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PUSS XXVI: Clandestine Castle Crashing 2 [March-April Speedmapping Event]


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Two things: First, I just wanted to mention that I'm nearly finished with my maps for this, and should be able to post them sometime either this week or early next week.

 

Secondly, I noticed while testing that the status bar sprites for the red and yellow keys are swapped, so that picking up the yellow key displays a red one on the status bar and vice versa. I think that I'm using the most recent version of the resource pack, but do correct me if I'm wrong and there's a newer version that fixes this, or that I'm dumb and somehow managed to screw something up on my end (not impossible).

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1 hour ago, Blexor said:

Two things: First, I just wanted to mention that I'm nearly finished with my maps for this, and should be able to post them sometime either this week or early next week.

 

Secondly, I noticed while testing that the status bar sprites for the red and yellow keys are swapped, so that picking up the yellow key displays a red one on the status bar and vice versa. I think that I'm using the most recent version of the resource pack, but do correct me if I'm wrong and there's a newer version that fixes this, or that I'm dumb and somehow managed to screw something up on my end (not impossible).

You're playing the most current version. I'll just have to swap the names of the keys to fix the error on my end.

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Finally ready (I hope)! Here goes...

 

YE OL' MAP NAME: Castillo de Toros

SCRIBE: Lord Blexington of Blexingshire

HYMN: "Vamo' alla Flamenco" from Final Fantasy IX (Original Song by Nobuo Uematsu; MIDI version sourced from vgmusic.com [No credit given])

SKY: SKYGOLD4 from the resource pack (Seems a bit busted, though. Either it only uses the upper half of the texture when used a RSKY1 replacement, or it only goes to the middle of the screen then repeats when put in a MAPINFO. Of the two, I think I prefer the former.)

THY HATH HIDDEN [ 14 ] PIECES OF PLUNDER UPON THINE CASTLE

DIFFICULTY SETTINGS! HUZZAH!: Aye, m'lord!

YE TIME OF CONSTRUCTING!: 5hrs 30mins at the time of the first screenshot; I don't even wanna think about how long for all the detailing/placement/testing/fixing.

YE MANUSCRIPT: My attempt at making a Spanish castle. How architecturally accurate is it? Probably not very. I definitely focused more on making this this one fun to look at and to explore, so combat is admittedly an afterthought in most cases.
Getting 10+ secrets into the map was trickier than it first sounded. I eventually stumbled upon the idea of giving the player alternative routes they can take. For example, getting the red and blue keys is normally required to finish the map. Through the use of secrets, however, both keys can be skipped. Reaching the secret exit normally requires the player to grab the yellow key, but even that can be bypassed. You'll need to find 3 secret red switches to pull it off, though. Give it a try if you're looking for an alternative challenge (Or just want to UV Max).

THINE SHOTS OF YE SCREEN:

Spoiler

Screenshot_Doom_20230422_164918.png.28ee99e71389e9060ba39d4d15c59cd8.png

Screenshot_Doom_20230422_164953.png.423dd4afd7e508182aafab61ca08ba95.png

Screenshot_Doom_20230422_203944.png.85a73c0a79f887ce7a87b8e25d30bd82.png

Screenshot_Doom_20230422_165623.png.f89f0639bca595969dcc014b89fad5ed.png

ccc2_comp.png.c55439d80e2b73ffc74623e37670a858.png

YON ACQUISITION OF THINE DATA: PUSS_26_blex.zip
 

HUZZAH! A HIDDEN PASSAGE REVEALED!
THOUST DECLAREST THINE MAP CLANDESTINE!

 

YE OL' MAP NAME: Rosa Dorada

SCRIBE: Baron von Blexenheim

HYMN: "Vega Stage" from Street Fighter II (Original Song by Yoko Shimomura; MIDI version sourced from vgmusic.com [Credit: Moccy])

SKY: SKYGOLD4 (same as previous map)

THY HATH HIDDEN [ 1 ] PIECE OF PLUNDER UPON THINE CASTLE

DIFFICULTY SETTINGS! HUZZAH!: Your Majesty's will be done! (that's yes)

YE TIME OF CONSTRUCTING!: 45 mins for basic layout; About 6 hrs for all the detailing; And another 6 for all the monster placement, testing and refining.

YE MANUSCRIPT: A series of three combat rooms, each one trickier than the last. The final room is a bit on the silly side, at least it is by my standards. I'm sure a Doom God could clear it no sweat, but I only managed to beat it on UV myself just once, and I think I got lucky. Fair warning! (It's not so bad on HMP and below)
Of course, the real objective here was the 'look' of the level, or more specifically, how it appears on the automap. Before you say it, I'm aware it more resembles a daffodil than any rose you've ever seen, but it makes for a good arena shape, so I'm not changing it. Hopefully that sector art at the end makes up for it.

THINE SHOTS OF YE SCREEN:

Spoiler

Screenshot_Doom_20230422_195654.png.127d73714f5478fc9c23ebbd20fa119f.png

Screenshot_Doom_20230422_195721.png.5c4f784632d8b8452c0e1a60f1b0d0b0.png

ccc2_secret_comp.png.eb759d55f6c24b349259dbbae264a6ca.png

YON ACQUISITION OF THINE DATA: PUSS_26_scrt_blex.zip

 

 

Lastly, there were a couple things about the resource pack which I noticed in editing, which I figure I aught to bring up. Hate to be the guy who keeps pointing stuff like this out, but better that it is pointed out, I reckon. (I guess this is mainly for @BluePineapple72's benefit)

 

First, not all of the textures and flats present in the previous resource packs are in the most recent one. For my purposes, the "H2TX_187" flat was left out, meaning many of the tables and crates in my first map don't have a top texture. I could probably choose another flat, if for whatever reason you didn't want to include H2TX_187 in the pack, but my guess is this wasn't done on purpose.

 

Secondly, some of the textures in the pack are saved as PNGs. "DGTX0901" is a blue banner texture that I was using to mark my locked doors, but PrBoom and DSDA consistently ate shit whenever it appeared on screen. Turns out, it was because of the file type. Converted the texture on my end, and it works fine, so this is a super easy fix.

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I'm at 420 minutes (7 hours). I've been super busy and only able to map in small 15 or 30 minute chunks. The level is a hot mess, and way lop-sided in areas of completion. And it's apparently 3 levels wrapped into one! There are some significant "details" missing like door key signage, missing light sources, untagged secrets, etc. I also don't have a name or MIDI picked out yet. I'll need to spend some time getting the details and balance sorted out before it's ready to post.

1228935182_7hourscreencap.png.b3c8643bbfa0c6d23c78a653263dea14.png

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YE OL' MAP NAME: El Castillo Maldito
SCRIBE: United VirusX 

HYMN: Sweet Dreams (Marilyn Manson Cover) midi edit by @R0rque.

SKY: no specific sky 

THY HATH HIDDEN 10 PIECES OF PLUNDER UPON THINE CASTLE

DIFFICULTY SETTINGS! HUZZAH!: all difficulty setting 

YE TIME OF CONSTRUCTING!: 6 hours 58mins

YE MANUSCRIPT: I wasn't planning on making a map for this originally but decided to make one after I checked out the resource pack also the map name is inspired by a game called "Maldita Castilla" a ghost and goblins style game.

THINE SHOTS OF YE SCREEN:

Spoiler

206041765_Screenshot2023-04-27191109.jpg.afc54c049d0e8fd665f4827a0f19b306.jpg624147201_Screenshot2023-04-27191148.jpg.86e905adeff111220057ba6df018eb65.jpg2054523914_Screenshot2023-04-27191236.jpg.43268824ae10f7e9fd3dd9dfc94707f8.jpg266655091_Screenshot2023-04-27191346.jpg.678491b7865ce7d3d803ed0c54e231f6.jpg

 

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Might make a map with this theme even though it’s passed the end date. The resource pack looks pretty promising :) 

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5 hours ago, dmh094 said:

Might make a map with this theme even though it’s passed the end date. The resource pack looks pretty promising :) 

I extended the deadline to the 30th

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2 hours ago, BluePineapple72 said:

I extended the deadline to the 30th

Not sure I can make a map in 2 days 😂😂

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On 4/18/2023 at 3:03 AM, BluePineapple72 said:

I've extended the deadline to the 30th of April (so I can finish my map). That means there are 13 days left! EEK unlucky number! Quell your superstitions by watching me make a level! Perhaps you'll catch some inspiration for your own?

I’ll check it out!

 

but it’s the 29th today…

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Today is the final day for public submissions on this thread. Future submissions FOR MAPS IN PROGRESS will only be accepted for a week or so on my discord. If you've got a map in progress and would like to submit something please ping me in there and lemme know. A beta will be out within a week

 

In the meantime you ought to prepare for something exciting...

 

BIGDOOM.png

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42 minutes ago, BluePineapple72 said:

Today is the final day for public submissions on this thread. Future submissions FOR MAPS IN PROGRESS will only be accepted for a week or so on my discord. If you've got a map in progress and would like to submit something please ping me in there and lemme know. A beta will be out within a week

 

In the meantime you ought to prepare for something exciting...

 

BIGDOOM.png

 

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YE OL' MAP NAME: Castlemnia II
SCRIBE: Mike_C

HYMN: Hyrule Castle - Koji Kondo

SKY: sky4

THY HATH HIDDEN  10  PIECES OF PLUNDER UPON THINE CASTLE

DIFFICULTY SETTINGS! HUZZAH!: Loosely

YE TIME OF CONSTRUCTING!: Aeons

YE MANUSCRIPT: My second attempt at making something close to my favourite Quake map, "Forgotten Sepulcher".

HUZZAH! A HIDDEN PASSAGE REVEALED!

 

THINE SHOTS OF YE SCREEN:

Spoiler

356239573_ScreenShot2023-04-30at19_59_48.png.dc52bf752263cacb4c0fa4b8bd3eb6b8.png

2017313302_ScreenShot2023-04-30at19_44_30.png.000fdd0f1626660a287942099e68b9c6.png

 

 

 

YE OL' MAP NAME: Amazing Maze
SCRIBE: Mike_C

HYMN: Mysterious  Forest - Koji Kondo, remix by Dr. Fruitcake

SKY: sky4

THY HATH HIDDEN  5  PIECES OF PLUNDER UPON THINE CASTLE

DIFFICULTY SETTINGS! HUZZAH!: yes

YE TIME OF CONSTRUCTING!: 1 Hour

YE MANUSCRIPT: I'ts a maze, what else can I say? 

THOUST DECLAREST THINE MAP CLANDESTINE! 

 

THINE SHOTS OF YE SCREEN:

Spoiler

Don't want to spoil the surprise! XP

 

YE OL' MAP NAME: Tower of Doom
SCRIBE: Mike_C

HYMN: Gerudo Pirate Cove - Koji Kondo

SKY: skygreen

THY HATH HIDDEN  7  PIECES OF PLUNDER UPON THINE CASTLE

DIFFICULTY SETTINGS! HUZZAH!: yes

YE TIME OF CONSTRUCTING!: 7 Hours roughly

YE MANUSCRIPT: Quick little map, climb up the tower and defeat enemies. Balanced for pistol start.

 

THINE SHOTS OF YE SCREEN:

Spoiler

1546438308_ScreenShot2023-04-30at20_00_12.png.3a570e87fcf84c4a78233fa24743b0d6.png

1826523685_ScreenShot2023-04-30at19_47_46.png.80a9307065895b59d1bb1c1bf3273900.png

 

 

File: 

CCC2_MIKE_C.wad.zip

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EG_CCC2 - Tall tower troubles - v01.rar

YE OL' MAP NAME: Tall Tower Troubles
SCRIBE: Egregor

HYMN: Alone - Runescape

SKY: SKYRED5 via Boom

THY HATH HIDDEN 10 PIECES OF PLUNDER UPON THINE CASTLE

DIFFICULTY SETTINGS! HUZZAH!: NO

YE TIME OF CONSTRUCTING!: 10 hours

YE MANUSCRIPT: I have learned nothing; I made a QUADRUPLE layer castle complex! This "level" could function as the groundwork for a triple-level mini-episode, but unfortunately that's not what we're doing, or rather those who have have managed to compartmentalize their levels into bite-size portions have posted them separately. I am unable. With mapping I struggle with a sort of expansionism. By speed mapping I was hoping it would force me to condense and complete my maps. It ended up being quantity over quality big time. I'm not really happy with the result but I'm posting just to follow through.

THINE SHOTS OF YE SCREEN:

A.png.aee34e2f3ecb24f05d88cc3f6a8d6993.pngB.png.57982caeec4d2f85dc1c39905f609843.png

2102415179_7hourscreencap2.png.37700601488d205fc0219387549564e0.png535030217_10hourscreencap2.png.70e9b655711ba8f057beaa259865edc6.png

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On 4/22/2023 at 10:47 PM, Blexor said:

First, not all of the textures and flats present in the previous resource packs are in the most recent one. For my purposes, the "H2TX_187" flat was left out, meaning many of the tables and crates in my first map don't have a top texture. I could probably choose another flat, if for whatever reason you didn't want to include H2TX_187 in the pack, but my guess is this wasn't done on purpose.

 

I got errors in editor with these flats cause they had the same name as several textures, so I renamed them and added an F to note what was a flat. I'll got into each map individually to make sure missing textures are replaced with the 'new version' (same texture, renamed)

 

Edit: I should add that a Beta compilation of each submitted map will be released tonight. I need to verify how dehacked submitted with@Mike_C's map may or may not affect the rest of the set. There will be a bug or two, and some maps need finishing, but this will be a basis for playtesting for the next month or so.

Edited by BluePineapple72

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15 minutes ago, Insaneprophet said:

A beta tonight? Ive been waiting for this set! 😃

Three maps are unfinished: Map01, Map16, and Map21. The first and last are intro/credits maps, and map 16 is mine. The other two are also mine. We won't talk about that.

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It's here! The Beta!

 

WAD File: Clandestine Castle Crashing 2 - Beta 2

PORT: PRBoom - GZDoom 

UMAPINFO and MAPINFO compatible

COMMENTS: 

I will begin playtesting videos either tonight or tomorrow afternoon. Won't stream that as it's difficult to do so.

 

Map09/Map10 May not function as required dehacked has not yet been imported I need to work with @Mike_C to verify that the submitted dehacked patches do not interfere with other maps.

 

Map16 is unfinished; Map15 will exit to Map17. As I understand it MAP15 also needs finishing as well as MAP20 and some of the latter maps.

 

Map21 has not been imported yet, will be available in RC1.

 

Several levels will have future detailings added in future releases as this project allows for an infinite detailing time pass.

 

MAPLIST:

MAP01 ~ YE OLDE INTRO MAPPE ~ Take a Wild Guess
MAP02 ~ Castledoomia 2: Knight Guy's Quest ~ @LateNightPerson
MAP03 ~ 
Castle Klattakus MK4 ~ @DynamiteKaitorn aka Heich
MAP41 Intrusive Forts - Heich
MAP04 The Temple of the Blood Knight ~ @Zero the Red
MAP05 ~ Distant Dungeon ~ @Glikkzy
MAP06 The Depths ~ @Silhouette 03
MAP07 ~ The Quirky Quarters of Questionable Quandaries ~ @muumi
MAP42 ~ Imp-penetrable Stronghold ~ @muumi
MAP08 ~ Castle Superbeast ~ @Snowy44
MAP43 ~ The Scrubliette ~ Snowy44
MAP44 ~ Super Best Fortress ~ Snowy44
MAP09 ~ Castlemania 2 ~ @Mike_C
MAP45 ~ Amazing Maze ~ Mike_C
MAP10 ~ Tower of Doom ~ Mike_C
MAP11 ~ Constancy II ~ @Austinado
MAP12 ~ Arboras Sacrae ~ Glikkzy
MAP13 ~ Castillo de Toros ~ @Blexor
MAP46 ~ Rosa Dorada ~ Blexor
MAP14 ~ El Castillo Maldito ~ @United VirusX
MAP15 ~ For Unlawful Clandestine Knowledge! ~ @Death Bear
MAP16 ~ Unnamed insofar ~ Me!
MAP17 ~ Castle of Doom ~ @strategineer
MAP18 ~ Midnight Gospel ~ @DFF
MAP19 ~ Dopethrone ~ @myolden
MAP20 ~ Tall Tower Troubles ~ @Egregor
MAP21 ~ Clandestine Credits ~ BluePineapple72

Edited by BluePineapple72

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Let me start off by saying that Ive been eagerly waiting for this set. I loved both Speeddemons sets and Dis was an awesome concept and mapset as well.

  Blexor has made a fan out of me with the 4 maps of his Ive played so his lvl 13 was the first one I went to and "EGADS!!! VERILY HATH YE CARTOGRAPHER CHARTED A WONDEROUS WORLD IN SUCH STUPENDOUS DETAIL THAT MINE MINDS EYE BE BLOWNETH!!! Ive got the the end with 349/375 kills and 4/14 secrets. I know I have to really search for the rest of the secrets and the last key buy I need to know. IS JUMP REQUIRED FOR ANYTHING?

  On another note Im sure you all know that the red key shows up yellow. If the rest of these maps are half as good as this was and what Ive played of map 2 is then this may end up as one of my top favorite megawads ever. The texture pack and sprite replacements are phenominal! Thanks guys and back to playin.

Edited by Insaneprophet

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10 hours ago, Insaneprophet said:

Blexor has made a fan out of me with the 4 maps of his Ive played so his lvl 13 was the first one I went to and "EGADS!!! VERILY HATH YE CARTOGRAPHER CHARTED A WONDEROUS WORLD IN SUCH STUPENDOUS DETAIL THAT MINE MINDS EYE BE BLOWNETH!!! Ive got the the end with 349/375 kills and 4/14 secrets. I know I have to really search for the rest of the secrets and the last key buy I need to know. IS JUMP REQUIRED FOR ANYTHING?

 

Nope, everything in the map should be accessible without jumping. Was there a part in particular that you were confused about? Glad you enjoyed it, by the way. :)

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Hi blue🍍72 ! The link with the updated wad is the same download link ? (posted on Sunday  07:47 PM)

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3 hours ago, FEDEX said:

Hi blue🍍72 ! The link with the updated wad is the same download link ? (posted on Sunday  07:47 PM)

Should be yeah. When I throw the wad in drive it auto-updates the wad in drive, but keeps the link the same (I think)

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Ive played through as many of the lvls as I could, not all of them work yet and I may or may not have found all possible secret lvls. I really wish I had been keeping track of all the bugs and issues presented during my play, im definately playing through these again just unsure if i should wait for RC1 or try to help out by making a list of needed fixes with the demo... Anywho, this is a great idea for a mapset, I could always go for more midevil shit in my doom. Every map was a fun playthrough and many of them transported me off into my imagination. Thanks for making these everyone.

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CCC2 - EG02_v17_420min.rar

YE OL' MAP NAME: [ Tall Tower Troubles ] (v2)
SCRIBE: [ Egregor ]

HYMN: [ Runescape - Alone ]

SKY: [ skyred5 ]

THY HATH HIDDEN [ 10 ] PIECES OF PLUNDER UPON THINE CASTLE

DIFFICULTY SETTINGS! HUZZAH!: [ none yet ]

YE TIME OF CONSTRUCTING!: [ 7 hours ]

YE MANUSCRIPT: [ This is 2/3rds of v1s map CUT, and 2/3rds of the 7 hours timer cut as well. It's a bit of hack job, but it's a real level now. I will probably need to spend another few hours on detailing and difficulty settings]

THINE SHOTS OF YE SCREEN:

1555794697_25.png.38ac87c57962b54028c209c2703d3e16.png

 

Edited by Egregor

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  • 2 weeks later...

Just one small detail about the bossaction used in this wad.

 

The crossable bossactions seem to only work with gzdoom/lzdoom

 

MAP09

bossaction = Cyberdemon, 19, 63 <--- will not lower the bars

 

MAP10

bossaction = LostSoul, 2, 12

bossaction = Revenant, 2, 13

bossaction = BaronofHell, 2, 14

bossaction = Archvile, 2, 15

All will fail

 

So with any other port that supports UMAPINFO (dsda-doom/woof/doomretro...), the player will be stuck

 

Some information: https://github.com/coelckers/prboom-plus/issues/176

 

PS: If you use the boom gen line action, such as 24704 instead of 19 for MAP09, it will work as desired.

 

Some small problems I encountered while exploring the castles (I just stopped to take a breath =p)

Spoiler

MAP04:
    - Players can fall into the sector 1166 and get stuck.

MAP05: (coop only)
    - Crossing the line 1328 closes the path with bars (sectors with tag 18)
      blocking players in the previous area from progressing.

MAP06:
    - Missing texture on line 716 causes HOM.

    - Wrong tagged sector causes HOM and breaks the map (sector 75, tag 31)

    - Missing texture on line 781 causes HOM.

    - The line 1617 is S1 and the door (sector 155, tag 32) can be closed again.

MAP07:
    - Missing texture on line 983 causes HOM.

MAP09:
    - Players can fall into the sector 7.

 

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Tall Tower Troubles v3.rar

YE OL' MAP NAME: [ Tall Tower Troubles ] (v3)
SCRIBE: [ Egregor ]

HYMN: [ Runescape - Alone ]

SKY: [ skyred5 ]

THY HATH HIDDEN [ 10 ] PIECES OF PLUNDER UPON THINE CASTLE

DIFFICULTY SETTINGS! HUZZAH!: [ none yet ]

YE TIME OF CONSTRUCTING!: [ 7 hours + 3 hours & 15 minutes on detail & balance ]

YE MANUSCRIPT: [ This is the detailed version of my map. It still needs some texture alignment, difficulties, and co-op starts, but it is pretty close to being finished! ]

THINE SHOTS OF YE SCREEN:

Spoiler

352287587_detail3hour15minv2.png.3c1d6dd7b8f4025bc7fb98c854c9a7fe.png

1387378423_courtyardv2.png.e7896585babad1d1fe1cf72a9ea163c8.png

1287980928_dragonv2.png.63778cd8ef111566fac1205f8dc598c6.png

 

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On 5/22/2023 at 1:51 AM, boom_compatible said:

Just one small detail about the bossaction used in this wad.

 

The crossable bossactions seem to only work with gzdoom/lzdoom

 

MAP09

bossaction = Cyberdemon, 19, 63 <--- will not lower the bars

 

MAP10

bossaction = LostSoul, 2, 12

bossaction = Revenant, 2, 13

bossaction = BaronofHell, 2, 14

bossaction = Archvile, 2, 15

All will fail

 

So with any other port that supports UMAPINFO (dsda-doom/woof/doomretro...), the player will be stuck

 

Some information: https://github.com/coelckers/prboom-plus/issues/176

 

PS: If you use the boom gen line action, such as 24704 instead of 19 for MAP09, it will work as desired.

 

Some small problems I encountered while exploring the castles (I just stopped to take a breath =p)

  Hide contents

MAP04:
    - Players can fall into the sector 1166 and get stuck.

MAP05: (coop only)
    - Crossing the line 1328 closes the path with bars (sectors with tag 18)
      blocking players in the previous area from progressing.

MAP06:
    - Missing texture on line 716 causes HOM.

    - Wrong tagged sector causes HOM and breaks the map (sector 75, tag 31)

    - Missing texture on line 781 causes HOM.

    - The line 1617 is S1 and the door (sector 155, tag 32) can be closed again.

MAP07:
    - Missing texture on line 983 causes HOM.

MAP09:
    - Players can fall into the sector 7.

 

Thanks for letting me know, I'll try to fix those by replacing with gen line actions. I can run prboom so I have no way to test them properly. I sure miss PUSS being in udmf, so much more freedom to try ideas and so much easier to make special effects ( 3d bridges, portals, spawning etc..). 

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