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Re: DOOM map conversions?

Posted: Mon Jun 22, 2026 4:55 pm
by Aphex
Hi,
I've made some updates to the maps, as over time some flaws become more obvious. Also, yseterday I discovered that music won't play for some people.
With that in mind, please find updated versions attached.
  • Music now should play on Galaxy too (removed duped channels and boosted sample volume), and is integrated into MyLevel package. It became quieter, but unfortunately it's all I can do at the moment.
  • Fixed zone light color inconsistencies near damaging sector (green acid)
  • Replaced non-power of 2 textures (which had black areas and bad scaling on D3D) with their power of 2 equivalents (ripped from PSX DOOM)
  • Keyed doors on Crater are now "open stay"
  • Better looking Sky on Catwalk
Additionally, attaching a test version of another DOOM level, (which I'd like to ask you to add it to Testserver) but I have some issues with:
  • Movable dynlights attached to secret door in the room on right from start don't appear in Multiplayer
  • Doors drawn in 2d shape editor (the dual door to the room with crusher) have disappearing polys from one side when closed
  • Adjacent sector sometimes visible through Fake Backdrop (sky ceiling) with smaller height (but I saw many maps here with this issue, and it's not really that bad)
  • Armor vest in a secret which you need to kill dying corpse to open, attachs to mover, and disappears in ceiling after opening
Any feedback and assistance is much appreciated, as this specific Map plays much better in UT than the other two, and should be overall better fit for the server