4MaTC Posted August 24, 2020 @guitardz what resolution do you want? 0 Quote Share this post Link to post
VanaheimRanger Posted August 24, 2020 Just now, 4MaTC said: @guitardz what resolution do you want? My thumbs are usually 1152x720, which is just a typical TITLEPIC, INTERPIC, or BOSSBACK upscaled 360%. I can take it in the base game resolution or this resolution would be fine as well :) 0 Quote Share this post Link to post
VanaheimRanger Posted August 24, 2020 4 minutes ago, 4MaTC said: @guitardzhttps://ibb.co/nzRDtpb Thanks, that is much better than the quick and dirty edit I made! I have a feeling this will be picked for DWMC for September. I'll be playing through it either way :) 2 Quote Share this post Link to post
sajbear666 Posted August 31, 2020 (edited) Congrats to everyone on the release! We did it! <3 Edited August 31, 2020 by sajbear666 3 Quote Share this post Link to post
The_SloVinator Posted September 7, 2020 Congrats for the release! It was fun making a map for this project. 2 Quote Share this post Link to post
Gerardo194 Posted September 8, 2020 These are great news, congrats 1 Quote Share this post Link to post
Gerardo194 Posted September 8, 2020 On 7/19/2020 at 9:34 PM, Keyboard_Doomer said: MAP16 - It would be preferable to have the sp+dm shotgun (thing 25) at the start also appear in coop. There's a lengthy and boring explanation why so click the spoiler if you're interested in that. Hide contents In coop/survival any map-placed weapons stay permanently so you don't have to worry about a player not getting a gun. However, multiplayer-only weapons are often an issue in online multiplayer because mappers often place BFG/plasma rifle early in the mapset intended for 2-4 player coop or deathmatch which is then more than a little OP when the number of players in-game is 20. That's why on TNS (and other ZDaemon servers) we often blanket remove any mp-only weapons with this thing called PATCHINFO. This is again a problem if the original sp weapon is marked to not appear in coop - which is luckily rarely done but this is the reason to only use that flag for weapons meant to be dm-only if playing your map in online multiplayer is a possibility at all - and it almost always is! Deathmatch is similar in this regard (in virtually all servers the weapons stay permanently) so you can also just remove the mp-only weapons (the 4 shotguns in this case) that are meant as a replacement. Is this in reference to Tei Tenga's Core map? I'm unable to play my map in coop or dm 0 Quote Share this post Link to post
Moravectomascb Posted September 14, 2020 Good bug, when I in this map(city map) use one of teleport(It's teleport, which I have to open to get to last room), it will teleport me to this light and I can't go. Sometimes I see only black and sometimes it's ok, I had to use idclip) In Builder I didn't see that light wtf? And Cyberdemon will spawn in light spot. And map 29 is weird, I didn't finish yet, but some bug is here. Some monster can't go, and is this joke or not? (Cyberdemons) And sometimes barons will be invisible. xD And map 26 has bug, when that secret floors come up, it will never say secret, and I had to use idclip and find that secret, and then use switch to come floor up(see automap). In map 28 I found some hidden bfg, which you can't pick, is it bug? I use GLBOOM to play wads, which can be play by this. I had problem with previous wads, which I played, but it was about kill me to have only pistol and fist in next maps. Here it's ok. That map, where I had to use fist was not too easy, but I get it. And am I right that map 29 is human and upper is penis? xD https://ibb.co/album/rxJhs2 1 Quote Share this post Link to post
Aurelius Posted September 14, 2020 18 minutes ago, Moravectomascb said: And map 29 is weird, I didn't finish yet, but some bug is here. Some monster can't go, and is this joke or not? (Cyberdemons) And sometimes barons will be invisible. xD None of the things you stated are bugs, the map is indeed just weird. And there was no intentionality behind the way the map looks from a top-down perspective, whatever it might seem to you :P I did not test GLBoom+ though, so some visual oddities might be exaggerated. 1 Quote Share this post Link to post
Xaser Posted September 15, 2020 re: MAP28, Unreachable BFGs are sort of a running joke I put in my maps. At least there's some obtainable ones this time around. :P 3 Quote Share this post Link to post
Moravectomascb Posted September 15, 2020 Unreachable BFG is in map 29 too. But I find some teleport in sector in that part of BFG sector https://ibb.co/LdPKSB3https://ibb.co/Vt9BCXx Now I can't find that last monster and that few items. :( I think that monster is somewhere down by rocket. .... Xaser:Ok, good joke. :D Aurelius:That concept of map is good, but some monsters can't go or it!s weird. But that Cyberdemons is rly good joke. :DDD 2 Quote Share this post Link to post
Horus Posted September 15, 2020 I mentioned the secret bug on map 26 during beta, looks like it didn't get fixed, oh well. The secret still registers on the ZDoom family of sourceports, but not on prBoom+. The other bug you mention is on map 19. Haven't the faintest idea as to what the cause is though. 1 Quote Share this post Link to post
Themafla1 Posted September 16, 2020 5 hours ago, Horus said: The other bug you mention is on map 19. Haven't the faintest idea as to what the cause is though. It seems to me that what happens is a matter of the port (GLBoom) and I think that to solve that the option "Objects don't fall under their own weight" must be activated. I've checked it by testing the map with PRBoom + and it doesn't happen, but in GLBoom it does; once activated that option that is in "Doom Compatibility" will stop happening. Even so, its cause still seems very strange to me, I may have to modify the map if necessary to remove the torches. 0 Quote Share this post Link to post
sajbear666 Posted September 26, 2020 (edited) @Obsidian If i upload a fix for map26 are you still able to update the mayhem2020 wad on idgames? @Horus @Moravectomascb it seems the only way to actually fix it would be to remove the secret entirely. I can't see any other solution. I guess then I will finally see @TheV1perK1llerdo a UVmax video on it though :/ EDIT: Here is the fixed version with the secret removed. sea_of_blood_mayhem2020_1_4.zip Edited September 26, 2020 by sajbear666 0 Quote Share this post Link to post
Horus Posted September 26, 2020 (edited) @sajbear666 There is another way you can do whilst keeping the secret, but it requires more work. Sector 1 in your map is a zero-height sector, which is an unnecessary sector. You can delete it and your map will work fine as before, but you would need to check for any undesired texture changes in the walls surrounding the sector you deleted. You can then use the freed up sector to tag the imp cages that are accessible via the rising walkway as their own secret sector. So depends on if you think it's worth the effort. Edited September 26, 2020 by Horus 0 Quote Share this post Link to post
sajbear666 Posted September 26, 2020 (edited) 28 minutes ago, Horus said: @sajbear666 There is another way you can do whilst keeping the secret, but it requires more work. Sector 1 in your map is a zero-height sector, which is an unnecessary sector. You can delete it and your map will work fine as before, but you would need to check for any undesired texture changes in the walls surrounding the sector you deleted. You can then use the freed up sector to tag the imp cages that are accessible via the rising walkway as their own secret sector. So depends on if you think it's worth the effort. Really cool trick! I'm gonna remember this! Super thx! Then alas I'm just gonna remove the secret, the secret wasn't that much of a secret anways! :) There is also a risk that removing the Sector 1 will cause problems somewhere else that I will have to fix and I kind of just want to be done with this map and not have the risk of needing to do more bugfix releases :) Edited September 26, 2020 by sajbear666 0 Quote Share this post Link to post
Moravectomascb Posted September 27, 2020 (edited) I finish it and it was good, but I dind't kill all monsters in map 46 and in map 47 isn't possible and items too. And I play again map 34 and I killed all monster and map 43 too. This his how you have to finish this map. xDDD https://ulozto.net/file/Kvw8L7ejUtyU/gzdoom-2020-09-27-19-47-48-977-mp4#_ga=2.24325946.106364112.1601229040-14309735.1558687561 I just played it now with budha and give all, to be here faster and show you this trick at the end. Map 26: Or that sectors with items, where you can go, when sectors goes up, could be 1 secret(all sectors=1 sector) and that sectors goes up=no secret Edited September 27, 2020 by Moravectomascb 0 Quote Share this post Link to post
DukeOfDoom Posted December 1, 2020 Cool megawad as usual, too bad I didn't get to finish "Planet of the Beast". Maybe I will do exactly that and release it as standalone level. 2 Quote Share this post Link to post
princetontiger Posted January 2, 2022 I had an absolutely blast playing this with my kiddo over the NYE.... I can't believe it's 1+ years old. Where is the time going??? 3 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.