Hybrid (PSX) Total Conversion for Doom II - Part 4 - Custom Deathmatch Levels - Update #2
Another map I put together in just a few days and is currently the most complete out of three I've worked on so far.
Titled the Living Quarters, I made it like part of a section from Level 2: Accommodation Level, with the dungeon area.
I even added in Jason "System" McFee's graffiti tag texture for good measure since the tag can also be found in the aforementioned level 2's dungeon area.
For those unfamiliar about who Jason McFee is, he was one of the game developers who made most of the art for Hybrid. He also worked on a few levels for the game as well. He threw in the graffiti tag in Level 2 as an easter egg.
As you can see, I managed to also get the unused track 99 with some ISO manipulation & switching out BGM10's .VB, .VH & .SEQ files with BGM99's. This track has been uploaded to my other YouTube if you want to check that out. I also updated the zip file on MediaFire to include said track.
The music is currently working via .OGG files of the games' soundtrack, but I do have the MIDI's extracted along with the soundfonts, although VGMtrans didn't seem to extract the reverberation and other stuff as well.
I'll probably be going back to recreating the original levels & also recreating the gameplay mechanics.
The 3D models are still not implemented though except for the stone wall column you first come across in Level 0: Temple of Madness. I hope to eventually get the 3D models extracted, and hopefully with the animations.
One thing I should mention is that Hybrid's levels are four times the scale of Doom, so to simplify things, I've resized the player classes and factored in the 4X scale for gameplay mechanics to make recreation easier.
This does come with a few issues, at least for the multiplayer bots that is.
Zandronum's bots were programmed with Doom's scaling in mind, so when everything is scaled up by four times, the bots become four times less efficient at pretty much everything.
Even Ultimus' bot (bot with maxed out stats like Accuracy) becomes weaker as it sways it's aiming left & right by a little bit rather than being a complete aimbot.
Other than that, upscaling the maps and gameplay stuff shouldn't pose any problems for anything else.
More to come.
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