

Did you design everything with this in mind, and does this mean the HD versions should also be squished into 4:3 to look the way it's meant to? I haven't been able to find a way to get GZDoom to change the aspect ratio on HD images, it'll only do it automatically for 320x200 images. Both standard and HD versions are in 16:10, but all of Doom's 320x200 gets squished by the engine into 4:3 and the latter is how they're supposed to look. I just wanted to be sure that's the intended appearance you had in I have a question about aspect ratio. If I manually resize the HD images to 4:3 (1440x1080) then add a single line "SCREENSIZE 320 200" to each of the scripts, the blood splats and "you are here" signs keep the same size as with the standard images and appear in exactly the right spots (without this line, the sprites are tiny and cluster in the top left of the image). I did experiment a bit with the intermission script. I also really liked the representation of the force field on the E1 map, and you can even see it on the edge of the E2 I have a question about aspect ratio. And most of the time of course the map doesn't look anything like the name anyway XD If anything these are much more fitting than id's, I especially loved some of the ones in the city (Factory, Downtown and Suburbs are exactly where you'd expect). I always felt the same about Doom I's, you get an impression from the building shape on the map and from the name, then when you get in the name maybe-sort-of still fits but the inside of the building looks nothing like the outside.

I really like that some of them sort-of-but-not-quite fit, especially The Citadel. I can't help but wish that each building was an accurate representation of each map.

I used various 3d resources to create the maps, hence why they lack the detail of controlled sprite work, and they definitely may not be to everyone's taste, but I really just wanted Doom 2 intermission maps to exist!!!! I hope someone enjoys them :) I may do Final Doom at some point if I start playing it more. Added animation to Map 1 (regular and HD versions) Added animation to Map 2 (regular and HD) Added animation to Map 3 (regular and HD) Added animation to Mapset 4 (regular and HD) Updated MAP31 and MAP32 with proper Doomguy However, this will only work properly with GZDoom at present, I will add a more basic static image version that doesn't use scripting for other source ports shortly. All intermission maps are completed and working, all you have to do is run the wad alongside Doom 2. Thankfully Skunk kindly uploaded his resources so I used it as a base to do my own take on it.

Hi all, thought I'd share these in the right place (previously in Doom Editing, original thread here, thought I'd repost here as suggested now that it's a bit more finished).įor the longest time I've bemoaned the lack of good ol' intermission maps in Doom 2, and I see it's been tried before a fair while ago ( ) but never quite finished.
