Intended to be played with DOOM 64 CE >3.9.0 or there will be missing resources. This is a map set created by Antnee for DOOM 64 EX. I have ported it to work with CE. Maps are unaltered except for some texturing and rendering trick fixes that are needed with the porting process. The only map that has received extensive changes was the unfinished map, Sorrow.
Requires DOOM 64 CE 3.9.0 or higher!
ModDB doesn't let me upload pk3s directly, so you need to extract them from the zip file first. Then, just run DOOM64.CE.Maps.Beta64.bat. If you use the Lite version of the mod, run DOOM64.CE.Maps.Beta64-Lite.bat instead.
These maps made extensive use of rendering tricks exclusive to the Doom 64 engine, so there may be some glitches that have escaped fixing. Feel free to report them in the comments so I can fix them on a later version.
Special thanks to Moki, Immorpher, Chozo Ghost and Crob4r for testing.
CHANGELOG
Version 22
Fixed shaders not applying to textures when the PBR addon is loaded.
Version 21
Updated for compatibility with DOOM CE 3.9.0
Version 20
Removed the upscale addon. It is now provided from a separate download.
Version 19
[Ultima Portia] Fixed some monsters that were unable to move.
[Lair of the Blind] Fixed another chance of the exit not appearing due to spawn blocking a pain elemental.
Version 18
Fixed the game not loading after the last update.
Version 17
Updated for compatiblity with DOOM CE 3.7.0.
Version 16
[Inferni Carceris] Removed unobtainable secrets.
[Putrid Cloister] Removed a secret unobtainable in this version (#20).
[Putrid Cloister] Moved some armor bonuses that could become impossible to pick after moving a ceiling.
Version 15
Fixed the bonus episode not unlocking after beating the main campaign.
Version 14
Updated for compatiblity with DOOM CE 3.6.0.
Version 13
[Profane Paradise] Fixed a line missing a script to activate.
Version 12
Added a lump with the current version tag.
[Abhorred Sanctuary] Fixed lost souls not being hit by a trap.
Version 11
[Profane Paradise] Fixed a misaligned switch texture.
[Lair of the Blind] Fixed another chance of the exit not appearing due to spawn blocking a pain elemental.
Version 10
Updated for compatibility with DOOM 64 CE 3.4.0.
Version 9
[Lair of the Blind] Fixed a chance of the exit not appearing due to spawn blocking a pain elemental.
[Tartarus] Fixed a missing switch texture.
[Nowhere to Hide] Fixed a missing wall texture.
[Sorrow] Fixed individual level time not resetting after returning.
Version 8
Remade intermission cutscenes using the ScreenJob api.
Updated for compatibility with DOOM CE 3.2.0 and GZDoom 3.8.0.
Version 7
Fixed textures that would look cut in half when ran without the Upscale addon.
Added a batch file for users of the Lite version.
Version 6
Updated for compatibility with DOOM CE 3.1.0.
Version 5
Switch brightmaps are now part of the main pk3.
Version 4
Updated for compatibility with DOOM CE 3.0.0.
[Pain Warren] Removed an unobtainable secret.
[Tartarus] Removed unobtainable secrets.
[Court of the Crimson] Removed unobtainable secrets.
Version 3
[Signal Processing] Fixed the computer texture after the secret exit is revealed.
[Refinery] Removed an unobtainable secret.
[Sector R] Removed two unobtainable secrets.
[Sector R] Fixed a misaligned texture.
[Putrid Cloister] Fixed monsters not being alerted correctly.
[Court of the Crimson] Fixed monsters not being alerted correctly.
[The Nest] Fixed monsters not being alerted correctly.
[The Beyond] Fixed monsters not being alerted correctly.
[Hubris] Fixed monsters not being alerted correctly.
[Regret] Fixed monsters not being alerted correctly.
[Tartarus] Increased the size of the starting switch texture.
Updated the batch file to allow drag & dropping additional addons.
Version 2
Added a new TITLE and unused M_DOOM graphics by styd051.
Fixed the intro text not skipping even if the "Skip intros" setting was enabled.
[Disposal Center] Fixed misaligned and incorrect switch textures.
[Disposal Center] Fixed the final shoot-switch sequence being possible to be skipped.
[Dark Secrets] Fixed missing switch texture.
[Profane Paradise] Fixed texture glitches in an outdoor sector.
[Profane Paradise] Fixed a secret wall being unable to trigger due to a script error.
[Pain Warren] Fixed missing textures at the sides of a door.
[Irradiated] Fixed the wrong demon key spawning.
[Abhorrent Sanctuary] Fixed some items appearing out of bounds.
[Fortress of Abaddon] Fixed one secret wall that would incorrectly change the height of other sectors when triggered.
[Inferni Carceris] Pre-placed items no longer move with the scrolling floors.
[Inferni Carceris] Fixed some floors that continued scrolling after their texture changed.
[Inferni Carceris] Made the fires that change color more noticeable by changing their dynamic lights.
[Inferni Carceris] Fixed some misaligned textures.
[Umbra] Fixed some torches spawning above floor level.
[Tartarus] Fixed a flickering texture near the blue skull key area.
[Nowhere to Hide] Fixed texture glitches in an outdoor section.
[The Nest] Improved performance after pressing the demon key switches.
Version 1
First release.
CREDITS
Antnee
Beta64 for doom64:Doomworld.com
Immorpher
Original Story Text
Maria Kinnun (https://twitter.com/Pocketninja85)
Ending Artwork
styd051
Title Artwork
oh congratulations on the release !!!
You're the best!
Level three is bugged up. Several doors in the slime tunnel area (where the teleport takes you, to the room with the backpack, and the room with the switch to lower the rocket launcher between the red & yellow keys) do not open. More importantly, the blue key, needed to access the secret exit (and presumably the third secret), does not appear anywhere in the level, forcing the player to cheat to get there.
I have just 100%'d this level and took both the normal and secret exits without issues. The only cause I can think of is that your compatibility settings are causing side effects again.
My compatibility settings are the default ones. I didn't change them.
Not sure then... could be that some triggers are bound to pickups and enemy deaths and you somehow skipped one (see the comment below)
Hey beautiful work as always man
Couple of personal questions i have
Possibility to skip intro..
Possibility to add this on the main game without having to run the BAT file
Also on level three some doors really didnt open as Jim said on another comment
Thanks, I've fixed the intro skipping for the next version. As for adding it to the main game, I'd rather keep it constrained to maps released between the original Doom 64 and the Doomsday TC era, and leave the rest as addons.
Level 3 worked fine for me (see above comment). There are some actions that trigger when enemies are defeated or items are picked up, perhaps you missed something? The item ones are easy to miss if, for example, you have full ammo and can't pick an ammo item that is bound to trigger something.
I have uploaded a new version that contains many bugfixes listed in the description. Thanks to Moki for testing.
Please feel free to report more findings.
Has anyone found all the secrets on level 05, Refinery? I can find all but one of them, though from what I have read, that elusive secret may only be available when using no-clip?
The two sectors highlighted here are marked as secrets and should trigger when you walk over them (meaning crossing that wall should net you two secrets, a strange pattern in this megawad), but only one gets registered. I had to use noclip and walk awkwardly over the edges to get the other one.
Imgur.com
I tested in the original doom 64 EX map and the same happens, so I assume this is just a bug. I'll fix it for the next version.
Thanks. :)
Now, I'm stuck on level 7 (Sector R) secrets. There are four on that map and they are proving hard to find!
Two secrets are bugged, it is also present in the original mapset. I've fixed it for the next version :)
EDIT: I don't receive a notification for these comments, so next time feel free to send me a PM if you need help
hello , thanks for this great mod and doom ce!! I am really enjoyng it!
I want to notify about a bug on beta 64 level 08 . at a certain point you are stuck with a tall pillar in the centre of the map but there is no way to activate it or to move it . This part is just after you get the teleport on the previous pillar shooting at the trigger on the top.
You need to pick up the rocket launcher to proceed, but you might have overlooked it if had full ammo. Just shoot a few rockets and you'll be able to pick it up.
You can refer to this walkthrough: Youtu.be
ok , thanks a lot!
This has been good for the most part, but it could use some some polish; specifically in the secret areas department. Some maps have a whopping seven, even fourteen secrets listed on the counter, but that's because often there are like four or five inside a small area; you just move around the room and several "secret found!" messages will pop up at once. I'm not sure, but I don't believe the original Doom 64 had this weird issue.
The issue here is that not only are the sectors/rooms tagged as secret, but in many cases, some or all of the items INSIDE the secret sectors are also tagged as secret! That should be an easy-enough fix.
There are also some secrets where two adjoining sectors are each tagged secret, so if you cross them too rapidly, you may not trigger both of them; these are thankfully pretty infrequent, but as a result are probably much harder to find and fix. I know that MAP17: Inferni Carceris has this issue, as well as having 3 decorations tagged as secret, therefore making them unobtainable in the current build.
Does anybody else get a "P_Startscript: Unknown Script 0" warning message ingame when trying to push a secret button on a pillar in an outdoor area of MAP09 "Profane Paradise"?
This bug was introduced recently, thanks for reporting. It's been fixed in the latest version of this addon.
Going through these maps for the first time now, and it looks like most of the unobtainable secrets from the original versions have been removed from the CE version.
However, MAP17: Inferni Carceris still has its 3 unobtainables: in the secret room with the Unmaker, there are 3 decorations (candles in this case) that are tagged as secrets, so only 8 out of 11 are possible on that map :P
I'll keep looking ahead to see if any further unobtaniums remain. Super fun mapset in general though!
Finished the rest of the maps (minus the Bonus Fun Maps as of yet), and happy to report that the only remaining maps that DID have unobtainable secrets in them (MAP21 and MAP22) no longer do so, so that means MAP17 is the only map they still remain in. Hopefully that will be an easy fix.
That being said, there was one other map that I did discover a couple of... quirks in; this being MAP20: Putrid Cloister.
1) The Berserk secret has a sector tagged secret that is too narrow to cross without using noclip; specifically, the sector at the bottom of the stairs.
2) There are 2 Armor Bonuses which become unobtainable if not picked up quick enough, and I'll try to word this as best I can: They are located in front of the two skull switches in the beginning area (one on either side of the room) that activate the crushers which kill all the caged Shotgun Guys. The oddity here is when you cross the initial linedef -- which is the one that opens the "cage windows" and reveals the aforementioned baddies -- you have to very quickly strafe run to get both Armor Bonuses while the "window opening" script is still running (it seems to last for a good few seconds even after the windows have been fully opened); otherwise a column will drop down from above the switch and the homing missile launchers will start firing; this not only makes the switch temporarily inaccessible, but it also causes the switch-blocking column to "grab" the Armor Bonus and take it up with it, making it unreachable, even with noclip.
Thanks for taking the time to note all of this! I'm definitely fixing this on the next update.
No problem! I think there was another map that had one of those overly-skinny sectors as a secret, but can't remember off the top of my head. Honestly the most annoying thing is that 90% of the items inside the secret are also tagged secret, and sometimes those are Stimpacks and Medikits LOL
lol yes... there's cases where there's like 10 secrets clumped together. That's the one thing I won't change though, because I want it to match what's documented on doomwiki, at least for the obtainable ones.
Totally understand; I wouldn't want to deviate from something already established on the Doom Wiki, either.
But oh man, single-segmenting some of those levels while going for all the secrets on "Watch Me Die!" or "Doomslayer!" is going to be tons o' fun when every bit of health counts D:
One thing I meant to ask before but totally forgot... what exactly is it that causes the 8 sniping Barons of Hell in City of the Damned to randomly die? It seems like I just wander around for a bit, and they eventually get crushed to death lol
Not sure! There's not crusher or any special in those sectors, so maybe they get killed by infighting other monsters like lost souls?
After playing through the map twice, I can guarantee there is no infighting going on that kills them, as both times, they have been the only enemies remaining before they randomly drop dead lol. Maybe Doom Builder would be able to shed some light?
The exit for: b6413 Lair of the Blind still does not trigger. The changemap cheat must be used to progress :(
edit: I figured it out. You have to cross the line defs that trigger the darts while the pain elemental is still alive for the exit to work.
I think the Pain Elemental is what has to cross that linedef you mentioned. I tried crossing them myself while it was alive and it didn't work. But the first time I tried hanging back near the entrance (where the caged Imps are) and let him come to me, the exit teleporter appeared instantly.
Bug found in Lair of the Blind on Doomslayer! difficulty (v3.6.3 build); the second Pain Elemental at the end doesn't spawn in, therefore the exit teleporter doesn't appear.
EDIT: Actually never mind, there is no second Pain Elemental... I kept restarting the fight with the Pain Elemental and it eventually worked... I don't even know what I did lol
EDIT 2: So I retested it a few times and it looks like the Pain Elemental has to cross one or more linedefs in between the pillars (the ones that launch the darts when Doomguy crosses them); letting him close in on me before killing him seems to be what does the trick. Really weird trigger, and I can only assume that's probably not the way it's supposed to work, because if the Pain Elemental is killed too soon, you get permanently softlocked.
Actually, there's a timer before the second pain elemental spawns, so if you kill it too fast you need to wait a little bit.
In the original map, the second elemental would spawn as soon as you killed the first one, but if lost souls were occupying its position it would block the spawn and soflock the map. Here, I altered so that there's a periodic check before it spawns, so if for any reason something is blocking it, it will spawn in after some time, in the next check. At least that's how it's supposed to work, maybe there's a bug...