DOOM II: Hell on Earth
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DOOM II: Hell on Earth
Author | w00tguy123 |
Date of release | June 16, 2018 |
.bsp filename | doom2_ep1_b7, doom2_ep2_b7 |
Description
A clone of DOOM II: Hell on Earth. Only 11 of 32 maps are playable for now - maybe more will come in the future.
The levels were converted using doom2brush (which I modified to add doors, buttons, and liquids).
Installation
This map requires a plugin to function. The plugin is only active on maps with a "doom2_" prefix, and is needed to set "sv_stepsize 35; mp_footsteps 0" in console (map scripts can't do this). It also keeps track of player HUD scale preferences and weapon unlocks.
1. Extract to your sven folder as usual
2. Add the following to default_plugins.txt:
"plugin"
{
"name" "doom_maps"
"script" "doom_maps"
}
Additional info
Getting a perfect score rewards you with extra ammo and armor which you keep on respawn. 100% every map and you will be unstoppable by the time you reach map 11.
Known bugs
- Weapon sprites skip frames when your ping is above 100 or so. I need to remake the weapons as models eventually…
- Clients overflow a lot, especially in ep2. Usually only specific people have this problem (related to ping?).
Additional credits
- Cadaver - helped with Spanish translation of the spawn room message.
- Streamfox - somehow motivated me to make this simply by asking if doom monsters were possible in sven.
- Cryokeen - convinced me not to set speeds automatically and to translate the spawn room message.
- Thanks to everyone who joined the test sessions.
Changelog
Tags
Rate this map
4.4 / 5 (14 votes)
Reviews
Comments & discussion
Rules:
- Feedback should be constructive.
- For discussion not related to this map, post in the forum.
- If you need help installing maps, please read the installation guide.
There are over 1594 maps for Sven Co-op! Here are a few:
page revision: 66, last edited: 04 Jan 2023 18:48
When we play this on our server very often a number of the NPCs are invisible (they become briefly visible when playing their death animation however). This behaviour doesn't seem very consistent in that which enemies are invisible, and how many of them will vary each time we play. Sometimes we can get several levels in before this behaviour starts to occur, sometimes it happens straight from the get-go.
I'd be very curious to know if anyone else has had a similar issue!
That's fixed in the latest version of the scripts, but the lag is also much worse. Pick your poison.
https://github.com/wootguy/sc_doom
The spawn room telling you to update your cl_*speed settings is removed now. No more broken speeds!
Fixed crashes in SC 5.22.
The spawn message still isn't updated though. If you want to move fast then it's probably easiest to write this in console at map start:
then write this when the map ends:
otherwise strafing and/or walking will be broken.
I'm still crashing with the update ( uploaded the wrong scripts by mistake? )
yeah, and for some reason I can't replace the archive. Some weird caching thing going on I guess. Eventually the link will not be a 404?
In the meantime:
https://w00tguy.no-ip.org/owncloud/index.php/s/5MAiaxxMPsuWhyy/download
Edit: SCMapDB link works now.
Map just crash to desktop or main menu, when i try to start it(or connect to friends)!
Make sure you're loading the latest version (doom2_ep1_b6). A crash bug was fixed a few months ago.
If you're on the latest version then check the console for errors when the map crashes to the main menu (press the "~" key). You might have to write "developer 1" in the console before starting the map to getting any useful messages.
Increasing cl_*speed values higher than 400 breaks the Walk button. I recommend servers stop hosting these maps until the spawn message is updated.
The crash on map load was fixed, and equipment unlocks were reworked. You don't really need to get perfect scores anymore since weapons are unlocked when picked up.
Wow. This is so cool.
It'll be even cooler once I fix the immediate crash with SC 5.17 :>
The game crashes during the second mission in the first map so far, at the place in the sewer where you find a lot of explosive barrels and demons when you're searching for the blue key.
Haven't seen that one before. Let me know if it's reproducible - might be plugins causing it.
Noticed the known issue of the clients overflowing even happens on a LAN listen server.
This thread might help:
https://forums.svencoop.com/showthread.php/40077-Reliable-channel-overflowed-local-network
I haven't had this happen to me yet so I don't know which settings actually matter.
Initially changed the suggested settings and it didn't fix it.
But it seems that sv_lan 1 is causing the problem.
On a side note, we got all the way through and I love your work.
The crash at Refueling Base is fixed.
The net usage and overflows should be reduced too - much fewer ents are active at once now (~5k instead of ~8k).