Caleb13 Posted November 27, 2022 (edited) Ah, very nice, for some reason, I'm starting to like these RAMP-like community projects with wildly different maps. I played version 1.1 in GZdoom 4.8.2 and I noticed many problems, although some may be caused by engine incompatibility. I see that you've released v1.2 in the meantime, but here is the list anyway. Firstly, GZdoom reports this problem during startup: Brightmap 'BMARBRB5' not found in texture 'ARBRB5E5' HUB: honestly, I found the hub too long and confusing. In the end, I just used GZdoom console to jump between the maps. MAP04: not technically bug, but I chose a "wrong" path after start and went for the blue key instead of yellow key. I didn't get RL and plasma because of that and I completely run out of ammo in the SSG area. I had to use cheats there, but I amassed loads of ammo whan I went to the yellow key area afterwards. MAP10: there wasn't enough ammo to kill the final cyberdemon, even when I found the BFG. MAP12: not sure if intended, but there are monster-blocking linedefs in the first lost soul/spectre cavern. It makes killing them very easy. MAP13: several misaligned textures near start. There is no way to lower the BFG. I completely run out of ammo several times in this map, notably in the plasma/caco arena and then after blue door. I found all the secrets, but they didn't help. Also, GZdoom reports this: Map has 3 unused sidedefs Sector 75 (tag 0) has no lines MAP16: make the linedef that triggers the final baron trap longer, I missed it and spent 5 minutes finding other ways to reach the exit. MAP18: GZdoom reports this: Unknown texture: "PCF_SKY" Unknown texture: "PCF_SKY" MAP25: sector 296 shouldn't be damaging. MAP26: linedefs that control the blue key trap (tag 45) are so small that you can pick up the key without triggering it. MAP30: GZdoom reports this: Spoiler Line 14 has no first side. Line 65 has no first side. Line 148 has no first side. Line 3384 has no first side. Line 3385 has no first side. Line 3386 has no first side. Line 3632 has no first side. Line 3633 has no first side. Line 3634 has no first side. Line 4382 has no first side. Line 4383 has no first side. Line 4384 has no first side. Line 4551 has no first side. Line 4552 has no first side. Line 4553 has no first side. Line 148's right edge is unconnected Line 3386's right edge is unconnected Line 3634's right edge is unconnected Line 4384's right edge is unconnected Line 4553's right edge is unconnected MAP33: 100% kills is impossible in this map, there are several monster closets that don't work (sector 554 for example). It affects about 60 monsters in total. MAP42: odd, I played this map about a year ago. Or at least the main courtyard is the same. How come it's in the pack, now? Anyway, there needs to be at least one more radsuit in the red key acid area. Also, I couldn't find how to lower the bars (tagged 56) to final yellow door, I had to look in an editor. It would help if you placed something into sector 819, so the player has a reason to go there. MAP43: after you open the yellow door, error message "Script 103, line 1: no such function: 'ls'" appears. Then it keeps appearing every 5 seconds or so, it's quite annoying. Also, isn't blue armor in the water supposed to be secret? Also, GZdoom reports this: Spoiler Line 4232 has no first side. Line 4233 has no first side. Unknown bottom texture 'WOOD21' on first side of linedef 4351 Unknown bottom texture 'WOOD21' on first side of linedef 4352 Unknown bottom texture 'WOOD21' on first side of linedef 4354 Unknown bottom texture 'WOOD21' on first side of linedef 4355 Unknown bottom texture 'WOOD21' on first side of linedef 4356 Unknown bottom texture 'WOOD21' on first side of linedef 4357 Unknown bottom texture 'WOOD21' on first side of linedef 4475 Unknown bottom texture 'WOOD21' on first side of linedef 4477 Unknown bottom texture 'WOOD21' on first side of linedef 4480 Unknown bottom texture 'WOOD21' on first side of linedef 4482 Line 4232's right edge is unconnected Line 4233's right edge is unconnected MAP46: I think this map is broken. When I press the first switch (guarded by 3 sargeants), I hear something moving, but nothing new opens when I go downstairs. I skipped this map. MAP49: GZdoom reports this: Unknown floor texture 'OBA_WAL6' in sector 51 Unknown floor texture 'OBA_WAL6' in sector 109 Unknown bottom texture 'OBA_WAL6' on second side of linedef 214 Unknown bottom texture 'OBA_WAL6' on second side of linedef 215 Unknown bottom texture 'OBA_WAL6' on second side of linedef 274 Unknown bottom texture 'OBA_WAL6' on second side of linedef 275 Unknown bottom texture 'OBA_WAL6' on second side of linedef 408 Unknown bottom texture 'OBA_WAL6' on first side of linedef 435 MAP50: GZdoom reports this: (null): invalid ACS module MAP52: lots of GZdoom warnings here: Spoiler Line 1601 has no first side. Line 2868 has no first side. Unknown ceiling texture 'A_DBRI2' in sector 4 Unknown ceiling texture 'A_CONCTE' in sector 6 Unknown ceiling texture 'A_DBRI2' in sector 7 Unknown ceiling texture 'A_CONCTE' in sector 8 Unknown ceiling texture 'A_DBRI2' in sector 47 Unknown ceiling texture 'A_DBRI2' in sector 77 Unknown ceiling texture 'A_DBRI2' in sector 78 Unknown ceiling texture 'A_DBRI2' in sector 182 Unknown ceiling texture 'A_DBRI2' in sector 183 Unknown ceiling texture 'A_DBRI2' in sector 185 Unknown ceiling texture 'A_DBRI2' in sector 186 Unknown top texture 'A_DBRI2' on second side of linedef 2 Unknown top texture 'A_DBRI2' on second side of linedef 8 Unknown bottom texture 'A_CONCTE' on second side of linedef 27 Unknown bottom texture 'A_DBRI2' on second side of linedef 29 Unknown top texture 'A_DBRI2' on second side of linedef 39 Unknown top texture 'A_DBRI2' on second side of linedef 40 Unknown top texture 'A_DBRI2' on second side of linedef 41 Unknown top texture 'A_DBRI2' on second side of linedef 44 Unknown top texture 'A_DBRI2' on second side of linedef 46 Unknown top texture 'A_DBRI2' on second side of linedef 48 Unknown top texture 'A_DBRI2' on second side of linedef 49 Unknown top texture 'A_DBRI2' on second side of linedef 50 Unknown middle texture 'SW1FSK3' on first side of linedef 111 Unknown middle texture 'A_CONCTE' on first side of linedef 202 Unknown middle texture 'SW1FSK3' on first side of linedef 203 Unknown middle texture 'SW1FSK3' on first side of linedef 204 Unknown middle texture 'SW1FSK3' on first side of linedef 205 Unknown middle texture 'A_CONCTE' on first side of linedef 206 Unknown top texture 'SW1FSK3' on second side of linedef 448 Unknown top texture 'SW1FSK3' on second side of linedef 462 Unknown top texture 'SW1FSK3' on first side of linedef 805 Unknown top texture 'SW1FSK3' on second side of linedef 903 Unknown top texture 'SW1FSK3' on first side of linedef 957 Missing texture 'A_DBRI2' is used 58 more times MAP53: there are many unnecessary secret sectors leading to blue and red skull keys. MAP56: lots of GZdoom warnings here: Spoiler Unknown top texture 'BRICKBLK' on first side of linedef 1612 Unknown bottom texture 'BRICKBLK' on second side of linedef 1612 Unknown top texture 'BRICKBLK' on first side of linedef 1613 Unknown bottom texture 'BRICKBLK' on second side of linedef 1613 Unknown top texture 'BRICKBLK' on first side of linedef 1614 Unknown bottom texture 'BRICKBLK' on second side of linedef 1614 Unknown top texture 'BRICKBLK' on first side of linedef 1615 Unknown bottom texture 'BRICKBLK' on second side of linedef 1615 Unknown top texture 'BRICKBLK' on first side of linedef 1616 Unknown bottom texture 'BRICKBLK' on second side of linedef 1616 Unknown top texture 'BRICKBLK' on first side of linedef 1617 Unknown bottom texture 'BRICKBLK' on second side of linedef 1617 Unknown top texture 'BRICKBLK' on first side of linedef 1618 Unknown bottom texture 'BRICKBLK' on second side of linedef 1618 Unknown top texture 'BRICKBLK' on first side of linedef 1619 Unknown bottom texture 'BRICKBLK' on second side of linedef 1619 Unknown top texture 'BRICKBLK' on first side of linedef 1620 Unknown bottom texture 'BRICKBLK' on second side of linedef 1620 Unknown top texture 'BRICKBLK' on first side of linedef 1621 Unknown bottom texture 'BRICKBLK' on second side of linedef 1621 Missing texture 'BRICKBLK' is used 68 more times MAP57: I had chronic ammo shortages, although I feel I was supposed to avoid some fights? Meh, I don't like custom monsters anyway, so I skipped this map after I got the red key. Edited November 27, 2022 by Caleb13 2 Quote Share this post Link to post
eltiolavara9 Posted November 27, 2022 so turns out the final arena in my map had a inescapable pit that doesn't kill you (idk how i always manage to put one of these in every map) fixed it and took the opportunity to add some minor aesthetic fixes and also added in enough ammo that you can get 100% kills without running out CursedCathedral.rar 1 Quote Share this post Link to post
DoomTheRobot Posted November 28, 2022 8 hours ago, Caleb13 said: MAP53: there are many unnecessary secret sectors leading to blue and red skull keys. Spoiler 3 Quote Share this post Link to post
Obsidian Posted November 30, 2022 Alright, update time! I'm thinking that December 10th will make for a good upload date, so let me know if there's any particularly disastrous bugs present in the compilation before then. :) 3 Quote Share this post Link to post
Jakub Majewski Posted December 1, 2022 (edited) This pops up when you load the wad in gzdoom. Probably not a good thing. Also, for some reason, in the blood river section of my map, I hear some kind of computer ambient sound. I do not recall putting that sort of stuff in. Edited December 1, 2022 by Jakub Majewski 1 Quote Share this post Link to post
Obsidian Posted December 1, 2022 4 hours ago, Jakub Majewski said: This pops up when you load the wad in gzdoom. Probably not a good thing. I'll be honest, I have no clue how to fix that. That error originates from obake's map and somehow they have their sprites defined in their TEXTURES lump, which is something I legitimately hadn't seem before this. It doesn't seem to break anything though, so I just shrugged and moved on. Quote Also, for some reason, in the blood river section of my map, I hear some kind of computer ambient sound. I do not recall putting that sort of stuff in. At a guess I'd say that actor numbers are clashing somewhere in the DECORATE. I'll do some digging. 0 Quote Share this post Link to post
WindbagJacket Posted December 1, 2022 MTICC_v3.zip Fixed a texture bug and moved some ammo a little further away from a teleporter. I also noticed that some textures and flats that should be animated were static. They're all OTEX - the teleport pads and coloured arrows. If it helps, looking in SLADE at the latest version of the DMAX wad, it's these: Textures: OKQ_00_0 OKQ_02_0 OKQ_03_0 OKQ_04_0 In the OTEX wad these are: OWRNGC10 OWRNGC30 OWRNGC40 OWRNGC50 Flats (same name in the OTEX wad): OTLPTA11 OTLPTC00 OTLPTC10 2 Quote Share this post Link to post
Obsidian Posted December 2, 2022 Alrighty, update 1.4 is up! Thanks to the both of you for those bug reports and special thanks to @WindbagJacket for providing the names of the textures in question, makes my life easier. :D 0 Quote Share this post Link to post
Jakub Majewski Posted December 3, 2022 Erm... Spoiler In addition to the new texture problems, the problem regarding Between Levels in the jukebox became un-fixed again. What the heck happened? 2 Quote Share this post Link to post
Obsidian Posted December 3, 2022 Oh joy. (I'll get 'er fixed, don't worry.) 1 Quote Share this post Link to post
Obsidian Posted December 5, 2022 On 12/4/2022 at 2:20 AM, Obsidian said: Oh joy. (I'll get 'er fixed, don't worry.) And so I did! You can download 1.5 here. And in case you were wondering @Jakub Majewski, that slew of errors came about because I thought I might've overlooked something when I was fixing the ambient sounds in your map and I replaced the version in the compilation with the latest version you sent me...which had those bugs you saw there, heh. 6 Quote Share this post Link to post
Rorix Posted December 7, 2022 (edited) Here's a wad. The Unfun House. Any limit removing should be fine. There shouldn't be any display or functional issues, but if someone finds something, please let me know. https://www.mediafire.com/file/j4bdd9cvn662cws/unfunhse.wad/file Edited December 7, 2022 by Rorix 0 Quote Share this post Link to post
Obsidian Posted December 7, 2022 2 hours ago, Rorix said: Here's a wad. The Unfun House. Any limit removing should be fine. There shouldn't be any display or functional issues, but if someone finds something, please let me know. https://www.mediafire.com/file/j4bdd9cvn662cws/unfunhse.wad/file The DMP 2021 isn't accepting submissions, I'm afraid. Fortunately the 2022 edition is! 1 Quote Share this post Link to post
Worm318 Posted December 8, 2022 (edited) Update to my map. After watching Johnsuitepee stream I decided to make some improvements to my map. I hope it's okay. Here it's: https://drive.google.com/file/d/1VlAEM0wH8EVLZ4cwg_vNp9nNBfo-kvfA/view?usp=share_link Changelog: - Added CC4-tex SKY2 to the wad as it was intended to use that (even if it looks bad anyways because silly fog bottom) - Increased monster count in HMP and UV as it was too calm - Brown Brick Area puzzle should be harder to skip now - Added a secret and modified the last one a bit (it's still useless tho) - Aligned textures. I hope I covered everything including those that weren't just press Ctrl+A in UDB - Other minor changes I don't remember as usually happens with map updates Edited December 8, 2022 by Worm318 1 Quote Share this post Link to post
Jakub Majewski Posted December 8, 2022 Well, I've checked my map on the 1.5 version. Everything is fine, except for the ambient sound that's still present in the blood area. Also, the Between Levels in the jukebox is a song from MAP04, again. I'm sorry if I am sounding pedantic, but I do want this project to end up as good as it possibly be, and probably, so do you and everyone else here. I would love to provide feedback on other maps as well, but the thing is, I don't know what the authors intended them to be like, and there is so many of the, so I can only encourage others mappers to test their maps here as well. 0 Quote Share this post Link to post
Obsidian Posted December 8, 2022 ...@Jakub Majewski, is your submission supposed to have a sound called "BROOK1" in it? 0 Quote Share this post Link to post
Jakub Majewski Posted December 9, 2022 Upon checking my submission again, it appears that such a file is indeed defined and referenced to. Although it seems it may not have been included. Nonetheless, it's available here. I don't remember putting that in, it's been about a year after all. A river flow is going to be better than computer sounds, lol. BROOK1.7z 0 Quote Share this post Link to post
Obsidian Posted December 9, 2022 Alright, thank goodness, I thought I was going crazy trying to get it to work. :P Alright, one last beta! The ambient sounds in MAP61 now work as they should, the MAP61 jukebox finally plays Between Levels (turns out you gotta compile the scripts in your map editor to make them actually work, derp) and Worm's update has been added. If there's nothing else too catastrophic I'll be sending this to the archives once the Cacowards drop. 10 Quote Share this post Link to post
Optimus Posted December 11, 2022 I finished making videos of playthrough with all maps except the ones needed eternity and smack my marine. I just downloaded Eternity Engine 4.02.00 but when I load this wad (with -file) It takes too long to load and somewhere at 80% seems to be stuck for ever and I have to close the engine. Am I using the wrong version? The engine loads normally with Doom 2 wad. 0 Quote Share this post Link to post
Obsidian Posted December 11, 2022 9 hours ago, Optimus said: I just downloaded Eternity Engine 4.02.00 but when I load this wad (with -file) It takes too long to load and somewhere at 80% seems to be stuck for ever and I have to close the engine. Am I using the wrong version? The engine loads normally with Doom 2 wad. You aren't using the wrong version, don't worry! Unfortunately the large amount of PNGs in the compilation makes Eternity load incredibly slowly despite the PNGs not actually being used in non-GZDoom maps. It's a bug I'm aware of and sadly not one I can remedy, that's just how Eternity manages PNGs. Oh yeah, and Smack My Marine Up was included as a joke, no-one actually submitted a map for that. :P 0 Quote Share this post Link to post
JaySmithen Posted December 12, 2022 (edited) @Obsidian Are you still accepting fixes? It's cool if I'm too late, I found another small texturing issue I'd like to fix :) https://drive.google.com/file/d/1zpcdchN5kGY0yvT6mLYalYUNSwiL8sup/view?usp=drive_link Edited June 4 by JaySmithen Added google drive link 0 Quote Share this post Link to post
Obsidian Posted December 12, 2022 1 hour ago, JaySmithen said: @Obsidian Are you still accepting fixes? It's cool if I'm too late, I found another small texturing issue I'd like to fix :) jaysmithen-Uncanny-Encounters.7z I'm afraid you just missed the boat! 2 Quote Share this post Link to post
JaySmithen Posted December 12, 2022 (edited) That's cool :) Cheers! 👍 Here's hoping I don't make any mistakes on the next one lol 😅 That end of year deadline is drawing nigh and I'm still working on it lol. Edited December 12, 2022 by JaySmithen 0 Quote Share this post Link to post
EffinghamHuffnagel Posted December 14, 2022 Saw this in Newstuff. Congrats! Looking forward to playing it. Saw two things in the wad. There are two MAP06. The second has less 'Things'; might be an older version. The Musinfo refers to a D_26MUS; the music is named D_27MUS. Tried to send a message; not sure it sent. 1 Quote Share this post Link to post
Obsidian Posted December 30, 2022 Folks, the saga is finally over. Link. Cheers to Effingham for finding those last few bugs. 14 Quote Share this post Link to post
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