rampancy Posted August 31, 2020 awesome. the first interception is a real gem so this is great news. 1 Quote Share this post Link to post
Misty Posted August 31, 2020 That's really good news, finally I can play it. 1 Quote Share this post Link to post
NuMetalManiak Posted August 31, 2020 (edited) MAP07's 666 tag does not work after the first go (tested in ZDoom). I'm not sure if it's because of multiple sectors next to each other that are supposed to lower to lowest (sectors 15, 17, and 18, sectors 22, 39, 38, 21, and 23, and the sectors separating the remaining lava section) but not able to because of the linedef direction or so. MAP09: Teleport destinations 292-295 not flagged for easy difficulties, meaning loads of monsters are missed. MAP10: No linedef tagged 79 MAP11: Teleport destination 1908 not flagged for easy difficulties MAP12: Teleport destinations 612 and 613 not flagged for easy difficulties MAP13: Thing 274 (armor bonus) out of reach MAP15: Secret sector 979 is inaccessible ok I'm stopping for now, reached the halfway point but wow, it is far too early to have this be released on idgames when you've got plenty of bugs to correct. Edited August 31, 2020 by NuMetalManiak ***more bug checking 0 Quote Share this post Link to post
Moustachio Posted August 31, 2020 (edited) @NuMetalManiak Good catch on MAP09's misflagged teleport destinations! I'm curious as to what version of ZDoom you're playing on. I booted up MAP07 in ZDoom 2.8.1 and I was able to exit the map just fine. Edited August 31, 2020 by Moustachio 0 Quote Share this post Link to post
Philnemba Posted August 31, 2020 Intercetion II is finished!? *immediately downloads* 2 Quote Share this post Link to post
Moustachio Posted August 31, 2020 @NuMetalManiak It has been a long two and a half years working on the wad and I had playtested it well to the point of exhaustion. I felt that it was safe to upload, but obviously it will need one more update. No big deal. 0 Quote Share this post Link to post
EffinghamHuffnagel Posted August 31, 2020 @Moustachio I finished rc2.3 last night, so I assume any notes I made are pointless, but I just downloaded your Google drive update. The Dehacked still has the maps in the wrong order and it looks like the softlock on MAP27 is still possible (at least in GZDoom). MAP27 - The door leading N to the Yellow Key is D1 OpenStay, but only from the inside. You can go out the second floor windows to get past the door and be unable to get back in the building. Voodoo doll linedef tag 64 lowers the E barrier so you can get to the S side of the map, but it's only 8 units away from the sector tag 33 barrier which lowers when you exit the Yellow Key door. GZDoom requires a Player/Monster's radius+1 to cross a linedef to trigger it, except exit lines, so it's too close to the barrier. If GZDoom fixed this mechanic, let me know and I'll update my GZDoom. 1 Quote Share this post Link to post
Moustachio Posted August 31, 2020 (edited) Ughhhh, I fixed that in an earlier update, but it got unfixed in one of DFF's patches. Thanks. EDIT: All of the bugs mentioned so far have been fixed. All the updates are live on Google Drive, so you should just have to click the link again and re-download it to update. Google Drive: https://drive.google.com/file/d/1k1l6LNS0l_XA0us1a4T-kX4yHJMljwHt/view?usp=sharing Edited August 31, 2020 by Moustachio 3 Quote Share this post Link to post
DFF Posted September 1, 2020 Sorry about that, organization could have been cleaner. 0 Quote Share this post Link to post
NuMetalManiak Posted September 1, 2020 I'll use the updated version from your drive: MAP18: Anything to wake up the monsters in the teleport closet sector 411? I see a sector 440 but it doesn't seem like this connects to anything so these monsters don't seem to come in after collecting RL. 1 Quote Share this post Link to post
Pixel Fiend Posted September 1, 2020 The music is INCREDIBLE. Probably the best I've heard in a megawad. 4 Quote Share this post Link to post
Moustachio Posted September 1, 2020 @DFF It's okay DFF, it's not your fault. I should have noted the fix somewhere in a changelog, and communicated more clearly as we were editing it. That goes for me on all maps as well. There may be a soft-lock on MAP27 in the crate room on the north end of the map, I will make sure to check for that as well @NuMetalManiak 0 Quote Share this post Link to post
Firedust Posted September 1, 2020 Is the teleporter to the secret fight in map 1 time-locked? I spent half an hour running around the map and couldn't find a way to open those rocks. 2 Quote Share this post Link to post
NuMetalManiak Posted September 1, 2020 (edited) Will edit this post once I get done with all the maps. MAP23: Oh boy where to begin. An entire teleporter closet that's supposed to teleport via linedef 6596 doesn't, because the sectors tagged 126 don't have teleport destinations (and also aren't really locations the monsters should teleport to). This closet just has the monsters inside going back and forth. Teleport closet section 1200 doesn't have a conveyor and the revenants inside don't teleport or move. Sector 239 lacks a teleport destination. You can walk through linedef 1887 (which is a fence). EDIT: Okay I don't have any more to report. Edited September 1, 2020 by NuMetalManiak 1 Quote Share this post Link to post
EffinghamHuffnagel Posted September 1, 2020 (edited) Also on MAP23 - There is a closet with four Cacos in it. Three of them have linedef tag 93 teleport actions. The fourth has no teleport, the line is facing the wrong way and the sector in front of it does not have tag 4 to lower it. Edited September 1, 2020 by EffinghamHuffnagel 1 Quote Share this post Link to post
whybmonotacrab Posted September 1, 2020 I'm getting this error message on PrBoom Plus 2.5.1.4: The weird part is I can run RC 2.3 just fine. 1 Quote Share this post Link to post
Moustachio Posted September 1, 2020 (edited) @whybmonotacrab That is very odd, I don't get the signal 11 crash when I load with the -complevel 9 param set either... I'll check for any GL nodes left in the wad, since I believe the same thing happened in the Rowdy Rudy II thread the other day. 12 hours ago, Firedust said: Is the teleporter to the secret fight in map 1 time-locked? I spent half an hour running around the map and couldn't find a way to open those rocks. It is time-locked to 1 minute, yes. I wanted the player to be using just the rockets for the first minute or so and then get some backup in the form of the Plasma Gun. And a huuuge thanks to each and every one of you for helping me find those last bugs! You are all awesome! And you are all getting credited in the text file. If I had the space on the CREDIT lump for post-release testers, I'd put you all there too. If I ever do another community project again, I will make a decided note to improve the organization of the entire project. A huge problem I'm noticing with a lot of these bugs is that they had been fixed one version, but then due to some miscommunication or organization error on my part, they would always revert back to the original wad. Plus, my memory is terrible, as I've learned from this whole experience, so naturally I'd forget to check for them again, or even forget to check for some bugs at all. I know I bit off a bit more than I could chew with this project, so having this level of support instead of criticism is really appreciated at the moment. I really feel like we made something special here, and I'm really proud of the work that everyone's put into it, so let's give it a worthy, bug-free release. Current updates done, and the Google Drive link is updated: https://drive.google.com/file/d/1k1l6LNS0l_XA0us1a4T-kX4yHJMljwHt/view?usp=sharing It is a little funny how long those took to find versus how quickly I fixed most of them. It just goes to show how necessary it is to thoroughly test your wad. However, I could not solve the signal 11 crash just quite yet, as MAP01 doesn't have the same issue with GLNodes that Rudy II MAP04 did. Will continue to research... Will upload to /idgames again in a couple days. Just wanna make sure nothing comes in, bug-wise, in the next few days. Besides, I'm sure those archive maintainers are sick and tired of seeing my email address by this point. Edited September 1, 2020 by Moustachio Fixed the MAP01 signal 11 crash. 4 Quote Share this post Link to post
DFF Posted September 1, 2020 @Moustachio If you want I can try to run through the whole WAD again by the end of this weekend and try to find any more bugs. Some people are already doing that but if you want another set of eyes I can try to do a thorough scrubbing of the maps. possibly on UV with IDDQD just to see if everything is working, since balance testing has already been done. 0 Quote Share this post Link to post
Moustachio Posted September 1, 2020 (edited) @DFF It'd be much appreciated! Does anyone have a clue as to what could be causing the signal 11 crash in MAP01? I have checked the map for any unknown linedef actions, GL nodes, unusually called resources, etc. and nothing! It's strange too because nothing much has been added to the map since 2.3 either. Fixed! I found two sets of MAP01 GLNodes under other maps for some reason... Google Drive updated! Edited September 1, 2020 by Moustachio 2 Quote Share this post Link to post
DFF Posted September 2, 2020 @Moustachio Played through the first few levels: MAP01 was fine, 100% everything. think is fine. MAP02: has issues. This map is a bit ammo starved, could use some more shells near the blue key and shells/rockets in the area near the yellow key. There is a bleeding sector that is visible from the walkway around the blue key area Some placed corpses act weird in certain sectors (see image) The exit sequence gets really broken of the player goes on the outside edges. This is because some of the tag lines were changed to only cover the platforms themselves. these should either be relocated so they cover the whole span, re-added as separate chunks, or made so the player has to trip them. Considering these all raise to their highest adjacent floors I don't see why there couldn't be extra triggers on the two edges so the whole area is covered. Otherwise 100% MAP03: No big issues, ran out of ammo by the 4 revs at the end but maybe not an issue There's one weird bleed in the blue key arena by the steps. I'll do more later, here's some fixes for the first 3. Ill add more pictures to this folder as I find them. 2 Quote Share this post Link to post
marver0PS Posted September 2, 2020 Episode screen selection is bugged in Prboom-plus 2.5.1.7um: 3 Quote Share this post Link to post
Doomkid Posted September 2, 2020 (edited) Okay, that one's going in the 'image randomizer' on the Doomshack index right away! When someone asks why people like Doom 1 more than Doom2: When John Romero gets asked about his career as a game developer: Me when visiting the USA during coronavirus: This is a decent meme template, not gonna lie! Edited September 2, 2020 by Doomkid 9 Quote Share this post Link to post
EffinghamHuffnagel Posted September 2, 2020 (edited) I went through my 2.3 notes looking for critical bugs and re-played those maps (in the version just before the signal crash was fixed) to see if they'd been fixed. Here's what's left. NuMetalManiak may have already mentioned some or all of them. Didn't check that. Using GZDoom. Spoiler ------- MAP05 ------- 6 monsters never teleport in. Closet with linedef tag 37, no monsters active. Closet with linedef tag 4, Arachno not active. Closet with linedef tag 56, Arachno active, teleport line only 24 units from wall; too close for GZDoom. ------- MAP08 ------- There are eight W1 tag 19 linedefs to close the doors, but only two switches to open them, both S1. Possible to get stuck. At least the switch inside the room should be SR. ------- MAP09 ------- The first sector tag 9 'step' to the Blue Key door is not tagged damaging at the start. Six monsters never teleported in; an Imp at teleport linedef tag 22, a Chaingunner at teleport tag 21, two Demons, and Imp and a Revenant at teleport tag 47. I assume landing spots were blocked. Don't know why they didn't go back to the start of their conveyors. Does the scrolling speed affect it? The second time through, only five; the same Chaingunner and Imp, but a Baron and two Demons on tag 47. ------- MAP27 ------- Crate just outside linedef tag 23 bathroom has three sides that are green CRATE4 and one side that is grey CRATE4. Not sure why. All four sides are offset correctly; nothing unpegged. Must have something to do with that side also having a front side upper texture. ------- MAP30 ------- Design issue. Arena fight is incredibly easy to cheese because there's no teleport looping mechanism in the monster closets. When the BFG platform starts lowering, hug the left wall. When the support column appears in front of you, step off the platform right behind it - before the platform hits the ground. When the platform hits the ground, monsters start teleporting in, but because they can't see you, they don't activate and leave their teleport landing spots. That blocks further monsters from teleporting in. Stand there for three minutes, until all monsters have passed their closet teleport linedefs and blocked further movement. Nothing will attack you. Step out and fight very few monsters and Baphomet. I found this after dying many, many times. Would an impact switch early to activate the monsters screw up their teleports? Or would a looper be enough? Edit: Doing this I finished with 8% kills, but I finished. I suppose if the statistics screen didn't show after the map, the cheesing wouldn't be quite as obvious. Not sure it can be eliminated in Dehacked. Edit2: I just realized that the easiest way to fix the majority of this issue is to put a Zombieman on each side of the platform on the ground so you can't stand there for three minutes. You have to kill them. Still need a looper so all monsters leave their closets, though. Edited September 2, 2020 by EffinghamHuffnagel 1 Quote Share this post Link to post
Moustachio Posted September 2, 2020 (edited) @marver0PS Boy, that's rich haha EDIT: Alright, I believe I've got all the bugs fixed up. Tested with PrBoom+ 2.5.1.4, PrBoom+ UM 2.5.1.7 , and Woof! 2.1.0. So for the MAP09 dummy sectors, it seems that the monsters didn't loop back right due to using the non-silent teleport variant. The silent variant preserves momentum, while the normal teleport action stops it. One looper teleport line was also too close to a wall. On MAP30, I had changed it from its original design because of the way Woof! used to render the fake floors and ceilings line action. However, now that it's fixed, I reverted it back to the original design, which circumvents this issue entirely. In Boom, the fake ceiling action here gives a huge flat bleed through, but I figure it's not a big issue since the wad already crashes in DOS Boom to begin with. About the UMAPINFO episode screen problem, I believe I mistakenly copied an "episode = " line for whatever reason on every map, which broke PrBoom+ UM and DOOM Retro. I removed them, and I can now start the game just fine. Google Drive updated. Edited September 2, 2020 by Moustachio 1 Quote Share this post Link to post
drfrag Posted September 2, 2020 Very good mapset. At the end of MAP11 i took the other teleporter to go back and then the exit door was closed so i had to IDCLIP. 1 Quote Share this post Link to post
Roofi Posted September 2, 2020 I want to give my opinion on this wad. I participated in it at the very beginning but I ended up withdrawing. I finished the first episode, the maps are nice and fun, I don't have any big problems to point out. Big ol Billy's map is a gem of creativity in terms of Boom effects. :) Now, the problem I have with this wad are the aesthetics and more generally the "artistic direction". Each mapper has his own weaknesses and strengths in this domain but on a lot of maps, I often found the use of textures relatively random, and their alignment are often more than approximate but it's not the thing that disturbed me the most. I don't want to say that the maps are ugly but they tend to look more amateurish than they ought to be. In fact, I understand that the wad aims at exploiting a lot of different themes but I find it a bit too messy a lot of times. Most of the maps have relatively clean and simplistic levels of details, I think that keeping the vanilla format would have been a better idea but new rules are not a bad thing after all. Well, for the moment I find the wad correct, but I think it lacks cohesion as many community projects, probably because of the much more permissive Boom format and the new textures. 5 Quote Share this post Link to post
rampancy Posted September 3, 2020 its great that there is an interception 2. thanks to everyone involved. 4 Quote Share this post Link to post
DFF Posted September 3, 2020 (edited) @Moustachio Map04: some green bricks are the wrong texture I think. Sector 1456-1457 Some funky wall/sky collision with sectors 1234 and 263 some bleeding is happening on sector 1164 (pillar), can be seen on both sides Thing 437 (Imp) is stuck here, needs to be brought out from the rocks. !00% -able Map05: sector 704 has a weird wind effect going on. not sure if this was intentional but feels out of place Sectors 364- 369 (brick stairs) may have the wrong floor texture, especially looks weird on the grey brick. line 1947 is misaligned (brick wall by stairs above) Things 673-675, 702 are in an oddly airy and open closet, and do not get awakened, stopping the player from getting 100% kills. Either thing 362 or 74 (two aracs in a closet above the map) doesn't get awakened either and won't teleport in. Thing 828 (arac above the other two) is in a closet with no room to cross the spawn line, needs more room to cross the teleport or is stuck. This is a total of 6 monsters that cannot be killed. Not 100%-able Map06: For some reason, voodoo doll in sector 1810 was moving very slowly (slower than the scroll speed). Not sure if there's a easy fix but took really long. 100% -able, no big issues. Not important, but I do really love this map, probably my favorite in the set. Map07: Somewhere around line 1554 and 1555 there some bleeding 100%-able, arch vile death is a bit slow but ik its my system. Map08: Majority of the marble relief in sector 269 has misaligned textures and odd combos of textures and sizes. overall it looks extremely ugly and probably needs to be fixes, possibly more uniform patterning. 100% -able Updated picture drive. Edited September 3, 2020 by DFF 3 Quote Share this post Link to post
Firedust Posted September 4, 2020 Map 7 has some of the most creative use of tag666 I've ever seen in a map7 (the last one before it was actually Valiant). Well done to the mapper :) 2 Quote Share this post Link to post
marver0PS Posted September 4, 2020 (edited) I also get this error when I leave MAP06 text screen, but this might be a port bug: There's also unnecessary "nextsecret = MAP31" lines defined on every map other than 31 in UMAPINFO. Edited September 4, 2020 by marver0PS 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.