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Interception II (31 New Levels for Doom II - Live on idgames)


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Well, as it turns out, the wad has quite a few problems running in Boom 2.02. I've tried out all the maps: MAP11 and MAP28 simply crash Boom with a segmentation fault. MAP27 loads up, but you can't get too far without crashing Boom and DOSBox along with it.

 

Other maps, such as MAP02 and MAP06 which make use of the void sky, glitch out with HOMs everywhere. Most maps seem fine to play through, although I haven't played through all of them in Boom, but sky transfers and other visual effects from MBF and up won't work obviously.

 

I'm curious if there's any way to get MAP11 and MAP28 to load, and I wonder what causes the crash on MAP27. All in all, a very interesting lesson on the boundary between PrBoom+ -complevel 9 and actual DOS Boom-compatibility.

 

@galileo31dos01 I don't suppose there's another way to keep the Mastermind blocked off for a similar amount of time? Maybe, an invisible wall or self-referencing sector trickery of some kind?

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44 minutes ago, Moustachio said:

I've tried out all the maps: MAP11 and MAP28 simply crash Boom with a segmentation fault. MAP27 loads up, but you can't get too far without crashing Boom and DOSBox along with it.

 

I see the segfaults on 11 and 28 but 27 plays fine.

 

If you can run Boom with the command line argument "-debugfile" and send over the debug0.txt I can take a look and see if anything stands out.

 

Note the segfaults on 11 and 28 happen before DoomLoop, so unfortunately there's no opportunity to generate a debug log file for those. They'd have to be manually debugged, which is a more time-intensive process. You might try an older PrBoom and see if the failure reproduces as debug on a non-DOS port would be much easier.

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@Moustachio

Just fyi, I have been testing and working map11 exclusively using prboom+ 2.5.1.4, Running through GZdoombulder. I haven't seen any issues there, but hopefully you guys can figure that out. Just because its having issues, here's my most up-to-date version of map11 with several changes I have been working on

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6 hours ago, Moustachio said:

I don't suppose there's another way to keep the Mastermind blocked off for a similar amount of time? Maybe, an invisible wall or self-referencing sector trickery of some kind?

 

I personally like the barrels idea as it's something I've never seen done like that before, that's probably my most satisfying touch in the map even if it isn't perfect. I'd prefer it to stay the way it is, hope there's no problem with it!

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8 hours ago, Moustachio said:

All in all, a very interesting lesson on the boundary between PrBoom+ -complevel 9 and actual DOS Boom-compatibility.

 

This is a very important lesson to learn! Thanks for taking the time to figure it out.

 

And also, please spread the word that "tested with PrBoom+ -complevel 9" is not the same as "compatible with Boom".

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@galileo31dos01 Well, if you truly feel that strongly about it, I suppose it's not a game-breaker. But if there's a way to make that barrel-spam even a little less dense, it would certainly alleviate the performance lag for some folks.

 

@DJVCardMaster The Discord was dead for a while there, so I had been just checking DW. I have checked it recently and received your revisions.

 

I know DFF did a lot of work making edits to various maps, but it is only fair for the creator of each map to have the final say on any issue that doesn't break the map or aim to offend. At the end of the day, it's a community project after all...

 

@DerFurer'sFace As fabian has stated, and I've found out above, running MAP11 and MAP28 in the original Boom executable in DOSBox (a.k.a. what -complevel 9 PrBoom+ is emulating) causes the game to crash. It seems that MAP27 was able to run for JadingTsunami, but mine crashed after turning right after exiting the starting room.

 

@JadingTsunami I'll give it a run with the debugfile command.

 

EDIT: Actually, it seems to crash Boom before DEBUG0.TXT is produced.

Edited by Moustachio

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36 minutes ago, Moustachio said:

But if there's a way to make that barrel-spam even a little less dense, it would certainly alleviate the performance lag for some folks.

 

I can take a look at that for sure, but I'd need to know first if the lag issue is specifically because of a mod or bound to happen in gzdoom regardless of additions. Also if someone else has experienced severe lag in pr/glboom+ as well. My laptop is very old yet I got the trick running completely fine after thoroughly testing in glboom opengl and software mode (for reference, I get inevitable lag on the bigger Sunder maps even in opengl), Nine Inch Heels who playtested the map didn't report any problems on that regard, HAK3180 could play it fine iirc, you too in your feedback video, so I'd need some reference whether I'm going in the right way or if it's mod-related.

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Ooh, that reminds me, if there are any testers who didn't get a credit in the text file, come forth as well. A lot of this information is tough to sift through between two threads and two Discord servers (rip).

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56 minutes ago, Moustachio said:

I know DFF did a lot of work making edits to various maps, but it is only fair for the creator of each map to have the final say on any issue that doesn't break the map or aim to offend. At the end of the day, it's a community project after all...

 

@DerFurer'sFace

 

My two cents would be that is fair IF the creator is still on these forums, or on Discord or can be reached for any other kind of communication...try to get in touch with the author(s) give them a chance to either accept or reject the edits that have beem done (and/or make further edits of their own). However...if they do not respond after reasonable effort to be contacted...default to using the edited version(s) in the final wad.

Edited by FrancisT18

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@FrancisT18 I think that's fair enough, given the original rules of the wad accounted for exactly this situation, but I still feel rather awful about some of the more drastic edits. I would rather the edits be kept to bugfixes and aesthetic improvements at most, but what's done is done. I would like to know how those mappers feel about the current state of their maps.

 

Actually, I wanted to take the opportunity here to record, once and for all, the definitive history of each map's development. Correct where needed.

MAP01: Started by Quantum_dranger, completely overhauled by NeedHealth and DFF, and edited by me.
MAP02: Layout by DJV, Orange key room, final combat, and secrets by me, edits by DFF.
MAP03: Original map by Misty & DMPhobos, recent touch-ups by galileo31dos01.
MAP04: Map by DMPhobos.
MAP05: Map by me.
MAP06: Map by Big Ol' Billy, very slight edits by DFF.
MAP07: Map by joe-ilya, slight edits by DFF and myself.
MAP08: Map by Pegleg and me.
MAP09: Joint map by myself, stewboy, Pegleg, NuclearPotato, and DFF.
MAP10: Map by me, edited by DFF.
MAP11: Map by DFF.

MAP12: Map by me.
MAP13: Joint map by myself, Pegleg, stewboy, and DFF.
MAP14: Map by GRB, edits by DFF.
MAP15: Map by me.
MAP16: Map by DJV.
MAP17: Map by DukeOfDoom, edits by DFF.
MAP18: By me.
MAP19: By DFF.
MAP20: JadingTsunami's original map, edits by DFF.

MAP21: Map by A2Rob
MAP22: By me.
MAP23: Map originally by NeedHealth, currently under construction.
MAP24: Map by me.
MAP25: Map by JadingTsunami.
MAP26: Map by General Rainbow Bacon, edits by DFF.
MAP27: Map by DFF.
MAP28: Map by galileo31dos01.
MAP29: Map by valkiriforce.
MAP30: Map by DFF, boss by me.

MAP31: By me.

All edits made with permission from the original map authors.

 

Edited by Moustachio

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DFF also did edits to Map26...also what maps are you currently unsure whether to include the edits? I've seen the authors around recently, in general, except for perhaps @DukeOfDoom and @General Rainbow Bacon . Perhaps they can still be reached for approval or disapproval though...

Edited by FrancisT18

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Last time I checked GRB was fine with my original edits, however this was also months ago.

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I'm not sure, we could ping him. I hope he's fine with the changes, not many were made, mostly some gameplay modifications and some detailing. 

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So the bug with MAP11 and MAP28 crashing in BOOM 2.02 happens because the amount of segs exceeds the limits of DOS's 16-bit integers. In fact, these maps will not run in any DOS-based source port due to this.

 

In other words...

 

FYZMpma.png

 

I just want to say, for the record, that actual compatibility with Boom is pretty much a novelty feature at this point (although it feels surprisingly nice to play in when all is set up). The maps are required to be in Boom-format (-complevel 9), but they are not required to work in Boom.

 

And as far as higher level visual features like ZDoom's horizons or MBF sky transfers, I think they should be kept since most modern source ports support them. In fact, I've had no issues with the sky transfers outside of the original Boom port itself, so that really shouldn't be a problem.

Edited by Moustachio

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Damn this was good! Last time I tested this was a still a 9 level WAD.

Now I played it through (because it was so hard to stop) with GZDooM.

 

Feedback:

- This switch was too hard to notice (I forgot which maps it was):

Spoiler

switch.jpg.e439a10d2b892bde7d62c23bace8e9a4.jpg

- in MAP23 I somehow managed to get trapped here and the mud pillars got stuck in a hall-of-mirrors state:

Spoiler

map23a.jpg.2c0865ef31a14b5b92e0b48a3d5ffe30.jpg

map23b.jpg.78ccd54ca27ebe81f6b38e7338df677c.jpg

 

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I'm not sure what's going on with that lift. Seems like one portion didn't go back up, maybe due to a node-building error? I'll post a hotfix as soon as I can, probably in the morning.

 

Thank you very much, @SP_FACE1!

Edited by Moustachio

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Here's the hotfix for MAP23: https://drive.google.com/file/d/1xfeOXhyO-k1z2t_ezlAyzj8gUrmBNydz/view?usp=sharing

 

Changelog [RC2.3]:

Spoiler
  • Fixed a bug that caused a lift in MAP23 to bug out and soft-lock the player.
  • Updates to MAP11, MAP14, MAP19, and MAP27 from DFF.
  • Edited MAP23 so that progression is just a bit clearer.
  • Changed CWILV22 to just have NeedHealth's name.
  • Widescreen status bar in ZDoom/GZDoom/LZDoom.
  • Baphomet HP bumped up a few thousand.
  • Added an active sound to Baphomet to prevent PrBoom+ from bombing out.

 

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  • 4 weeks later...

RC2.4. Mainly putting this one out so that folks can see their edits represented in the wad. I wanted to wait for a more finalized release, but all I've got left to do is fix any bugs left unfound and rebalance some of my maps on UV. I also have to update DFF's name in the CWILV's. I may also try doing a MAP32 while I wait for the last of the playtesting to come in. @Mr. Meanor I know you're on MAP28 in your stream, so this may be of interest to you.

 

DOWNLOAD INTERCEPTION II RC2.4

 

Changelog:

Spoiler
  • Soft-locks on MAP02, MAP05, and MAP15 fixed.
  • New version of MAP28 from @galileo31dos01 .
  • New updates to MAP20 and MAP25 from @JadingTsunami (and DFF on 20).
  • Bugfixes/updates on various maps from @DFF .
  • MAP15 has received a lot of changes from myself. MAP24 and MAP31 have received a few updates as well.
  • Revised MAP01-MAP05 to be a little tighter on ammo when playing on UV. MAP03 and MAP05 received very few edits (I just took out a few shells/rockets on each map just on UV), while the other maps were more substantially re-balanced. HNTR and HMP are unchanged.
  • MAP09 was revised by @Pegleg .
  • Took out the widescreen HUD since I didn't think it looked terribly great. Perhaps @galileo31dos01 can come up with a better widescreen edit? Not a priority though.
  • New music updates from @stewboy and @Darman Macray (the midis on MAP02, MAP03, MAP07, MAP27, and MAP29 as well as the title screen music). Waiting on an extended intermission track from Darman Macray.
  • Took out the glow effect on the sky textures since they look pretty jarring on the green sky maps in GZDoom. I'm wondering if there's a way to specify the sky glow color through ZScript. Not a priority.
  • Updated the CREDIT lump.
  • Made some changes to the TITLEPIC.
  • Took out the episode selection since it's really pointless. The wad is meant to be one continuous run, and players can idclev to whichever episode they would like if need be.
  • Updated CWILVs.
  • New SKY4 (used on MAP31, also from Mechadon's Box o' Skies -- SNOSKY05).
  • MAP16 revisions by @DJVCardMaster.
  • Revised the textfile.

 

Please, let me know if I missed anything no matter how small. I know it's frustrating to have to point these things out, but I'm only human, and it would be a great help if I could catch the mistakes before the upload to idgames.

Edited by Moustachio
Fixed a soft-lock in MAP05, not MAP06.

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@galileo31dos01 Well, thank you! Here's the edit I made:

 

aoGL6H2.png

 

EDIT: Also, in case anyone reads this, I'm having a bit of a dilemma with the color of the status bar. I like the green just fine, and it suits the overall green aesthetic throughout much of the wad. However, I'm considering changing it to red to match Interception I's status bar. Not that it really matters, but just a little idea that popped into my head. If anyone has any thoughts on this, I'd love a second, third, fourth, etc. opinion.

Edited by Moustachio

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@Moustachio Darn, sorry I forgot to upload the cargo cult balances, been busy with stuff lately. They aren't big changes from the large file I sent earlier but there's some slight ammo changes. Just in case. I think in its current state i'm pleased and would be fine if this is its final release.

https://drive.google.com/file/d/1UWOxK2eDek4Uf-wyGTiYahrlEX5WlHSp/view?usp=sharing

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Alright, got the updates posted @DFF. Also worked on a few of the previously mentioned fixes as well, such as the updated CWILVs and updates to MAP31. Should be working from the same link as before in the post above.

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  • 4 weeks later...

New download link: https://drive.google.com/file/d/1k1l6LNS0l_XA0us1a4T-kX4yHJMljwHt/view?usp=sharing

 

I uploaded a version to /idgames, but I'm going to submit this wad as a slight update just to fix DEMO1, which de-synced.

 

I'm also uploading a long-needed update to Interception which fixes the two game-breaking bugs in MAP19 and MAP29 and some misaligned objects in MAP02. I also added an ENDOOM screen and fixed the internal .deh patch.

 

I uploaded a version of this patch as well, but it might have gone up without the MAP29 fix, so I'm planning on submitting again soon with this: https://drive.google.com/file/d/1oVTGEXjOtwX2J7SirDuAtvhTjKaKNF62/view?usp=sharing

 

EDIT: Well, it looks like Interception II is already live on /idgames! I've gone and uploaded the DEMO1 fix to /idgames.

Edited by Moustachio

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