Author Topic: Intermission Screen Mod for Doom 2 OBLIGE wads  (Read 175 times)

Spaceman333

  • Posts: 3
Intermission Screen Mod for Doom 2 OBLIGE wads
« on: February 21, 2017, 11:41:47 AM »
You know the intermission screen from Doom 1 (That map screen with "you are here" message)?
Well this mod is that except tailored to Doom2 OBLIGE generated wads, for all four lenght settings.



I want to give a huge thank you for creating OBLIGE 7.50, I've been having endless fun playing through the maps it generated, providing me with practically limitless on-demand megawads for the rest of my life. That in itself is a big deal and I really appreciate the work that has been put into this project.

Whenever I feel like taking a short break from work, or want to indulge in a full blown 32 level campaign of non stop action in a map set that is completely random and new, OBLIGE has got me covered. It really makes my life better for providing infinite surprising content.

The only issue is that Doom 2's original scripting still remains by default, presenting the same text intermissions at levels MAP07, MAP12, MAP21 and MAP30.

This mod fixes this issue, while also providing a progression screen ala Doom 1.

To download the mod, get it here:
http://www.moddb.com/games/doom-ii/addons/universaldoom2intermissionmod


For more information, visit the ZDoom forum thread for this mod:
https://forum.zdoom.org/viewtopic.php?f=46&t=55323


Other Recommendations:
SynthDoom.pk3 - Music Replacement Pack of INTENSE ACTION of 80' retro futuristic synthwave soundtrack:
http://www.moddb.com/games/doom-ii/addons/synthdoom-music-replacer-for-doom2

Universal Addon Collection for Doom 2:
http://www.moddb.com/games/doom-ii/addons/universalgameplayaddonscollectionfordoom2

Plus any of your favorite gameplay mods, such as Russian Overkill, Brutal Doom, JohnnyDoom, Project Brutality, Guncaster, D4D, Trailblazer, Lithium, HXRTC, Demonsteele, MetaDoom and many more.


Again, thank you for making OBLIGE!  :)

Glaice

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Re: Intermission Screen Mod for Doom 2 OBLIGE wads
« Reply #1 on: February 21, 2017, 11:16:48 PM »
Neat set of files you put here :)

Herculine

  • Posts: 21
Re: Intermission Screen Mod for Doom 2 OBLIGE wads
« Reply #2 on: February 22, 2017, 03:46:43 PM »
Does this work with TNT and Plutonia as well? If not, are there plans to make those versions of the mod since OBLIGE also can generate map sets for those IWADs?

Spaceman333

  • Posts: 3
Re: Intermission Screen Mod for Doom 2 OBLIGE wads
« Reply #3 on: February 23, 2017, 11:54:13 AM »
Neat set of files you put here :)

Thank you!  :)

Does this work with TNT and Plutonia as well? If not, are there plans to make those versions of the mod since OBLIGE also can generate map sets for those IWADs?

I have yet to play either of those, so I don't know for sure. However, looking at a glance in doomwikia, its mostly just a mappack and they use the same MAP01-MAP32 format, so I believe this mod will work fine with those. I feel pretty confident about that.

I'll test them out later to make sure, but I say it will work.

Glaice

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Re: Intermission Screen Mod for Doom 2 OBLIGE wads
« Reply #4 on: February 23, 2017, 12:43:32 PM »
The most up to date info wiki location is http://www.doomwiki.org, not the Wikia page which is outdated and not supported by the majority of community anymore.

Herculine

  • Posts: 21
Re: Intermission Screen Mod for Doom 2 OBLIGE wads
« Reply #5 on: February 23, 2017, 01:40:09 PM »
@Spaceman333:

Apologies. I asked my question before I had taken the time to look at the mod with an editor myself. Now that I have, I think to make it work with the other IWADs it would be a simple matter of editing the MAPINFO by changing each instance of HUSTR to either THUSTR or PHUSTR. It's actually nice that you've done the mod this simple way (by that I mean with no ACS or other advanced scripting) to make it more easily flexible.

Thanks for sharing it!

Spaceman333

  • Posts: 3
Re: Intermission Screen Mod for Doom 2 OBLIGE wads
« Reply #6 on: February 23, 2017, 06:42:31 PM »
Ah thank you, that saves me the effort to check it myself. I appreciate that.  ;D

Thanks for the heads up about HUSTR. If someone asks about Plutonia/TNT compability on zdoom forums or elsewhere, I'll now have a ready answer for them.

Also happy to hear that you appreciate the simplicity and flexibility of the mod. It means my plan worked, because I actually intended this mod to act as a free resource for mappers/modder to take this mod apart and make it their own, in their own style for their own purposes.

I may as well repost the two relevant images here too:


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