URROVA Posted October 9, 2020 (edited) Ok, Doom -1 is officially out, but some bugs still need to be fixed. I did this topic to be able to fix the bugs that we find and make a kind of Doom -1 "Complete". Here you can also report the bugs you found so we can fix them. Right now we are not acepting edits from new people, but if you want to join a community project, you can go to the new doom negative project, also started by attictelephone: https://www.doomworld.com/forum/topic/123146-doom-2-a-delightfully-devilish-experiment/ The most recent version (I will be editing this first post with the most recent version) 6.63: https://mega.nz/file/PLBAjTZC#6aRwHNEnMVb_GhsSHfZmomzgMNdxeVsVcvdlRNy5a7s The original posts made by AtticTelephone: Edited November 2, 2021 by URROVA 21 Quote Share this post Link to post
EpicTyphlosion Posted October 9, 2020 Still fixing the map bugs (unused textures, missing textures, unused things, etc.) I've noticed that some maps have a sky texture of bloody skulls for some strange reason. Probably because of the MAPINFO lump. Guess I'll have to change it to Hexen format after all 0 Quote Share this post Link to post
NiGHTMARE Posted October 9, 2020 MAP22: The three doors leading to the exit have no textures on their sides. General: Not really a bug, but the earlier levels have teleporters by the exits which lead back to the start of the map, and I think some of the later levels could do with this as well. 0 Quote Share this post Link to post
EpicTyphlosion Posted October 9, 2020 I'm noticing a lot of unused visual mode cameras. Should I remove them, or do they serve a purpose? 0 Quote Share this post Link to post
Dubbag Posted October 9, 2020 MAP34: Can someone else play this map and confirm that the door to the exit switch does indeed open? I've now tested it like 4 times in prboom and have had no problem. I just want to know if it's just me. 0 Quote Share this post Link to post
URROVA Posted October 9, 2020 7 minutes ago, EpicTyphlosion said: I'm noticing a lot of unused visual mode cameras. Should I remove them, or do they serve a purpose? Yes, remove them 0 Quote Share this post Link to post
EpicTyphlosion Posted October 9, 2020 22 minutes ago, Dubbagdarrel said: MAP34: Can someone else play this map and confirm that the door to the exit switch does indeed open? I've now tested it like 4 times in prboom and have had no problem. I just want to know if it's just me. It works. Turns out the door doesn't open by pressing use, which is what I tried to do in GZDoom. I didn't realize that you had to cross a linedef for it to open, lol 0 Quote Share this post Link to post
Rosh Fragger Posted October 9, 2020 31 minutes ago, EpicTyphlosion said: I'm noticing a lot of unused visual mode cameras. Should I remove them, or do they serve a purpose? Their purpose is to save a particular camera angle while editing in 3d mode. 0 Quote Share this post Link to post
PinkFlamingo Posted October 9, 2020 (edited) 1 hour ago, URROVA said: This keeps being a community project, so you can edit and publish. But this time only for bugfixes Can we no longer make edits to the map layouts? Add details to some of the rooms? Some of the maps could still be improved. If this is just for bug-fixing, I am also fine with that. As long as we have a nice playable wad in the end. Also, I think the shotgun sound should be reverted to its previous version. It was added right at the deadline and I don't like it so much. It has a very harsh reload sound. Maybe I just need to get used to it? Edited October 9, 2020 by PinkFlamingo 0 Quote Share this post Link to post
Rosh Fragger Posted October 9, 2020 Sky for so many maps seem to have changed to a rocky wall texture for some reason. Can someone please fix that? 0 Quote Share this post Link to post
URROVA Posted October 9, 2020 (edited) 9 minutes ago, PinkFlamingo said: Can we no longer make edits to the map layouts? Add details to some of the rooms? Some of the maps could still be improved. Ah, yes, if you want to detail the maps you can. I will remove this part of the topic for no more bad-understanding And i think that the sound of the shotgun has to be changed, this actually sounds more strong that the super shotgun xD Edited October 9, 2020 by URROVA 1 Quote Share this post Link to post
Rosh Fragger Posted October 9, 2020 (edited) MAP22 confusion: I can't seem to find the teleport that opens up once the player tries to grab Red Key from the Pentagram. Don't know how to grab the Red key and can't find that teleport in Blue key room which Nightmare mentioned... Managed to find that teleport. But the pentagram keeps teleporting the player back if accidentally stepped on which can get annoying. Is there another solution to this implementation? Shouldn't the pentagram teleport player in that room where the secret door actually opens up, instead of all the way back? That should solve some of the confusion I think. Edited October 9, 2020 by Rosh Fragger 0 Quote Share this post Link to post
NiGHTMARE Posted October 9, 2020 (edited) When you enter the room with the blue key (from the direction of the start), go through the door on the left (with the silver and red lights). If you've already tried to get the red key there will be a teleport pad at the end of this area, otherwise it will be closed. Edited October 9, 2020 by NiGHTMARE 0 Quote Share this post Link to post
Rosh Fragger Posted October 9, 2020 (edited) v5.78 MAP22 updated: Changed the pentagram's teleport to W1 action instead of WR (player teleports only once for every freaking line, so 5 times in total... ) Changed teleport destination to that room to the left of blue key area to avoid immense backtracking. Added some monsters to an empty looking room. Fixed the missing textures to the sides of Exit doors. http://www.mediafire.com/file/761bdgcgn5bb6n2/NEGATIVEONE_v5.78.wad.7z/file Edited October 9, 2020 by Rosh Fragger 1 Quote Share this post Link to post
Juka Posted October 9, 2020 Map 01 has a HoM in the final red section, IIRC it's a step right where you land so it's not very visible, I'm not home so I can't screenshot it but it's worth checking 0 Quote Share this post Link to post
URROVA Posted October 9, 2020 15 minutes ago, Juka said: Map 01 has a HoM in the final red section, IIRC it's a step right where you land so it's not very visible, I'm not home so I can't screenshot it but it's worth checking The one on dragons influence secret? I couldnt found others. If not, maybe is some error of the nodebuilder :/ 0 Quote Share this post Link to post
UncleTito Posted October 9, 2020 Map31 doesn't have a yellow key at all 0 Quote Share this post Link to post
EpicTyphlosion Posted October 9, 2020 Currently on MAP13, and I'm having to do some crazy tricks around the original start location to get the sky correct 0 Quote Share this post Link to post
Rosh Fragger Posted October 9, 2020 Can't seem to find this missing texture/HoM in MAP01.... Trying to look for it in the Exit area where it was possibly spotted.. ? 0 Quote Share this post Link to post
URROVA Posted October 9, 2020 1 minute ago, Rosh Fragger said: Can't seem to find this missing texture/HoM in MAP01.... Trying to look for it in the Exit area where it was possibly spotted.. ? i checked the final part of MAP01 with and without TNTHOM. I found only the one on the dragon secret. 0 Quote Share this post Link to post
Rosh Fragger Posted October 9, 2020 4 minutes ago, URROVA said: i checked the final part of MAP01 with and without TNTHOM. I found only the one on the dragon secret. same here.. 0 Quote Share this post Link to post
URROVA Posted October 9, 2020 (edited) AH, i found it right to the start teleporter you hit the switch and there are some steps with flat bleeding fixing it now Edited October 9, 2020 by URROVA 0 Quote Share this post Link to post
URROVA Posted October 9, 2020 v5.79 Fixed 2 flat bleedings on MAP01 (one on DI secret and other next to the teleporter with the switch that lowers a wall.) https://mega.nz/file/2eYiDRZJ#fbraG5UlH1UtgAD1Gv8oDw332qDjXk03GqdqNNCr-og 24 minutes ago, UncleTito said: Map31 doesn't have a yellow key at all Its on the other side of the yellow key door room, like on original Wolf3D 0 Quote Share this post Link to post
Rosh Fragger Posted October 9, 2020 Can someone please fix the Rocky Wall Textured sky issue for many maps ? 0 Quote Share this post Link to post
URROVA Posted October 9, 2020 Just now, Rosh Fragger said: Can someone please fix the Rocky Wall Textured sky issue for many maps ? Wich maps for example? 0 Quote Share this post Link to post
URROVA Posted October 9, 2020 Reserving MAP10 for fixing a bug on sky 0 Quote Share this post Link to post
Rosh Fragger Posted October 9, 2020 5 minutes ago, URROVA said: Wich maps for example? MAP12 onwards... probably till MAP23 1 Quote Share this post Link to post
EpicTyphlosion Posted October 9, 2020 (edited) v5.80 Map fixes - A TON of reviewing and fixing issues for maps 2-13 (missing textures, sky bleed, unused textures etc.), rolled back MAP01 and MAP10 since they were reserved I hope nothing I did broke anything... Spoiler alert, I broke pretty much everything! Edited October 10, 2020 by EpicTyphlosion 0 Quote Share this post Link to post
URROVA Posted October 9, 2020 There is FIREBLU on the sky on MAP23. This is in prupose? 0 Quote Share this post Link to post
URROVA Posted October 9, 2020 (edited) ah, you fixed the sky error on MAP10? (some sky without tag 50) If yes i will unreserve MAP10 Edited October 9, 2020 by URROVA 0 Quote Share this post Link to post
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