Name: Doom 2: Remake
Filename: D2Re.pk3
Download here: [Link]
Version: 1.0
Author: sevenyearsgone
Map Format: UDMF
Ports Tested: GZDOOM 4.14.2 (I only use GZDOOM for reasons mentioned below, I don't
know if this works with anything else)
IWAD: DOOM2
Mod Compatibility: Vanilla WAD (except textures and decorations) so most mods
should work. Don't use Brutal DOOM, it changes something in how items are picked
up,
causing scripts that trigger from item pickups to not run. I know how popular
Brutal DOOM is, so it's a shame, but I don't know what's causing this and don't
want
to remake the ACS triggers for every map because of it.
I made a gameplay mod that I meant to release bundled with this Doom 2 Remake, but
decided against it for worries that people may not like a gameplay mod
shoved in their face like that, or the download being bigger because of a mod they
might not want. So instead I will simply put the download link for
my mod here for those who want to try a new, full gameplay mod that aims to keep
the core of DOOM gameplay intact, while modernising some things, adding gore
and making the pace a bit faster in general.
Download my Mod here: [Link]
Another mod I recommend is Supercharge, you can find it on Doomworld.
I can only guarantee full compatibility with my own mod, of course.
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Music:
Aubrey Hodges - DOOM64 20th Anniversary OST. Tracks have been edited by me to avoid
the WAD bloating into a 500MB beast.
This OST was chosen for 2 reasons; 1. the generosity of Aubrey Hodges to allow DOOM
mappers to use his music.
2. to make the atmosphere darker to match the textures and the type of map I like
to make (and the gory gameplay mod).
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WAD Description:
This is a remake of DOOM2 using the OTEX texture pack and custom resources from
Realm667. The idea is not original; recreating an IWAD from memory,
but this comes with a twist. I tried to remember the original maps as well as I
could, but then freely changed things as I saw fit
(progression logic, weird triggers and such). So the maps are the spirit of the
original rather than exact recreations. That said, you should
recognise every map by just seeing it, this was the goal at least.
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Gameplay: Single Player (co-op has been taken into account through ACS, the maps
behave differently*, but SP is the main focus)
*(ambushes don't close doors behind you when entring ambush area, so players behind
won't get locked out, but obviously this changes the dynamics of the fight,
which is why SP is recommended, at least for first playthrough)
Playtime: 2-6 hours.
Difficulty: Difficulty levels have been reworked completely. When you select each
difficulty, there will be a message saying what is different.
This changes the skill integers (0-4), UV is now 2 and the default setting with no
changes from the original. Nightmare! also has not been touched.
Changes have been made to the 2 first diffculties and a very hard mode called
Ultra-DOOM has been added. This one is especially fun for a no saves/100%
challenge.
It forces shotgun start through ACS in every level, unless you die, then pistol. Of
course, this ACS won't work when playing with mods, since the weapon
names are different, so I recommend doing this challenge in vanilla, or using
IDCLEV with mods.
Additional Gameplay Notes:
-Factory (map12) might have some FPS problems, I was experimenting with 3D sectors
and didn't know how quickly they deteriorate FPS.
-I tried using animated textures for switches where possible, so gory gameplay mods
don't cover them with blood decals,
but this will most likely still happen sometimes, so be wary of this. The switches
can still be recognised because of the indent in the wall.
===========================================================================
Editors used: UDB & SLADE
Build Time: 31 days (day per map). I set a rule for myself to not exceed 12hrs on a
single map, but this was unnecessary since DOOM2 maps are actually quite small.
Textures: OTEX 1.1 by Ola Björling(ukiro), Released 3Jul2020
Requirements: No Jump, No Crouch, Freelook players' choice (strongly recommended).
Additional Graphics Notes:
-I don't use ALMOST any sector lighting (shadows e.g) because I only make maps for
GZDOOM and use the modernised lighting options.
-- (IMPORTANT) Dynamic lights (both) and shadowmaps should be on (bloom optionally)
when playing. The levels will look bad and weird if these settings are not on.
---Gamma & brightness should be set to default. (too much brightness will wash the
graphics and ruin the atmosphere)
-Please use Hardware rendering.
===========================================================================
Copyright / Permissions
Authors MAY use the contents of this file as a base for modification or reuse.
You MAY NOT distribute this file in any format.
===========================================================================
Credits inside the archive ([Link]).
===========================================================================
Special Thanks:
to GZDoom, UDB & SLADE authors.
to Ola Björling for OTEX.
to Realm667.
to Aubrey Hodges.
to Jotunbjorn for testing.