Well here it is, another update, and another DAMN name change because I'm incredibly indecisive.
So for the longest time I had wanted to work on making map conversions for the 32x, as I actually really enjoy Doom 32x. Thankfully, thanks to Vic and the Doom Resurrection/Fusion team, and its really kind of reinvigorated me to try to do this...
Welcome to DOOM: REPENTANCE!
56 Levels of demon slaying ranging from levels cut from the 32X Version, Playstation exclusive levels, unused levels from across various ports, the infamous XBOX exclusive level, and SIGIL - Chapter One. The (nearly) complete ULTIMATE DOOM experience on the Sega 32x.
Q: What is the overall goal of this project?
A: Implement all or as many Doom 1 original levels as possible, be it SIGIL, Bonus Console Maps, unused maps, etc.
Basically, I want to atleast make something that I can be proud of as well as give another console version of doom an upgrade.
Q: How many people are working on this project?
A: Me. I know projects of this scale like PSX Master Edition or Resurrection usually have two or three, to a whole team of people or volunteers working on it, but I knew I'd probably be the only person interested in this.
Q: How long does each level take?
A: In most cases like with Episode 4, I had stuff to work off of due to the PSX version having 5 out of the 9 levels. In cases like with the remainder levels or SIGIL - Chapter One, I had to focus on cutting off unnessecary bits of level and changing to the 32x MAPDEV textures, which took about 2 - 3 hours. Then you have cases like the John Romero Maps, Sewers, and the Estella Maps which due to either large amounts of level geometry, nonsensical level design (Looking at you Sewers), or due to not having the original map wads like the Estella Maps, so I had to do something drastic...
Rebuild all of these levels... By hand.
Thankfully in the case of Phobos Mission Control, Tech Gone Bad, and Sewers due to those wads being available, enemy placement was easy. However in the case of the Estella Maps, I had to use various people's playthroughs and whatever resources the DOOM Wiki provided, to even try to match the original layout of the maps and enemy placement. Due to this, all enemies in the levels are throughout all difficulties, there's no Deathmatch or Multiplayer support on these levels for the most part. Hopefully down the line I find a way to get it a perfect as possible, but since it's only me it will take some time
Q: How long will the project be in Beta?
A: SIGIL - Chapter One has pretty much be completed, but could still use some work. I was also extremely burnt out while working on it so I missed alot of textures there. but we're getting close. I also still haven't been able to add deathmatch support to some levels like the PSX levels
Q: Will [X] map be added?
A Right now SIGIL Chapter One is the only thing that has been truly planned for the most part. After looking over it, SIGIL - Chapter Two isn't happen as I doubt the 32x could handle THAT much (Its a miracle things are where they are right now. Seriously Vic and Chilly, you're legends), plus after going over the levels, and working on SIGIL - Chapter One, converting those levels would be an absolute pain that I just don't have the time for. Other than that anything else is being kept under wraps for now, as level design is not my strong suit. (Seriously just look at the mess that is Tri Daemon Omen if you don't believe me)
Q: Will anything Doom II or Final Doom Related be released?
A: Doom II, no. I'll get flamed up the ass for this probably but I do not like Doom II, though if it WERE possible, adding a lot more of the content from PSX Doom such as Doom II Enemies would be nice, but it probably won't happen. Final Doom, maybe... I do have a soft spot of TNT. It won't be a part of this project though.
Goals:
Alpha:
- Get running of console, of course and begin conversion of Episode 1 maps such as Phobos Mission Control, Tech Gone Bad, and Sewers (Progress: 100%)
- Finish off converting whatever maps that were cut from Episode 3 plus the unused 3DO Extramap, as well as make an alternate version of E1M1 to connect Sewers properly as a secret level (Progress: 100%)
- Begin conversion and implementation of Episode 4 Levels (Progress: 100%)
- Finish Episode 4 and bonus PSX levels such as Twilight Descends, Threshold Of Pain, and The Marshes (Progress: 100%)
- Begin SIGIL Chapter One conversion and have E5M1 in a playable state (Progress 100%)
Beta:
- Finish SIGIL - Chapter One Conversion Process. (Progress: 100%)
- Clean up and downsize maps for performance (Progress: 80%)
- Add Multiplayer/Deathmatch capability to PSX levels (Progress: 100%)
- Begin work on REPENTANCE (Progress: 50%)
REPENTANCE BETA V.1.2.2
Fixes:
Deathmatch and Difficulty Settings have now been added to Twilight Descends and Threshold Of Pain. No more hellish onslaught on Not Too Rough! It's not 1 to 1, but it's the best I could do.
Lots of Texture updates to Episode 2.
Redacted Missions Download:
Doom32x Redacted Missions BETA v.2.zip
Repentance Download:
Doom32x Repentence BETA v.1.2.2.zip
Edited by criticalunknown13: Updated Files