A second map? Where's the first map?! That "Clogging To The Brim" map is my work, just have a different name for Discord. Go figure lel. Oh, I had no idea it was you. How do you want to be credited as?
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Besides this I'm looking forward to make a second map for DUI:B from joe-ilya since I had an direct sewer level in mind. Quite the fun project, hope the next "Installments" will fair just as good and beyond. Will use a midi rendition of GoldenEye's Dam level track for good measure. Could be a hint, who knows  A second map? Where's the first map?! That "Clogging To The Brim" map is my work, just have a different name for Discord. Go figure lel.
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Besides this I'm looking forward to make a second map for DUI:B from joe-ilya since I had an direct sewer level in mind. Quite the fun project, hope the next "Installments" will fair just as good and beyond. Will use a midi rendition of GoldenEye's Dam level track for good measure. Could be a hint, who knows  A second map? Where's the first map?!
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Currently planning out my own WolfenDoom series in the spirit of Laz Rojas. Despite the name these will simply be Wolf3D in style of gameplay, enemies, and items while being in proper maps using the Doom Engine's Vanilla capabilities. I was never a fan of the huge blocky terrain that Laz would later do down the line. Either do standard size or inspired maps. It'll be called "Trail of the SS" and have a non-B.J. agent facing down the SS up until meeting Himmler himself which stretches through most of the SS divisions (haven't had a plan for the Ordnungspolizei yet but would be absolutetly great to have). It will also include a bunch of story-related text files to read through to get the whole picture. While it seems rather unecessary it builds up the events and makes goals worth fighting for. I always hated mods simply for the gameplay (excluding directly combat-only ones) with nothing more than an paragraph of the standard "KILL NAZIS AND HITLER! WE WUZ 'MURICA!!!1!!!11" which could be just thrown out and change nothing. Laz knew that, hence why all of his mods have a short backstory and use the intermission texts to give more context. Truth be told I had something similar in works after I had released my 1st 'proper' GZDoom mod. Wolfenstein/MoH inspired with elements from Doom. Are you planning to use assets from Wolf3D mods like, say, Castle Totenkopf, for proper SS enemy sprites? Also, there should be plentiful amount of WW2 -setting weapon wads available in the web. I have some things that will have to be done in-house but there has been quite the sprite pool from mods like Castle Totenkopf so those will be easy picks, same goes for the weaponry. I'll be using many sprites across the Vanilla line-up, including the SOD Mission Packs which I honestly adore and aren't that terrible to play. Same goes for all the sounds, the SOD Mission Packs have great German voice clips for some reason. As for weapons I hope I'll find more classical ones and not the usual modern spriting.
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Damn gimmicks and damn mbf21
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Currently planning out my own WolfenDoom series in the spirit of Laz Rojas. Despite the name these will simply be Wolf3D in style of gameplay, enemies, and items while being in proper maps using the Doom Engine's Vanilla capabilities. I was never a fan of the huge blocky terrain that Laz would later do down the line. Either do standard size or inspired maps. It'll be called "Trail of the SS" and have a non-B.J. agent facing down the SS up until meeting Himmler himself which stretches through most of the SS divisions (haven't had a plan for the Ordnungspolizei yet but would be absolutetly great to have). It will also include a bunch of story-related text files to read through to get the whole picture. While it seems rather unecessary it builds up the events and makes goals worth fighting for. I always hated mods simply for the gameplay (excluding directly combat-only ones) with nothing more than an paragraph of the standard "KILL NAZIS AND HITLER! WE WUZ 'MURICA!!!1!!!11" which could be just thrown out and change nothing. Laz knew that, hence why all of his mods have a short backstory and use the intermission texts to give more context. Truth be told I had something similar in works after I had released my 1st 'proper' GZDoom mod. Wolfenstein/MoH inspired with elements from Doom. Are you planning to use assets from Wolf3D mods like, say, Castle Totenkopf, for proper SS enemy sprites? Also, there should be plentiful amount of WW2 -setting weapon wads available in the web.
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Currently planning out my own WolfenDoom series in the spirit of Laz Rojas. Despite the name these will simply be Wolf3D in style of gameplay, enemies, and items while being in proper maps using the Doom Engine's Vanilla capabilities. I was never a fan of the huge blocky terrain that Laz would later do down the line. Either do standard size or inspired maps. It'll be called "Trail of the SS" and have a non-B.J. agent facing down the SS up until meeting Himmler himself which stretches through most of the SS divisions (haven't had a plan for the Ordnungspolizei yet but would be absolutetly great to have). It will also include a bunch of story-related text files to read through to get the whole picture. While it seems rather unecessary it builds up the events and makes goals worth fighting for. I always hated mods simply for the gameplay (excluding directly combat-only ones) with nothing more than an paragraph of the standard "KILL NAZIS AND HITLER! WE WUZ 'MURICA!!!1!!!11" which could be just thrown out and change nothing. Laz knew that, hence why all of his mods have a short backstory and use the intermission texts to give more context. Besides this I'm looking forward to make a second map for DUI:B from joe-ilya since I had an direct sewer level in mind. Quite the fun project, hope the next "Installments" will fair just as good and beyond. Will use a midi rendition of GoldenEye's Dam level track for good measure. Could be a hint, who knows
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Another BLAKWALx enjoyer, i see... Welcome to the club! Last thing I was working on also makes good use of them.
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I was asking for another "failing" TWID type of project made in recent times over IDmitation, i don't recall any of that since the few i know (Pineapple Under the Sea D-30, PUSS the way ID did, PUSStonia, over some other i don't remember the name) are all sucessful in their making. Ah, i understand now. Well, i don't know much about other failed ones. If by successful ones you mean projects that get finished and released, then yes, they are successful. But are they successful in achieving what they aim for? That's a different question. I don't play the PUSS installments, as i'm against speedrunning community projects. Speedrunning for me, should be normal mapping done fast, not low effort mapping as a result of a time restriction. I consider PUSS to be something like a bastardized low effort DBPs. I think IDmitation will fail as well, whether it gets finished or not. The whole premise of the project is basically "the original DTWIDs are outdated, we have further studied the original IWADs in the last 14 years, therefore we should do better now" (that are the newbie lead's words, not mine), but then most of the mappers who join the project are newbies like him, who i doubt have studied the original Doom/Doom 2 maps. Therefore, i'm 100% certain that IDmitation will fail to deliver maps on the level of DTWID, let alone better ones. And like i've already said, even the original DTWID maps don't always hit the mark for me. I have a feeling that this will end up being a poor remake project, with mappers cluelessly recreating original IWAD geometry and fights. I'm also surprised that IDmitation nearly got all slots filled. Should be interesting to see how the newbie will handle the pressure. He's already showing signs of poor management, by replying to every slot claim, double posting, or bumping his threads (his and the Trhu the Years one) for no good reason. I can't stand when project leads flood their own development threads with pointless derailment. That shows immaturity, poor etiquette and lack of experience, or in other words, it shows they have no business managing community projects. There's no need to say "you're in", or "i'm adding you to the list" to every slot claim, just leave a reaction to the posts, and add them to the mappers' list in the OP, without saying anything. Why is this so hard to do for these newbies? Like i said, at the end of the year, i will do a follow-up for IDmitation, Doom Thru the Years and other projects mentioned in this thread, or at least the ones that are worth going back to. If these projects prove me wrong and turn out to be an amazing success, i'll be the first to admit that i was wrong to judge them... but for that to happen, they really need to deliver on what they promise, which i don't see it happening. For IDmitation, the fail factor will be the inexperienced mappers, newbie lead and the Boom format. Thru the Years will fail, because the idea of going through year by year is dumb, plus the newbie lead, the inexperienced mappers, and the lack of custom textures to cover all the years. The project should have been a "decade by decade" homage instead.
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Yeah, i wrote It pretty badly, sorry!
I was asking for another "failing" TWID type of project made in recent times over IDmitation, i don't recall any of that since the few i know (Pineapple Under the Sea D-30, PUSS the way ID did, PUSStonia, over some other i don't remember the name) are all sucessful in their making.
Also, i am amazed by the following that project (IDmitation) have in recent days with everyone joining It, as well as the slow rotting of Thru da Years... Really it was too much to handle? Anyway, you know that i was making a similar solo project that rot after... 1 map i did (like many other solo maps i did in the past lol)? Not making every map at each year, but using the themes and gimmicks from various maps between 1994 and 2004 + some extra years... I wish to return back making those projects on hold of mine...
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I wonder what is a modern failing example of "The Way ID did" project made by a newbie is Tangra mentioned in the recent IDmitation roasting... I'm not sure i understand your question... isn't the IDmitation project an example of the exact thing you're asking for? Because for me, it is, and i made it clear. If i didn't consider it a failure, i wouldn't have made a post about it. And why are you talking about me in third person? I'm here, you can talk to me directly.
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odium Yeah, I roll maps into the resource pack when they're done so everything is in that. Only the most recent map being worked on wouldn't be in it so when map05 gets started that won't be in until it's done.
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Is there an easy to load link available to let someone playtest everything so far? Download the resource file, it has all the maps in it.
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Is there an easy to load link available to let someone playtest everything so far?
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I miss the times when people just wanted to make fun maps, regardless if it's just normal Doom/Doom 2 textures or custom ones. Nowadays, Troonworlders love to make complex rules that will either alienate people or the usual project abandonment of the retarded proj. leader when things don't go smoothly as expected.
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duibSilverv2.
Changes: the midi, and a support near lift unflagged lower unpegged. means mostly nothing
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Like if you don't do it the way they want immediately, your wad gets released in two weeks after you would actually want.
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I wonder what is a modern failing example of "The Way ID did" project made by a newbie is Tangra mentioned in the recent IDmitation roasting...
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I always forwarded my mail to them first cuz i didn't want to wait 7 days. Also they check incoming once a week these years, so it's even worse than in 2017
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I initially wanted to upload my wad to idgames, but after a few days it was simply deleted for literally no reason. I decided not to re-upload it, but to post it on Mediafire. I took a look at IDGames' REJECT list, and found the reason :
Sun Jul 26 14:45:58 EDT 2026 Rejected uaci27.zip because: no response to verification email after 7 days. Sun Jul 26 14:45:58 EDT 2026 Rejected uaci27.txt because: no response to verification email after 7 days.
I checked my email and it turns out they were in spam this whole time, but I didn't receive any notifications I'll be more attentive next time.
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I've played maybe 7 maps or so total across episodes 1 and 2. So far the maps generally feel kind of same-y, somewhat convoluted switch hunts in corridors with long stretches of the same texture. I wound up skipping Power Plant after probably getting half-way or so in. That aside, I really like the modded graphics. Very tasteful. I'll play some more and see how Episode 3 is.
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Yeah, mediafire acts weird. In these weird cases i use tor browser I initially wanted to upload my wad to idgames, but after a few days it was simply deleted for literally no reason. I decided not to re-upload it, but to post it on Mediafire. I took a look at IDGames' REJECT list, and found the reason :
Sun Jul 26 14:45:58 EDT 2026 Rejected uaci27.zip because: no response to verification email after 7 days. Sun Jul 26 14:45:58 EDT 2026 Rejected uaci27.txt because: no response to verification email after 7 days.
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Yeah, mediafire acts weird. In these weird cases i use tor browser I initially wanted to upload my wad to idgames, but after a few days it was simply deleted for literally no reason. I decided not to re-upload it, but to post it on Mediafire.
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can't download, get virus warnings.
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I thought you forgot to properly texture the rooms, because there are bits of green cement here and there, with no support textures in between. Eh, don't worry about a repetitive midi, your map is too short for any listening fatigue.
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