Catpho Posted December 25, 2019 (edited) It's that time of year again. Snow is falling, carolers are caroling... and Cyberneezer Scrooge has frozen time to stop Santa from delivering everyone's Christmas presents! Sounds like a job for Doomguy, right? Well, to be honest, you're just not feeling the Christmas spirit this year. Although... hmmm... you still haven't looked at the Christmas cards those Doomer Boards Krew folks sent you yet! Maybe that'll be just the thing to help you feel some Christmas cheer... A Doomer Boards Christmas Carol is a limit-removing Doom 2 mapset from various members of Doomer Boards, containing 12 maps of jolly action and a heartwarming 13-map narative from @Big Ol Billy. Merry Christmas Doomers! /idgames Screenshots: MAPLIST MAP01: Christmas Eve Part I by Big Ol' Billy MAP02: Hornaments by Big Ol' Billy MAP03: Christmas Eve Part II by Big Ol' Billy MAP04: Festive Neighbours by Phobus MAP05: Christmas Eve Part III by Big Ol' Billy MAP06: The Pilgrim and the Hermit by Gaspe MAP07: Christmas Eve Part IV by Big Ol' Billy MAP08: Surprise! by glenzinho MAP09: Christmas Eve Part V by Big Ol' Billy MAP10: Winter Wonderland by Phobus MAP11: Christmas Eve Part VI by Big Ol' Billy MAP12: The Nut After November by SuperCupcakeTactics and glenzinho MAP13: Christmas Eve Part VII by Big Ol' Billy MAP14: Two Sizes Too Small by Doom_RO MAP15: Christmas Eve Part VIII by Big Ol' Billy MAP16: Christmas Tree Mountain by Scrangus McBrickdad/Jaxxoon R and glenzinho MAP17: Christmas Eve Part IX by Big Ol' Billy MAP18: Xmasphobia by Thundercunt MAP19: Christmas Eve Part X by Big Ol' Billy MAP20: Krampus Anomaly by dmdr MAP21: Christmas Eve Part XI by Big Ol' Billy MAP22: Where Cybneezer Hid Christmas by joe-ilya MAP23: Christmas Eve Part XII by Big Ol' Billy MAP24: Realm of Christmas Time by Big Ol' Billy MAP25: Christmas Morning by Big Ol' Billy Previous projects: Spoiler 2018: -Monuments of Mars -Circle of Caina -Forest Swords -Xenomorph Base -Coffin Curse -Vicarious Reality 2019: -The Merry Christmassy Doom Project -MINDBLOOD GENESIS -Legend of The Hidden Tech -Earth Ends -Lillywhite Lilith -Into The Storm -Alien Bastards! -After The Fall -Fuck Global Warming... This is Hell -Cyb's Freaky Colonoscopy -Alone -Umbral Platinum For every DBP ever, please check the Doom Wiki article! Sidequests: -Fall of Society Previous Downloads Spoiler -RC1 -RC1.666 -RC2 Edited November 30, 2020 by Catpho 52 Quote Share this post Link to post
SOSU Posted December 25, 2019 Awesome! I was expecting a small 7 maps episode but you guys made a whole godamn megawad :D (Does Billy really have nothing better to do?) Oh and that Doomguy face Dx 10 Quote Share this post Link to post
galileo31dos01 Posted December 25, 2019 Whole megalike for Doomguy Culkin 7 Quote Share this post Link to post
Rince-wind Posted December 25, 2019 Merry Christmas to you too Doomer Boards! ...but seriously how are you able to pump these out so fast? 4 Quote Share this post Link to post
Phobus Posted December 25, 2019 (edited) In this instance, Glen, Billy and I got so into making this happen that we had to write a dedication, to our loved ones who lost us for a couple of weeks, in the text file. Billy literally pulled a 20-hour shift to get those hub maps sorted in time! As far as I'm aware, he's asleep at his keyboard right now with a half-finished RC2 credit map open in front of him. Oh, and Merry Christmas, Doomworld! Edited December 25, 2019 by Phobus It's Christmas 9 Quote Share this post Link to post
Rince-wind Posted December 25, 2019 5 hours ago, Phobus said: Billy literally pulled a 20-hour shift to get those hub maps sorted in time! Hopefully he doesn't burn himself out if he keeps doing that 3 Quote Share this post Link to post
Doomkid Posted December 25, 2019 (edited) Always amazed by how dedicated you guys are to these monthly wads! Some of the best stuff, and it’s at the point where I can always look forward to more it seems. Keep it up! Edited December 25, 2019 by Doomkid 3 Quote Share this post Link to post
P41R47 Posted December 25, 2019 (edited) Please guys! Consider to add 7 more maps! This way you will have a proper megawad as a neat gift for christmas. It will be Doomer Boards first proper megawad... ... And also, a proper new christmas themed megawad other than H2H Xmas. I'm playing it right now and its a blast! Thanks you, guys for this amazing christmas gift! EDIT: or maybe add the maps of the previous year christmas themed wad you guys made. That way there is a full megawad to enjoy for christmas as they were both made in 2019 :D Edited December 25, 2019 by P41R47 1 Quote Share this post Link to post
Gaia74 Posted December 25, 2019 Very nice wad!, merry christmas everyone! :P 3 Quote Share this post Link to post
Big Ol Billy Posted December 25, 2019 Thanks for the appropriately warm wishes, y'all! As is becoming a holiday tradition, this was a mad scramble to get out the door on Christmas Eve midnight(ish). ... which does mean we're currently stomping out a few bugs that crawled into our stockings D: Most important to note for those getting a jump on playing the wad is that MAP14 currently needs a ZDoom-based port to be completed. We'll be putting out an RC2 soon, though, that should get everything Crispy/PrB+ -cl2 compatible!! 7 Quote Share this post Link to post
P41R47 Posted December 25, 2019 1 hour ago, Big Ol Billy said: Thanks for the appropriately warm wishes, y'all! As is becoming a holiday tradition, this was a mad scramble to get out the door on Christmas Eve midnight(ish). ... which does mean we're currently stomping out a few bugs that crawled into our stockings D: Most important to note for those getting a jump on playing the wad is that MAP14 currently needs a ZDoom-based port to be completed. We'll be putting out an RC2 soon, though, that should get everything Crispy/PrB+ -cl2 compatible!! This totally feels exactly like the map bug H2H-Xmas had in it map14 that needed an unnofficial mapfix to work properly. :D 1 Quote Share this post Link to post
Egg Boy Posted December 25, 2019 0/10 none of the maps are titled "Lost in New York." 8 Quote Share this post Link to post
Marlamir Posted December 25, 2019 Bookmarked now, this looks super interesting. 2 Quote Share this post Link to post
Phobus Posted December 26, 2019 Probably worth noting that cl9 (or any other Boom-compatible comp level or port) seems ok for MAP14 as well. It's still not the target, but it opens up the ports you can use significantly! 1 Quote Share this post Link to post
Keyboard_Doomer Posted December 26, 2019 We couldn't miss the perfect opportunity so we will have a Christmas Thursday Night Survival session with this wad today. The session starts at 19:00 GMT/14:00 EST and you can expect it to be fairly active for at least 4 hours so come join us for some peaceful Christmas demon massacre! On the topic of bugs here are a few more issues besides MAP14 I noticed: - MAP04 has three player 2 starts instead of one for each player 2-4 start (this will result in voodoo dolls in coop) - these maps have no player 2-4 starts: 01, 08, 22, 24 - in MAP18 linedef 1224 uses a Boom action (type 221) If you upload RC2 before evening we will use that. 5 Quote Share this post Link to post
Phobus Posted December 26, 2019 (edited) 1 hour ago, Keyboard_Doomer said: - MAP04 has three player 2 starts instead of one for each player 2-4 start (this will result in voodoo dolls in coop) I can't believe I did that... How embarrassing! EDIT: I've patched a copy of my map, so if we get near 18:00 and there isn't an RC2, I'll share the download for the fixed version and you can add it to the loaded WADs, @Keyboard_Doomer Edited December 26, 2019 by Phobus 1 Quote Share this post Link to post
Keyboard_Doomer Posted December 26, 2019 Haha, I have to say that (unfortunately) even some of the best of mappers made a similar mistake with the player 2-4 starts in the past so I wouldn't worry. Thanks for the fix, I'll be watching the thread for updates. One more thing that might be an issue in coop (at least when there are more than 4 players): It seems the teleporting lines 5112-5115 in MAP14 are supposed to be used by players but they're all W1 so only 4 players will be able to teleport. 1 Quote Share this post Link to post
Catpho Posted December 26, 2019 (edited) @Keyboard_Doomer Cheers for the detailed feedback! Here's a new release candidate, with changes listed below. Hope you guys have a good playing session! RC1.666: *Multiplayer starts in EVERY map, icluding deathmatch and even the placeholder MAP25 *MAP14 gamebreaker fixed *MAP18 Boom action swapped for standard equivalent *Big Ol' Billy's sneaky 3 imps in Xmas eve III will sneak no longer *Added Phobus's MAP04 10 multiplayer adjustments Edited December 26, 2019 by Catpho 4 Quote Share this post Link to post
Keyboard_Doomer Posted December 27, 2019 (edited) Thanks for the great wad, we definitely had a fun session with it. The bells turned out to be a source of confusion but they certainly are a nice touch. As is usual, we encountered some bugs so here they are: MAP01 A really cosmetic nitpick but it seems the SSG and RL are there only for deathmatch so you can use the "not in coop" flag to restrict them as such. It's a Boom flag but it should just be ignored in any source port that doesn't support it. (The edit is meant for the popular online multiplayer source ports that should all support it.)MAP12 Possible to get stuck if you don't cross any of the linedefs that open the door at the start and then drop off where the yellow key is. The lava pit made of sectors 197, 208-210 is not damaging so it's possible to get stuck there.MAP14 The vanilla/-complevel 2 lost soul limit is 21 but the map has 38 placed lost souls so the pain elementals in the map will be harmless until enough lost souls are killed. These sectors use the Boom secret flag: 24, 117, 119, 150, 459, 627 In PrBoom+ they will be recognized as secrets regardless of the -complevel but not in other vanilla-compatible source ports. Out of these sector 119 also has an action assigned (oscillating light) so if you want it to be a secret in vanilla you will have to remove that effect. This might be intentional but you can already walk around the bars near exit after triggering the tag 3 linedef (line 3759). No need to trigger tag 9. Just a small visual thing that's most likely not even worth fixing - the tree sprites in this map clipping into the walls results in a weird visual effect. It might not happen when hardware rendering is used, I didn't test.MAP20 Possible to get stuck between things 47, 244, 245.MAP22 Sector 210 can't be bypassed from outside once it's closed so in coop players can get stuck. You might want to add some monster-blocking lines around the snowman at the start to prevent some funny stuff. Edited December 27, 2019 by Keyboard_Doomer 4 Quote Share this post Link to post
Phobus Posted December 27, 2019 Thanks for the comprehensive bug report! That should give us enough to make RC2 a proper final release 😁 2 Quote Share this post Link to post
Graf Zahl Posted December 27, 2019 How do you manage to churn out these things in such a quantity with barely a dud in-between? Normally such mass productions eventually suffer from loss of quality but here this doesn't seem to happen. 7 Quote Share this post Link to post
Valls Posted December 28, 2019 (edited) Can someone please explain how to run this mod? I use ZDL. If I put this in mods (external files) it just runs vanilla levels from wads. If I put it in iwads it gives an error. I use gzdoom as source port. Edited December 28, 2019 by Valls 0 Quote Share this post Link to post
Phobus Posted December 28, 2019 @Valls, you need Doom 2 as your IWAD, then this should just load on top of it as an external WAD. If you're still struggling, upload a screenshot of your ZDL setup before you hit Launch. 1 Quote Share this post Link to post
Valls Posted December 28, 2019 @Phobus Here's screenshots of ZDL + console. Am i missing something? 0 Quote Share this post Link to post
GarrettChan Posted December 28, 2019 (edited) I want to die because I want to play all these maps, but I don't have life. BTW, those intermission maps are awesome. Edited December 28, 2019 by GarrettChan 2 Quote Share this post Link to post
Phobus Posted December 28, 2019 @Valls Interesting - load order all looks fine to me. Out of interest, try copying both DOOM2.WAD and DBP19xmas2_RC1.666.wad in with your GZDoom executable, then drag and drop just DBP19 onto that executable. It should auto-detect the IWAD in the same folder and launch as expected. In which case, you may want to copy all of your IWADs in with GZDoom and then remap your ZDL appropriately. That's how I've got mine set up and it works nicely. 1 Quote Share this post Link to post
Valls Posted December 28, 2019 (edited) I downloaded version from moddb and it works! Thanks for trying to help anyway! Edited December 28, 2019 by Valls 1 Quote Share this post Link to post
Ribbiks Posted December 29, 2019 dang, billy knocked it out of the park with these narrative/framing maps. really cool way to tie a project together! 3 Quote Share this post Link to post
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