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Erick194

[GEC] Master Edition PSX Doom for the PlayStation. Beta 4 Released [11/16/2022]

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1 hour ago, Dimon12321 said:

I assume, some monster has to be substituted.

Master Edition is based on a decompilation, there's no executable hacking/DeHackEd trickery going on AFAIK, so no they wouldn't need to (in fact they've already added a few new monsters).

 

I wonder if we'll get NEW.WAD in Beta 5. It was found in the leaked Doom Mac source code and it is believed to be a scrapped Master Level, as its final idgames version (which was released independently from id) was listed in a document by John Romero that otherwise mostly listed Master Levels.

Edited by Individualised

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4 hours ago, Trov said:

Imagine...if one more set of levels were ported, PSX Doom would come full circle.

staging_area.png

Is that a mockup? :o

 

@Individualised That is the first time I hear about new.wad. You would not happen to have a link for it, by any chance? I tried googling it, but even with quotation marks, I get so many irrelevant results.

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5 hours ago, Rudolph said:

Is that a mockup? :o

 

@Individualised That is the first time I hear about new.wad. You would not happen to have a link for it, by any chance? I tried googling it, but even with quotation marks, I get so many irrelevant results.

This is where I first heard about it:

That post lists the directory it can be found in.

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Oh, it is not actually called "NEW.WAD". Or rather it is not the WAD's real name. That explains why I could not find anything. Thanks!

 

Anyway, the map is cool; it reminds me of SEWERS.wad, albeit better-designed. I would not mind it being added to the Master Levels map rotation.

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8 hours ago, Rudolph said:

Is that a mockup? :o

Map01 from D64D2, ported into PSX DOOM, modified to bring the sector count/detail level back down closer to the original Doom 64 if not less, adding the N64 3D floating discs in the start room back, and adding colored lighting based loosely around the N64 version, of course reducing texture usage too.

 

I know GEC PSX DOOM and PsyDoom has the gradient lighting from Doom 64 now but that would be a bit too easy.

 

Basing it on D64D2 takes away the issue of needing to reduce Doom 64 to PC Doom's map feature set, of course the usual conversion process of texturing and performance and monster variety for PSX remain.

Obviously a full "The Absolution" episode for PSX DOOM would be a significant undertaking but I'll see how far I can take it. I just like the novelty of the idea of the most novel and advanced console Doom game getting all of its levels stolen by the much more crude PSX DOOM, and having all of Williams' Horror Flavored Doom in one single package.

Edited by Trov

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Using the Master Edition codebase as a base for a full on port of Doom 64 (complete with Doom 64-style graphics, scripting, monsters etc) would definitely be possible and would be cool to see. Hopefully Master Edition will be open sourced sometime in the future (I know GEC's decomp is open source but I don't think Master Edition is).

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I think its better to leave any extra new maps outside of Master Edition. You know why, because after all tools will be released, it be more handy to use the tools in full scale for these maps (except maybe that Deadlock.wad aka NEW.WAD which are supposed to be a second secret map of PSX Final Doom, judging by the reference. But it is on GEC decision.)

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2 hours ago, O4ko$0s said:

Is there an option to run on PS3

If it's jailbroken, it should be possible.

 

If it's not, of course not.

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I've never actually participated on this site, but I just wanted to say thanks to everyone who did this. This is a gamechanger for playing my favorite version of the game.

 

Firm handshakes all around.

 

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15 hours ago, tony_mke said:

I've never actually participated on this site, but I just wanted to say thanks to everyone who did this. This is a gamechanger for playing my favorite version of the game.

 

Firm handshakes all around.

 

https://github.com/Immorpher/DOOM64XE

 

You'll probably also like this.

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