The_SloVinator Posted December 10, 2019 I'd love to see the vanilla version as it is a classic theme style but it is what it is. Thanks for the answer. 1 Quote Share this post Link to post
NiGHTMARE Posted December 11, 2019 On 12/10/2019 at 6:54 AM, The_SloVinator said: I'd love to see the vanilla version as it is a classic theme style but it is what it is. Thanks for the answer. Maybe petition your favourite limit-removing retro port author(s) to add UMAPINFO support? If they do that, getting LC to work in it should be pretty trivial. 0 Quote Share this post Link to post
The_SloVinator Posted December 11, 2019 11 hours ago, NiGHTMARE said: Maybe petition your favourite limit-removing retro port author(s) to add UMAPINFO support? If they do that, getting LC to work in it should be pretty trivial. It's fine. Answers is all I wanted. It's all good. 0 Quote Share this post Link to post
CorianderCastor Posted December 20, 2019 It plays "mostly fine" in EE with my patch, but e2m6 won't work without modifying the start room (I have a private modification myself) or using noclip. There are similar issues with e1m2, but it can still be completed. I can't tell you if all maps can be 100%'d in EE though, I never looked over this with a fine-tooth comb.  I was working on a umapinfo at the time, but decided emapinfo instead, because EE. If anyone wants, I could give it a shot. Although what I'd love is someone to uv-max test this wad completely to get a list of everything that doesn't work in strict ports. Then we could potentially make a prboom compat version (umapinfo branch ofc.)  Heh, just noticed a typo in the emapinfo lump. It doesn't matter though. 0 Quote Share this post Link to post
dylux Posted February 16, 2020 (edited) Can somebody please explain to me how this fantastic game didn't win a Cacoward? And how a ridiculous game like Hocus Pocus Doom did??!?!? The 2019 Cacowards' list is a joke.  I don't agree with Cacowards going out to WADS that are just one single map (like Verdant Citadel) or WADS that are all "modded up" (aka Total or partial conversions). They should have a category for One Map WADS and another one for the TC's. TC's, in my opinion aren't real DOOM wads, anyway.  Lunar Catastrophe is what DOOM is all about, especially it being an Ultimate DOOM WAD. It didn't need new weapons nor new monsters to make it a great game. It's game play made this WAD a great WAD. This game was consistently fun throughout EVERY single map. This was a full 32 map Megawad based on the real deal - DOOM. If THIS WAD didn't deserve to win a Cacoward, then no WAD did.  Lunar Catastrophe was robbed. Deserves more than Runner-up. Edited February 16, 2020 by dylux 2 Quote Share this post Link to post
Marcaek Posted February 16, 2020 1 hour ago, dylux said: Can somebody please explain to me how this fantastic game didn't win a Cacoward? And how a ridiculous game like Hocus Pocus Doom did??!?!? The 2019 Cacowards' list is a joke.  I don't agree with Cacowards going out to WADS that are just one single map (like Verdant Citadel) or WADS that are all "modded up" (aka Total or partial conversions). They should have a category for One Map WADS and another one for the TC's. TC's, in my opinion aren't real DOOM wads, anyway.  Lunar Catastrophe is what DOOM is all about, especially it being an Ultimate DOOM WAD. It didn't need new weapons nor new monsters to make it a great game. It's game play made this WAD a great WAD. This game was consistently fun throughout EVERY single map. This was a full 32 map Megawad based on the real deal - DOOM. If THIS WAD didn't deserve to win a Cacoward, then no WAD did.  Lunar Catastrophe was robbed. Deserves more than Runner-up.  18 Quote Share this post Link to post
leodoom85 Posted February 16, 2020 @Miss BubblesI see no chaingunner in your wad ^^ 1 Quote Share this post Link to post
MrDeAD1313 Posted February 17, 2020 (edited) 4 hours ago, leodoom85 said: @Miss BubblesIBubblesIBubbleBubblesIBubblesIBubbl Oops don't mind me Edited February 17, 2020 by MrDeAD1313 0 Quote Share this post Link to post
Miss Bubbles Posted February 17, 2020 19 hours ago, leodoom85 said: @Miss BubblesI see no chaingunner in your wad ^^ That costs extra. 2 Quote Share this post Link to post
Angelwitch Posted August 29, 2020 I really hope you guys are working on another pwad. I've played through Lunar 3 or 4 times at this point, still my favourite doom1 megawad by far. Your secrets make me smile ;D 4 Quote Share this post Link to post
Miss Bubbles Posted September 12, 2020 (edited) On 8/28/2020 at 9:08 PM, Angelwitch said: I really hope you guys are working on another pwad. I've played through Lunar 3 or 4 times at this point, still my favourite doom1 megawad by far. Your secrets make me smile ;D Hey thanks, that's really flattering! I'm glad you're liking it so much. Although we fully intend to some day finish our sequel wad, we have taken a bit of a hiatus from that. Life and it's various distractions have gotten in the way lately unfortunately, but we'll always come back to Doom sooner or later. :) Edited September 12, 2020 by Miss Bubbles 3 Quote Share this post Link to post
MrDeAD1313 Posted September 12, 2020 2 hours ago, Miss Bubbles said: Hey thanks, that's really flattering! I'm glad you're liking it so much. Although we fully intend to some day finish our sequel wad, we have taken a bit of a hiatus from that. Life and it's various distractions have gotten in the way lately unfortunately, but we'll always come back to Doom sooner or later. :) Lies 0 Quote Share this post Link to post
painelemental667 Posted September 13, 2020 (edited) I gave it a try. Good to see some Ultimate Doom megawads. I played Episode 1 and Episode 2 today and i enjoyed so far. Well designed levels. Good classic style wad. Â Doom: Lunar Catastrophe - Episode1 & Episode2 (Part1) - UV First Playthrough Edited September 13, 2020 by painelemental667 1 Quote Share this post Link to post
Miss Bubbles Posted November 12, 2020 On 9/13/2020 at 12:14 AM, painelemental667 said: I gave it a try. Good to see some Ultimate Doom megawads. I played Episode 1 and Episode 2 today and i enjoyed so far. Well designed levels. Good classic style wad. Â Doom: Lunar Catastrophe - Episode1 & Episode2 (Part1) - UV First Playthrough Hey thanks! Sorry I forgot to respond sooner. I appreciate your comments, I'm glad you liked it! It's always awesome to see people playing through our maps! 0 Quote Share this post Link to post
Rudolph Posted June 8, 2021 (edited) Not sure if the authors are still around, but I seem to be facing a weird issue in E1M7 where it does not seem possible to leave the secret Soulsphere area from inside if I enter it a second time. The first time I get in, I can interact with the wall and get it to open from inside no problem, but on my second visit, that wall will not open. I find myself having no choice but noclip my way out as a result.  Edited June 10, 2021 by Rudolph 1 Quote Share this post Link to post
Miss Bubbles Posted June 9, 2021 22 hours ago, Rudolph said: Not sure if the authors are still around, but I seem to be facing a weird issue in E1M7 whereas it does not seem possible to leave the secret Soulsphere area from inside if I enter it a second time. The first time I get in, I can interact the wall and get it to open from inside no problem, but on my second visit, that wall will not open. I find myself having no choice but noclip my way out as a result. Â Â Thanks for bringing that to my attention. I want to say that my thinking was you could attempt to enter the secret as many times as it takes (to notice it or what have you) but once you've re-opened the door from the inside, it should stay open. I guess it didn't work as intended, and in all honesty it's been a while since I've done any Doom mapping so I'd have to double check the linedef functionalities. 2 Quote Share this post Link to post
Rudolph Posted June 10, 2021 Hey, it is fine! This is a forum after all, not an instant messaging app. ;) Â If anything, I feel bad re-reading my own post: I must have been distracted or just tired, because it comes across as bit gibberish. :P 0 Quote Share this post Link to post
Rudolph Posted June 10, 2021 (edited) Oh, and while I am at it, in E2M7, I noticed I can go through a fenced-off opening and I do not know if I am supposed to be able to. Â Â Edited June 10, 2021 by Rudolph 0 Quote Share this post Link to post
Kor Posted June 10, 2021 I'm playing through this for the third or fourth time, and I must say it's a pretty good set of levels. Like playing Ultimate Doom all over over again. 0 Quote Share this post Link to post
Rudolph Posted June 11, 2021 (edited) Damnit. All of a sudden, I keep experiencing all sorts of (thankfully minor) issues with this mapset. Â So in E3M3, when I get to the exit, if I take the teleporter that sends me back to the starting area instead, I find myself stuck in a closed room where I can see through the wall but I cannot get out of it without noclip. Â Â Edited June 11, 2021 by Rudolph 0 Quote Share this post Link to post
Rudolph Posted June 11, 2021 On to Episode 4! The first level is quite brutal, even more so than "Hell Beneath"... Â Speaking of the latter, I notice that Episode 4 maps all use the default level titles rather than their custom ones. 0 Quote Share this post Link to post
Spendoragon Posted June 2 I've spent some time over the last week developing a compatibility patch for Lunar Catastrophe including bug fixes mentioned since version 1.3 release and a few I found on my own. I am releasing it for the public with approval from @Miss Bubbles and @Count651 and I'm happy to share it.  This patch is intended to make Lunar.wad fully compatible with -cl3 and strict vanilla ports, albiet without the hard-coded secret exits. Simply load Lunar.wad with LunarCompat.wad loaded after to apply the changes. A new UMAPINFO is provided to allow these to work as intended in ports that accept it. Full changelog are contained in the readme file and spoilered below. Tested and maxed in dsda-doom 0.27.5 -cl3.  Spoiler  DEHACKED ======== •Added DEHACKED patch containing the new level names.  UMAPINFO ======== •Added UMAPINFO with the new level names, par times, intermission texts, and corrected secret map exits.  M_DOOM ====== The logo was corrupted/invisible because the offsets were incorrect. This also caused 'Bad V_DrawPatch' errors. •Changed x-offset from 26 -> 32. •Changed y-offset from 10 -> 0.  E1M2 ==== The sector 39 and 41 doors do not open from the other side due to line specials blocking USE. •Removed special 88 and tag 1 from line 210 and 217. •Added special 88 and tag 1 to line 908 and 909, two new lines 16 units further from the doors so they can be opened and still trigger the lift upon entering the room.  The secret sector 56 is intended to lower and become damaging floor. This misbehaves in -cl3 due to the numeric model that line special 37 uses. •Adjusted linedef indexes to achieve the intended effect.  One of the secret lifts has sector tag of 0 and lowers the entire map. This change restores the intended behavior. •Changed the respective line and sector's tags from 0 -> 13.  E1M7 ==== It is possible to softlock by activating and re-entering the soulsphere secret door after opening it from the inside. •Changed line 722 special from 31 -> 1.  E1M8 ==== The floors will not lower because barrels are inside the ceiling, causing a softlock. •Raised sector 58 ceiling from 258 -> 266.  E2M3 ==== A group of sectors does not lower because monsters are in the ceiling, causing a softlock. •Raised sector 203 ceiling from 56 -> 128. •Changed line 98, 1141, and 1143 y-offset from 0 -> 24 to realign texture with the new ceiling height.  E2M6 ==== Special line blocking USE preventing the start room door from opening. Moving it to line outside the start room which will have the same effect as normal and allow the door to open regardless of the compatibilty setting. •Removed special 53 and sector tag 9 from line 26. •Added special 53 and sector tag 9 to line 37.  Sector 332 does not lower because monsters are inside the ceiling. •Raised sector 332 ceiling from 16 -> 88. •Changed line 1635 y-offset from 0 -> 56 to realign texture with the new ceiling height.  Sector 40 lift next to the blue key door doesn't lower from the west side because line 277 has a sector tag of 0. •Changed line 277 sector tag from 0 -> 1.  The teleport to sector 178 doesn't function because the teleport destination sector 178 is not large enough. •Changed vertex 708 and 718 y-pos from 880 -> 872.  There is a HOM on lower backside of line 1607 after sector 327 lowers. •Added texture to fix HOM.  Line 734 has special SR Door Stay Open for a remote door that never closes again. •Changed line 734 special from 61 -> 103.  It is possible to break the tiny lift out of the exit room by crossing the lines that start the moving floor too quickly. Moved the trigger further back to mitigate this. •Removed special 87 and tag 34 from line 1725 and 1729. •Added special 87 and tag 34 to line 1752.  E2M7 ==== The line 63 shoot door opens the entire map as its sector tag is 0, causing a softlock. This change restores the intended behavior. •Added sector tag 25 to line 63. •Added sector tag 25 to sector 6.  You can pass through the midtexture fence at line 1714. •Added impassable flag to line 1714.  E2M9 ==== The RK was unobtainable because the floors will not lower while monsters are inside the ceiling. •Raised sector 82 and 84 ceiling from 112 -> 184. •Raised sector 83 and 85 ceiling from 112 -> 168. •Changed sector 82 brightness from 96 -> 112 to match sector 83 and 84. •Changed sector 85 brightness from 160 -> 112 to match sector 83 and 84.  One of the floors was damaging when it should not. •Removed unintended damage effect from sector 85.  E3M5 ==== The sector 230-239 monster closet can fail to empty out all monsters. •Changed line 1350, 1351, 1358, 1361, and 1367 special from 125 -> 97.  Special lines 1585 and 1589 block USE on front side of the bars at the secret exit. It can still be opened from the sides, but fixing it for posterity. •Removed special 34 from line 1585. •Removed special 33 from line 1589.  E3M6 ==== The floors will not lower after picking up the red key because monsters are inside the ceiling, causing a softlock. •Raised sector 77 ceiling from 48 -> 104.  The floors that lower after picking up the red key use a W1 Floor to Lowest Adjacent Floor Change Texture + Type and create a softlock in the lava pit as the damaging effect gets removed. •Changed line 585 special from 37 -> 38. •Changed sector 146 floor from MFLR8_4 to LAVA1. •Changed sector 77 floor from WATER1 to LAVA1.  Sector 49 monster closet doesn't always empty out because monsters are slightly clipping into the wall. •Changed thing 92 imp y-pos from 1712 -> 1720. •Changed thing 249 imp y-pos from 1712 -> 1720.  The red key teleporter door does not open because it is not a proper door. •Raised sector 57 ceiling from -48 -> 80. •Slightly modified the door so it can open.  A door does not open because linedefs are placed inside the door, causing a softlock. Moved the triggers from inside the door to the door itself so it can open and also trigger the floor lower special as intended. •Deleted line 523, 786, 869, and 1032. •Changed line 357, 358, 435, 439, 440, and 525 special from 48 -> 38 and sector tag from 0 -> 25.  The target sectors of the floor lower special in the final area do not all lower as intended, causing a softlock. •Moved thing 365 shotgunner out of the wall it was slightly clipping into. •Merged sector 59, 60, and 126 into sector 59. •Added sound blocking to line 601 due to previous change.  E3M9 ==== The exit sector 296 does not lower because monsters are in the ceiling, causing a softlock. •Raised sector 296 ceiling from 112 -> 184.  E4M1 ==== Sector 87 lift near the yellow key causes the entire map to lower as its trigger lines 558 and 588 have a sector tag of 0. Sector 87 is tagged 10 but has no line specials assigned to it. This change restores the intended behavior. •Changed line 558 and 588 sector tags from 0 -> 10.  E4M9 ==== Sectors 195-198 do not lower because monsters are in the ceiling. •Raised sector 195-198 ceiling from 200 -> 280.   LunarCompat.zip 9 Quote Share this post Link to post
Miss Bubbles Posted June 3 On 6/2/2024 at 2:57 AM, Spendoragon said: I've spent some time over the last week developing a compatibility patch for Lunar Catastrophe including bug fixes mentioned since version 1.3 release and a few I found on my own. I am releasing it for the public with approval from @Miss Bubbles and @Count651 and I'm happy to share it.  This patch is intended to make Lunar.wad fully compatible with -cl3 and strict vanilla ports, albiet without the hard-coded secret exits. Simply load Lunar.wad with LunarCompat.wad loaded after to apply the changes. A new UMAPINFO is provided to allow these to work as intended in ports that accept it. Full changelog are contained in the readme file and spoilered below. Tested and maxed in dsda-doom 0.27.5 -cl3.   Reveal hidden contents  DEHACKED ======== •Added DEHACKED patch containing the new level names.  UMAPINFO ======== •Added UMAPINFO with the new level names, par times, intermission texts, and corrected secret map exits.  M_DOOM ====== The logo was corrupted/invisible because the offsets were incorrect. This also caused 'Bad V_DrawPatch' errors. •Changed x-offset from 26 -> 32. •Changed y-offset from 10 -> 0.  E1M2 ==== The sector 39 and 41 doors do not open from the other side due to line specials blocking USE. •Removed special 88 and tag 1 from line 210 and 217. •Added special 88 and tag 1 to line 908 and 909, two new lines 16 units further from the doors so they can be opened and still trigger the lift upon entering the room.  The secret sector 56 is intended to lower and become damaging floor. This misbehaves in -cl3 due to the numeric model that line special 37 uses. •Adjusted linedef indexes to achieve the intended effect.  One of the secret lifts has sector tag of 0 and lowers the entire map. This change restores the intended behavior. •Changed the respective line and sector's tags from 0 -> 13.  E1M7 ==== It is possible to softlock by activating and re-entering the soulsphere secret door after opening it from the inside. •Changed line 722 special from 31 -> 1.  E1M8 ==== The floors will not lower because barrels are inside the ceiling, causing a softlock. •Raised sector 58 ceiling from 258 -> 266.  E2M3 ==== A group of sectors does not lower because monsters are in the ceiling, causing a softlock. •Raised sector 203 ceiling from 56 -> 128. •Changed line 98, 1141, and 1143 y-offset from 0 -> 24 to realign texture with the new ceiling height.  E2M6 ==== Special line blocking USE preventing the start room door from opening. Moving it to line outside the start room which will have the same effect as normal and allow the door to open regardless of the compatibilty setting. •Removed special 53 and sector tag 9 from line 26. •Added special 53 and sector tag 9 to line 37.  Sector 332 does not lower because monsters are inside the ceiling. •Raised sector 332 ceiling from 16 -> 88. •Changed line 1635 y-offset from 0 -> 56 to realign texture with the new ceiling height.  Sector 40 lift next to the blue key door doesn't lower from the west side because line 277 has a sector tag of 0. •Changed line 277 sector tag from 0 -> 1.  The teleport to sector 178 doesn't function because the teleport destination sector 178 is not large enough. •Changed vertex 708 and 718 y-pos from 880 -> 872.  There is a HOM on lower backside of line 1607 after sector 327 lowers. •Added texture to fix HOM.  Line 734 has special SR Door Stay Open for a remote door that never closes again. •Changed line 734 special from 61 -> 103.  It is possible to break the tiny lift out of the exit room by crossing the lines that start the moving floor too quickly. Moved the trigger further back to mitigate this. •Removed special 87 and tag 34 from line 1725 and 1729. •Added special 87 and tag 34 to line 1752.  E2M7 ==== The line 63 shoot door opens the entire map as its sector tag is 0, causing a softlock. This change restores the intended behavior. •Added sector tag 25 to line 63. •Added sector tag 25 to sector 6.  You can pass through the midtexture fence at line 1714. •Added impassable flag to line 1714.  E2M9 ==== The RK was unobtainable because the floors will not lower while monsters are inside the ceiling. •Raised sector 82 and 84 ceiling from 112 -> 184. •Raised sector 83 and 85 ceiling from 112 -> 168. •Changed sector 82 brightness from 96 -> 112 to match sector 83 and 84. •Changed sector 85 brightness from 160 -> 112 to match sector 83 and 84.  One of the floors was damaging when it should not. •Removed unintended damage effect from sector 85.  E3M5 ==== The sector 230-239 monster closet can fail to empty out all monsters. •Changed line 1350, 1351, 1358, 1361, and 1367 special from 125 -> 97.  Special lines 1585 and 1589 block USE on front side of the bars at the secret exit. It can still be opened from the sides, but fixing it for posterity. •Removed special 34 from line 1585. •Removed special 33 from line 1589.  E3M6 ==== The floors will not lower after picking up the red key because monsters are inside the ceiling, causing a softlock. •Raised sector 77 ceiling from 48 -> 104.  The floors that lower after picking up the red key use a W1 Floor to Lowest Adjacent Floor Change Texture + Type and create a softlock in the lava pit as the damaging effect gets removed. •Changed line 585 special from 37 -> 38. •Changed sector 146 floor from MFLR8_4 to LAVA1. •Changed sector 77 floor from WATER1 to LAVA1.  Sector 49 monster closet doesn't always empty out because monsters are slightly clipping into the wall. •Changed thing 92 imp y-pos from 1712 -> 1720. •Changed thing 249 imp y-pos from 1712 -> 1720.  The red key teleporter door does not open because it is not a proper door. •Raised sector 57 ceiling from -48 -> 80. •Slightly modified the door so it can open.  A door does not open because linedefs are placed inside the door, causing a softlock. Moved the triggers from inside the door to the door itself so it can open and also trigger the floor lower special as intended. •Deleted line 523, 786, 869, and 1032. •Changed line 357, 358, 435, 439, 440, and 525 special from 48 -> 38 and sector tag from 0 -> 25.  The target sectors of the floor lower special in the final area do not all lower as intended, causing a softlock. •Moved thing 365 shotgunner out of the wall it was slightly clipping into. •Merged sector 59, 60, and 126 into sector 59. •Added sound blocking to line 601 due to previous change.  E3M9 ==== The exit sector 296 does not lower because monsters are in the ceiling, causing a softlock. •Raised sector 296 ceiling from 112 -> 184.  E4M1 ==== Sector 87 lift near the yellow key causes the entire map to lower as its trigger lines 558 and 588 have a sector tag of 0. Sector 87 is tagged 10 but has no line specials assigned to it. This change restores the intended behavior. •Changed line 558 and 588 sector tags from 0 -> 10.  E4M9 ==== Sectors 195-198 do not lower because monsters are in the ceiling. •Raised sector 195-198 ceiling from 200 -> 280.   LunarCompat.zip Your hard work is much appreciated! 7 Quote Share this post Link to post
DreadWanderer Posted June 7 Hey everyone, started playing this a few days ago and I really like the faithfulness to the IWAD. Good fun. I've made a new version of the UMAPINFO which I attached here. The problem is that the original gets you stuck on the secret maps when you hit the "next map" key in DSDA, which is quite an issue for me. It also helps to navigate the maps in ports that don't have a level table (aka anything except DSDA and Cherry Doom). Let me know if you encounter any problems. UMAPINFO_LC.rar 0 Quote Share this post Link to post
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