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Doom -1: A Doomworld Experiment


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I've now fixed the tags on MAP27 - MAP33, although I found another linedef trigger with no tag in MAP29 where I didn't know which sector(s) it's supposed to affect.

 

Hopefully users of non-ZDoom ports should start noticing more openable doors, lowerable lifts, and teleporting monsters throughout the .wad :)

 

https://drive.google.com/file/d/10tYif_v7xAojJPJXHEjFVVUELMu7u890/view?usp=sharing

 

Here are a summary of the remaining missing tags:

 

MAP07: Linedefs 214, 219, 234, and 400 are "W1 Start Slow Crusher Quiet" triggers with tag 16, but there are no sectors with this tag. Linedef 141 is also "W1 Start Slow Crusher Quiet" with tag 21, and again there are no sectors with this tag.

 

MAP22: Linedefs 276, 292, 621, 2392, 2393, 3328 are "GR Open Door Stay Oepn" with tag 26, but there are no sectors with this tag. (This is intended to be a Sigil-style shootable eye.)

 

MAP26: Linedef 2815 is "S1 LowerFloor to Lowest Adjacent" but doesn't have a linedef tag.

 

MAP29: Linedef 2008 is "W1 Fast Crusher Ceiling" with tag 21, but there's no sector with this tag.

Edited by NiGHTMARE

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Why does the exit door in MAP18 only require 5 out of 6 switches to be pressed for it to be opened? Was this done intentionally? Switch number 6 isn't linked to any raised floor in the scrolling floor voodoo doll room.

 

So I have made switch number 6 required to exit now as well.

Edited by Rosh Fragger

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Regarding the deadline, could we perhaps have the 8th until the end of the day on the 11th purely for playtesting and bug-fixing purposes?

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Version 5.35

 

MAP18 updated:

 

  • Fixed the Exit door requiring only 5 out of 6 switches to be pressed.
  • BK was only required to open the secret powerups room with all 3 keys earlier. Changed 1 of 2 RK doors to a BK door so grabbing that key is now required to exit the map.
  • Added ammo, health, other items throughout the map.
  • Added many more monsters and monster invasions to the Downtown area.

 

http://www.mediafire.com/file/5tl2s9ldx9li05f/NEGATIVEONE_v5.35.wad.7z/file

Edited by Rosh Fragger

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I am working again on Map 06 today.

 

Will also do miscellaneous little fixes on other maps.

 

EDIT: made edits on Map 06 and 10 so far, so please don't edit those maps until I release my version (I will upload soon)

Edited by PinkFlamingo

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1 hour ago, PinkFlamingo said:

Will also do miscellaneous little fixes on other maps.

 

You might wanna make some fixes to MAP26. Last time I was playing that map, I remember falling behind a cylindrical platform and getting stuck. It's probably the area that is reached after taking the teleport from Red key room. Speaking of RK room, that pit with lava on both sides, just before taking the teleport, is inescapable. Maybe add teleports in the pits or make that ledge/walkway between the room and teleport a lowerable lift. Also, that dark room with a few cylindrical pillars and water on the floor has an empty secret as well (secret containing no items or anything.)

 

That's probably a lot of instructions. I'm gonna fix this map myself instead.

 

Reserving MAP26.

Edited by Rosh Fragger

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55 minutes ago, Rosh Fragger said:

Reserving MAP26.

 

Don't forget the switch on linedef 2815 with a missing tag, if you can figure out what floor it's supposed to lower. I think that's the same room as the empty secret.

Edited by NiGHTMARE

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Version 5.36

 

Updates to MAP 06, 10 and 26

 

Map 06:

- Red key area:

  - Added more decoration (crates, trees, an extra hangar containing a cyberdemon on hard difficulty, some turrets outside, ...)

  - Added some stairs to increase connectivity between rooms

- Yellow key area:

  - Changed a few ceiling textures to be more consistent with some of the other rooms in this area

  - Added a very basic computer room in an area which was completely empty so far

- Blue key area:

  - Cleaned up the winding staircase in the hangar a bit

  - Removed the turrets from the space ship as they were super annoying during playtesting and no fun at all :-P I moved the turrets to the red key area outside, where you can at least avoid their attack more easily and they can even infight with the numerous monsters there. Use them to your advantage :-)

  - Added the possibility to lower the bridge to the ship after it gets raised. This allows you to better navigate this area if you happen to fall off.

 

I am now officially done with map 06. I am still looking for a nice MIDI for this map.

 

Map 10:

- Removed a pillar in the starting room as I did not really understand the purpose of it and it made the room look less nice IMO.

- Fixed the blood trap in the exit room. It is now working as intended by the previous contributor.

 

Map 26:

- Fixed the problems Rosh Fragger pointed out: added teleporters to the lava pits, moved the pillar in the next room so you don't get stuck, added a lowering floor to an unused switch (I suppose this was the idea, you cannot progress here), added a blue armour to the secret area, added another teleporter in the next slime room)

 

http://www.mediafire.com/file/sq4f07njilhf3zp/NEGATIVEONE_v5.36.rar/file

Edited by PinkFlamingo

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7 minutes ago, PinkFlamingo said:

 

Hold on! :-) I was fixing these things. Let me quickly upload first.

Oops.. I kinda fixed above mentioned things too :p

 

Will check your version later now as I have to go somewhere.

Edited by Rosh Fragger

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30 minutes ago, Rosh Fragger said:

Oops.. I kinda fixed above mentioned things too :p

 

Will check your version later now as I have to go somewhere.

 

Feel free to replace my version of map 26. It is really just adding a few teleporters and moving a pillar (and fixing a switch)

Edited by PinkFlamingo

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3 hours ago, Rosh Fragger said:

 

You might wanna make some fixes to MAP26. Last time I was playing that map, I remember falling behind a cylindrical platform and getting stuck. It's probably the area that is reached after taking the teleport from Red key room. Speaking of RK room, that pit with lava on both sides, just before taking the teleport, is inescapable. Maybe add teleports in the pits or make that ledge/walkway between the room and teleport a lowerable lift. Also, that dark room with a few cylindrical pillars and water on the floor has an empty secret as well (secret containing no items or anything.)

 

That's probably a lot of instructions. I'm gonna fix this map myself instead.

 

Reserving MAP26.

Emm... I already have reserved MAP26

And im still working on it :/

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4 minutes ago, URROVA said:

Emm... I already have reserved MAP26

And im still working on it :/

 

Oops! In that case you have priority. Just replace my version.

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1 minute ago, PinkFlamingo said:

 

Oops! In that case you have priority. Just replace my version.

Ok. And i added teleporters to the pits too, so...

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Release v5.38: MAP26 changes

  • Deathmatch fixed, implemented difficulty settings
  • Some areas for making deathmatch more interesting
  • Some detailing (demonic machines, supports, some secret, etc)
  • Teleporters on the unnescapable pits
  • Misc changes

Link: https://mega.nz/file/2bxURbBJ#E_hIAlGxu9vwvG6-EulEd5Q3ggvMQ2VsWVdf4sKnXww

 

So @Rosh Fragger you can now edit :)

Edited by URROVA

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Until official word comes, I'm making the assumption of 11:59pm Baker Island time :)

Edited by NiGHTMARE

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Version 5.39

 

MAP26:

 

  • Added some more ammo to some places.
  • Made the Blue Key a lot more difficult to grab by adding many monsters to that whole area.
  • Player has to press a switch first in order to access the Blue Key room rather than running directly to the key and teleporting away.

 

MAP15:

 

  • Added a megasphere secret that can only be grabbed by an AV jump.
  • Added Cacos & Dragons invasion in the big water caverns area after the player grabs the Red Card.
  • Added some windows to the side of the Red Card door so those spawned Cacos & Dragons can target (or be targeted by) the player. 

 

http://www.mediafire.com/file/8c837o25laekcr5/NEGATIVEONE_v5.39.wad.7z/file

Edited by Rosh Fragger

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Ok, is today the final day or we can tomorroy keep editing?

 

If its the final day, i will make the demos with the levels that we dont edit anymore (example MAP02)

 

Of what maps i do the demos?

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1 minute ago, URROVA said:

Ok, is today the final day or we can tomorroy keep editing?

 

If its the final day, i will make the demos with the levels that we dont edit anymore (example MAP02)

 

Of what maps i do the demos?

Map15 seems pretty good. I recommend that

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11 minutes ago, URROVA said:

Ok, is today the final day or we can tomorroy keep editing?

 

If its the final day, i will make the demos with the levels that we dont edit anymore (example MAP02)

 

Of what maps i do the demos?

 

Maps 01, 02, 03, 04 and 10 all seem pretty final.

I don't know very well the later maps but would be cool to have a demo on 21 if it is finished.

 

EDIT: currently working on map 11, will update in an hour or two

Edited by PinkFlamingo

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Release v5.40: Some work with the lumps

  • Demos recorded :3 I recorded MAP02, MAP04, MAP10 and MAP05.
  • Fixed the texture1 lump and added an empty patch for running on MSDOS
  • I tried to fix a very strange Tuttifrutti effect (??????) on Prboom, in the sky of the first map of MAP05, it passed from having 10 lines of tuttifrutti effect to only one. I dont know where is from this tuttifrutti effect.
  • Fixed something on the DEHACKED lump (the wicked didnt had the COUNTKILL flag, so it appears on deathmatch games. I gave it this flag and fixed)

Link: https://mega.nz/file/newGBKwL#t-ijGRaSzqFbIaXJ-46aMotEKtPgGh1Zelucaqg1cc0

 

Ah, MAP15 started to work well on BooM sourceport, i have planned build the blockmap with ZokumBSP but now that it works that isnt necessary.

Edited by URROVA

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2 minutes ago, Rosh Fragger said:

MAP18 should definitely be included in the demo imo. It's just absolutely epic! <3

Ok, im will record MAP18 as DEMO4

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