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Good Morning Phobos Version 2 (Now on idgames)


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(G)Zdoom needs a music lump to be defined for every map, there are no defaults (the ones for MAP01-32 are defined in the internal MAPINFO). Default music for MAP33 is D_READ_M, I'm not sure if that's a Boom thing (and I'm not sure what happens if you try to warp to MAP33 in doom2.exe) or if it's a carryover from the Xbox version (Betray used it), but if you look on Doomwiki a lot of mapsets with a MAP33 use this music lump (and MAP34 and MAP35 use the title and intermission music). You can keep the skies in your custom MAPINFO set the same way they are by default, if any map uses a sky transfer that'll override whatever is defined in MAPINFO anyway and everything will look as it should.

 

I made a ZMAPINFO for my own use, and I can post it here. I had it just read the map title strings from Dehacked, it should work just fine with either the built-in BEX or your custom DEH. I didn't fix the inter-episode texts though, the grammar/typos have a certain charm XD (I'm happy to edit it if that's wanted though). I also put back the cut maps in my ZMAPINFO but I'll take this out before posting, I don't think most people care for this.

 

EDIT: posted. If you put this in a text file called MAPINFO or ZMAPINFO and load it at the same time as GMPfinal.wad (and your DEH file) it'll make the music and title work for MAP33

map MAP33 "Skulls Facility"
{
	next = "Endgame"
	secretnext = "Endgame"
	sky1 = "SKY3"
	music = "$MUSIC_READ_M"
}

 

Edited by brick

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Cool, thanks!

 

Anyway, replaying through the mapset, I cannot help but be puzzled by how the last twelve enemies in MAP07 sometimes remain stuck in their hidden room: there are walls that will block them from reaching the teleporters and at some point those walls are supposed to be removed so to let them, but on some playthroughs, that does not happen and I have no idea why.

 

EDIT: Oh wait, I think I got it. Those walls only disappear if I jump off the balcony where the red keycard is; either that or I need to walk over the red cube that holds the keycard. I do not know how to edit maps, but I suspect this could be fixed by linking whatever trigger there is to acquiring the keycard instead. @sincity2100

Edited by Rudolph

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  • 2 months later...

469550138_DoomTitlescreen.JPG.7b729ab2b3110b0281a5e1b228c87407.JPG

Good Morning Phobos was released in January 2017, it's a 32 Level Megawad that I made most of it, alongside two guest mappers, however I wanted to release a second version for the game because I wanted to feel more satisfied with the product I made, so a second version (Now Beta version).

This version include some bug fixes, including the switch in Map15 Dead Zone II, I also replaced three maps with other maps, this is the new version of the game, you can download it right now..

 

 

So I'll give quick preview on the three maps I included to the wad..

 

 

Map02 : The Barracks , Replacing Siver Labs

Map 19 : Midnight Express Replacing the Old one of the same name , I thought I'd rather put a Valiantish type of map and gameplay instead of the one that I put it as a breather filler type of map..

 

Map 25 : City of Endless Bloodlust Replacing Brimstone Warehouse which is made by Impoby, I liked Brimstone Warehouse at first, but upon replaying them I found this map rather super linear and boring to me, so I'm replacing this map with something more ambitious than the usual map.. sorry Impboy

The maps that were cut from the new version will end up in a lost level megawad so everyone can play the map..

 

Maps:
Map01 Unresolved Business
Map02 The Barracks (replacing Silver Labs)
Map03 Waterworks (3/4 by Hoodie , 1/4 by Me)
Map04 Power Control 2105
Map05 Poison Island
Map06 Polluted Playground
Map07 Water Canal
Map08 Cooldown
Map09 Ancient Evil
Map10 Beautiful Disaster
Map11 Spider Factory

Map12 Night Thieves
Map13 Rusty Station
Map14 Base XUZ
Map15 Dead Zone II
Map16 Hunter's Moon
Map17 Paradox Base
Map18 Deletion
Map19 Midnight Express (Replacing the Old Version)
Map20 Three Ways to Hell

Map21 Brave New NME
Map22 Blackout
Map23 The Cursed Assylum
Map24 Skyfall
Map25 City Of Endless Bloodlust (replacing Brimstone Warehouse (by Impboy4)
Map26 Knee Deap in Red
Map27 Molten Genocide
Map28 Purgatory Fortress
Map29 Hybrid Excalibur
Map30 Destroyer

Secret Maps:

Map31 Paradise
Map32 Divided Turmoil

Map33 Skulls Facility

 

Music:

Map01 Soundtrack 5 (perdition's gate)
Map02 Neato by Jeremy Doyle (TNT Revilution)
Map03 Depth Charge (from Back to Saturn X)
Map04  "Digital Bitchslap" by Gus Knezevich (Alfonzo) (From Eviternity)
Map05 "Astral Dreadnought" by James Paddock (Plutonia 2)
Map06 Soundtrack 31 (perdition's gate)
Map07 "Trainwreck" by James Paddock (From Resurgance)
Map08 Dark Groove (From Jazz Jackrabbit)
Map09 "Kraid's Lair" from Metroid
Map10 "Within Reach" (James Paddock) (from Back to Saturn X)
Map11 "The Scarlet Citadel" by Hellish Godzilla (From Plutonia Midi pack)
Map12 "Technoprisoners" James Paddock (Jimmy) (From CC4)
Map13 Agony Rhapsody (TNT Evilution)
Map14 Death Bells (TNT Evilution)
Map15 Need For Speed III: Hot Pursuit - Aquilla 303 (MIDI by Rapidkirby3k)
Map16 "Night Run" by Stuart Rynn (CC4)
Map17 More (TNT Evilution)
Map18 Ionian Isolation by Tristan Clark (Eris Falling) (TNT Revilution)
Map19 "Brutal Schism" by James Paddock (Jimmy) (bespoke track)
Map20 "Faultline" (James Paddock) (Back To Saturn X)
Map21 "Getting Too Tense" (Doom 2)
Map22 "Day of Mourning" by Stuart Rynn
Map23 "Compression of Time” from Final Fantasy VIII
Map24 "Hellbound" (anonymous) (NDCP2)
Map25 "Watching You" ( James Paddock ) from Sigil
Map26 "Ballad of the Demons" by PRIMEVAL (rearrangement of "Waltz of the Demons") Plutonia Revisited
Map27 MIDI version of "The Library" from Resident Evil 2 by Masami Ueda, sequenced by antiman
Map28 So Cold (Breaking Benjamin)
Map29 MIDI version of "Irresponsible Hate Anthem" by Marilyn Manson
Map30 Plasma (Duke Nukem 3D)

Map31 "Eruyt Village" by Hitoshi Sakimoto (from Final Fantasy XII)
Map32 "Cross Examination - Allegro " From Phoenix Wright Ace Attorney

 

 

 

 

Here's the old version of this game.. https://www.mediafire.com/file/lt93bnjiakcxqct/GMP_Alpha.wad/fileScreenshot_Doom_20210104_194608.png.0f1dcba694ba984b31347de4ebb780c2.pngScreenshot_Doom_20210104_190401.png.b075876e411c36a3de0845b2ce841e25.pngScreenshot_Doom_20210104_190421.png.280b8b429c6106fe80223068b4a727f7.pngScreenshot_Doom_20210104_190623.png.2e26029858db72a980374d8568b91e18.png

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The link says "Good Morining"... Also, MAP33 still lacks music and a title.

 

Anyway, I see you have included a custom .deh file with the proper level names. Sweet! :D

Edited by Rudolph

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2 hours ago, Firedust said:

Not sure why, but I can't download anything off that link  : (

 

When I click download, I get a time out.

Me too. Just save the link address and open it in a different tab. That seems to do the trick.

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4 minutes ago, Rudolph said:

Me too. Just save the link address and open it in a different tab. That seems to do the trick.

That worked! Thank you :3

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1 hour ago, Rudolph said:

The link says "Good Morining"... Also, MAP33 still lacks music and a title.

 

Anyway, I see you have included a custom .deh file with the proper level names. Sweet! :D

Yeah, honestly I really cared less about this map that I forgot about it.. it was one of my weakest designed maps on the set.. I could've put the old maps I removed from the project in this wad..

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17 minutes ago, sincity2100 said:

Yeah, honestly I really cared less about this map that I forgot about it.. it was one of my weakest designed maps on the set.. I could've put the old maps I removed from the project in this wad.

Or maybe you could release a separate "Deleted Scenes" kind of wad? :P

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Coincidently, I just replayed this wad and thankfully the idgames link was for this new version. This remains one of my favorite megawads. I'll be uploading some videos of it to youtube in a few days if you want to watch. 

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5 hours ago, Rudolph said:

Did you change the way to get the third secret in MAP04? I keep pressing the middle of the terminal, but nothing is happening.

Yeah I made a silght change in the secret so It can be harder to find, and at the same time be more noticable..

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46 minutes ago, sincity2100 said:

Yeah I made a silght change in the secret so It can be harder to find, and at the same time be more noticable..

What do I have to do, then?

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