' that spawns at the end of Chapter 1].