ViolentBeetle Posted July 1, 2021 2 minutes ago, Keyboard_Doomer said: Thanks for the updated version. However, I noticed the elevator ding in MAP32 seems to have stopped working now. I'm guessing that was not intended? Presumably. I guess I added in a fixed version with no ding-maker. I'll check in a moment, but to not bother with re-downloading, you can just put keen in the lift. 0 Quote Share this post Link to post
Shawny Posted July 1, 2021 22 minutes ago, Keyboard_Doomer said: Thanks for the updated version. However, I noticed the elevator ding in MAP32 seems to have stopped working now. I'm guessing that was not intended? The good news is that I went and check the map. It seems that everything, other than the elevator sound, is in order and should work as designed. 0 Quote Share this post Link to post
Not Jabba Posted July 6, 2021 Apologies if this is already known/fixed, but there seems to be a bit of a mixup with m27/28. In the intermission screens and textfile, m27 is called Void Hydroprocessing II by RivitheWarlock and 28 is called The Last Ruin by muumi. In-game in the automap, it's the other way around, which I'm guessing is correct. 0 Quote Share this post Link to post
ViolentBeetle Posted July 6, 2021 3 hours ago, Not Jabba said: Apologies if this is already known/fixed, but there seems to be a bit of a mixup with m27/28. In the intermission screens and textfile, m27 is called Void Hydroprocessing II by RivitheWarlock and 28 is called The Last Ruin by muumi. In-game in the automap, it's the other way around, which I'm guessing is correct. Yeah, was fixed some time ago, you must be using the older version. 0 Quote Share this post Link to post
Caleb13 Posted July 6, 2021 (edited) Ah, very nice, the difficulty progression wasn't as uniform as in Hellevator, but still a great mod nonetheless! I played v4.0701 on UV in GZdoom 4.5.0 and I encountered some bugs, though: MAP12: there is not enough ammo on UV. Even when I used god mode and killed monters from point-blank range, I exitted the map with mere 14 shells. Some ammo could be conserved via monster infighting, but it would be a tedious chore due to map layout. MAP14: there is thin U-shaped HOM in the "glass" that covers the heart pillar above the exit. I think it's sector 90, see the screenshot below. MAP16: for some arcane reason, about 10 monsters haven't teleported from sector 364. They never became active and then got stuck in sector 366. But when I noclipped there, they saw me and started to slowly teleport out when they walked around. MAP29: imp 166 never teleported into playable areas becuase there is no sector with tag 33. MAP31: I run out of ammo in this map. I actually completed it, the only thing remaining was the red keycard for the secret exit. But when I grabbed it, I was unable to deal with the monsters that appeared. There were lots of archviles in the map and I got unlucky with several of them - they resurrected too many monsters, draining me of ammo. I found all the secrets, but they didn't help. And GZdoom reports quite a lot of geometry issues in some maps: Spoiler ---------------------------------------- MAP05 - 05. Green Tech's Embrace Line 3952 has no first side. Line 3962 has no first side. Line 3963 has no first side. Line 3964 has no first side. Line 3965 has no first side. Line 3966 has no first side. Line 3967 has no first side. Line 3968 has no first side. Line 3969 has no first side. Line 3970 has no first side. Line 3971 has no first side. Line 3972 has no first side. Line 3973 has no first side. Line 3974 has no first side. Line 3975 has no first side. Line 3976 has no first side. Line 3977 has no first side. Line 3978 has no first side. Line 3979 has no first side. Line 3980 has no first side. Line 3981 has no first side. Line 3982 has no first side. Line 3983 has no first side. Line 3984 has no first side. Line 3985 has no first side. Line 3986 has no first side. Line 3987 has no first side. Line 3988 has no first side. Line 3989 has no first side. Line 3990 has no first side. Line 3991 has no first side. Line 3992 has no first side. Line 3993 has no first side. Line 3994 has no first side. Line 3995 has no first side. Line 3996 has no first side. Line 3997 has no first side. Line 3998 has no first side. Line 3999 has no first side. Line 4000 has no first side. Line 4001 has no first side. Line 4002 has no first side. Line 4003 has no first side. Line 4004 has no first side. Line 4005 has no first side. Line 4006 has no first side. Line 4007 has no first side. Line 4008 has no first side. Line 4009 has no first side. Line 4010 has no first side. Line 4011 has no first side. Line 4012 has no first side. Line 4013 has no first side. Line 4014 has no first side. Line 4015 has no first side. Line 4016 has no first side. Line 4017 has no first side. Line 4018 has no first side. Line 4019 has no first side. Line 4020 has no first side. Line 4021 has no first side. Line 4022 has no first side. Line 4023 has no first side. Line 4024 has no first side. Line 4025 has no first side. Line 4026 has no first side. Line 4027 has no first side. Line 4028 has no first side. Line 4029 has no first side. Line 4030 has no first side. Line 4031 has no first side. Line 4845 has no first side. Line 3952's right edge is unconnected Line 3966's right edge is unconnected Line 3969's right edge is unconnected Line 3970's right edge is unconnected Line 3974's right edge is unconnected Line 3975's right edge is unconnected Line 3976's right edge is unconnected Line 3978's right edge is unconnected Line 3981's right edge is unconnected Line 3991's right edge is unconnected Line 3994's right edge is unconnected Line 3995's right edge is unconnected Line 3999's right edge is unconnected Line 4000's right edge is unconnected Line 4001's right edge is unconnected Line 4002's right edge is unconnected Line 4008's right edge is unconnected Line 4017's right edge is unconnected Line 4018's right edge is unconnected Line 4021's right edge is unconnected Line 4028's right edge is unconnected Line 4845's right edge is unconnected ---------------------------------------- MAP10 - 10. Terminal Decay Line 1029 has no first side. Line 1047 has no first side. ---------------------------------------- MAP12 - 12. Ruins Unknown middle texture 'INTSKY10' on first side of linedef 1526 Unknown middle texture 'INTSKY10' on first side of linedef 1527 Unknown middle texture 'INTSKY10' on first side of linedef 1528 Unknown middle texture 'INTSKY10' on first side of linedef 1630 Unknown middle texture 'INTSKY10' on first side of linedef 1631 Unknown middle texture 'INTSKY10' on first side of linedef 1632 Unknown middle texture 'INTSKY10' on first side of linedef 1851 Unknown middle texture 'INTSKY10' on first side of linedef 1897 Unknown middle texture 'INTSKY10' on first side of linedef 1899 Unknown middle texture 'INTSKY10' on first side of linedef 1900 Unknown middle texture 'INTSKY10' on first side of linedef 2171 Unknown middle texture 'INTSKY10' on first side of linedef 2386 Unknown middle texture 'INTSKY10' on first side of linedef 2387 Unknown middle texture 'INTSKY10' on first side of linedef 2388 Unknown middle texture 'INTSKY10' on first side of linedef 2390 Unknown middle texture 'INTSKY10' on first side of linedef 2391 Unknown middle texture 'INTSKY10' on first side of linedef 2543 Unknown middle texture 'INTSKY10' on first side of linedef 2545 Unknown middle texture 'INTSKY10' on first side of linedef 2598 Unknown middle texture 'INTSKY10' on first side of linedef 2599 Missing texture 'INTSKY10' is used 1 more times ---------------------------------------- MAP15 - 15. A Crack in the Skull Line 463 has no first side. Line 9457 has no first side. Line 9522 has no first side. Line 9772 has no first side. Line 9908 has no first side. Line 10285 has no first side. Line 10841 has no first side. Line 10842 has no first side. Line 14070 has no first side. Line 14071 has no first side. Line 463's right edge is unconnected Line 9457's right edge is unconnected Line 9522's right edge is unconnected Line 9772's right edge is unconnected Line 9908's right edge is unconnected Line 10285's right edge is unconnected Line 10841's right edge is unconnected Line 10842's right edge is unconnected Line 14070's right edge is unconnected Line 14071's right edge is unconnected ---------------------------------------- MAP26 - 26. Beyond Life Line 219 has no first side. Line 5155 has no first side. Line 219's right edge is unconnected Line 5155's right edge is unconnected ---------------------------------------- MAP27 - 27. Last Ruin Line 3684 has no first side. Line 3684's right edge is unconnected ---------------------------------------- MAP28 - 28. Void Hydroproccessing II Line 7853 has no first side. Line 7854 has no first side. Line 7855 has no first side. Line 7856 has no first side. Line 7857 has no first side. Line 7858 has no first side. Line 7859 has no first side. Line 7860 has no first side. Line 7854's right edge is unconnected ---------------------------------------- Edited July 6, 2021 by Caleb13 0 Quote Share this post Link to post
Shawny Posted July 6, 2021 38 minutes ago, Caleb13 said: MAP14: there is thin U-shaped HOM in the "glass" that covers the heart pillar above the exit. I think it's sector 90, see the screenshot below. Thank you for your feedback. That one is already fixed, that was a wrong version submission on my part. Funnily enough PRBoom+ worked fine so I missed it before. 0 Quote Share this post Link to post
ViolentBeetle Posted July 6, 2021 (edited) Wad has been updated to v5. Better closets, fixing possibly sequence breaks, other bugs. This was primarily to adress multiplayer session organized by @Keyboard_Doomer doomer, including some anticipation of what might come up in the future. Notable change - death detectors on MAP20 and MAP30 are now powered by Nazis. This should ensure better compatibility compared to decorations. Consequently, dehacked patch was implemented to not have Nazis contribute to monster count. @Caleb13 Thanks for detailed report. Some closeting issues been adressed. For ammo count, I didn't have much problems personally, some mappers just like to apply pressure like that. Edited July 6, 2021 by ViolentBeetle 0 Quote Share this post Link to post
ViolentBeetle Posted July 8, 2021 Another update, because I forgot what day it was and rushed previous one. This one offers some rebalancing and multiplayer-friendliness to MAP17, and fixes some more bugs. 0 Quote Share this post Link to post
Bozzy Posted July 11, 2021 Here to report a Bug. Playing on GZDoom if it matters. If you strafe jump to the window shown on map 15 and make it through the window it throws you back into the past (im assuming the gimmick of this map is past isnt destroyed and future is if i've interpreted this right lol) then you fall through the floor of the map into a room where imps destined to teleport in at some point are stored. 0 Quote Share this post Link to post
ViolentBeetle Posted July 11, 2021 1 hour ago, Bozzy said: Here to report a Bug. It was supposed to be fixed. Are you using the newer version? 0 Quote Share this post Link to post
Bozzy Posted July 14, 2021 On 7/11/2021 at 2:32 PM, ViolentBeetle said: It was supposed to be fixed. Are you using the newer version? I downloaded it from here on the weekend, the version i got is "27.06" well thats what the file says, is this the wrong one? also how do i finish map 19?? i've got the blue key pressed the blue key switch, killed all enemies and im really struggling to find any other switches to press but these bars are still here. cant find whatever it is i missed for the life of me (hoping i dont have an old version and its a fixed bug lol) 0 Quote Share this post Link to post
ViolentBeetle Posted July 14, 2021 7 minutes ago, Bozzy said: I downloaded it from here on the weekend, the version i got is "27.06" Yeah, 27.06 is the date of upload, there's been some fixes since. As for MAP19, the blue switch raises a step next to it - so you could climb to the portal from where you first dropped down. I believe bars were supposed to go down as well but it was overlooked - and it was fixed by the mapper but not yet uploaded here. 0 Quote Share this post Link to post
Bozzy Posted July 14, 2021 (edited) 6 minutes ago, ViolentBeetle said: Yeah, 27.06 is the date of upload, there's been some fixes since. As for MAP19, the blue switch raises a step next to it - so you could climb to the portal from where you first dropped down. I believe bars were supposed to go down as well but it was overlooked - and it was fixed by the mapper but not yet uploaded here. Took me a while to understand what you meant by that step but yes i got the map finished thank you, and sorry for posting a bug that's already fixed my bad. I had to cheat to get the yellow skull key on Map 15 after an hour thats the 1 part i couldnt figure out :p but im really bad at finding secrets so think thats on me lmao Edited July 14, 2021 by Bozzy 0 Quote Share this post Link to post
ViolentBeetle Posted July 14, 2021 11 minutes ago, Bozzy said: I had to cheat to get the yellow skull key on Map 15 after an hour thats the 1 part i couldnt figure out :p but im really bad at finding secrets so think thats on me lmao You can't actually get yellow skull, it's a trick. Instead you need to go back to the future where yellow bars are broken and you can get in. 0 Quote Share this post Link to post
Bozzy Posted July 14, 2021 27 minutes ago, ViolentBeetle said: You can't actually get yellow skull, it's a trick. Instead you need to go back to the future where yellow bars are broken and you can get in. ill have to go back to the level to get what you mean, i was just trying to activate the switch to access the red skull key guess i misunderstood the task somewhere, ill go back and play around on that level and see if i get what you mean later on. Its too big brain for my small pea brain lol 0 Quote Share this post Link to post
LordEntr0py Posted July 14, 2021 (edited) 1 hour ago, Bozzy said: ill have to go back to the level to get what you mean, i was just trying to activate the switch to access the red skull key guess i misunderstood the task somewhere, ill go back and play around on that level and see if i get what you mean later on. Its too big brain for my small pea brain lol 1 hour ago, ViolentBeetle said: You can't actually get yellow skull, it's a trick. Instead you need to go back to the future where yellow bars are broken and you can get in. Oh man that yellow skull key on Map15 is such a troll. @El Inferno being evil. In the best way. ;-) 2 hours ago, Bozzy said: also how do i finish map 19?? i've got the blue key pressed the blue key switch, killed all enemies and im really struggling to find any other switches to press but these bars are still here. cant find whatever it is i missed for the life of me (hoping i dont have an old version and its a fixed bug lol) Sorry about that! Every playtester I saw tried what you did and somehow I didn't manage to get the fix in for beta. My fault! Edited July 14, 2021 by LordEntr0py 1 Quote Share this post Link to post
Bozzy Posted July 19, 2021 Me again sorry lol im still on the older version as im not a pistol starter and dont want to start again, in this older version was there a problem with map 28 at the part screenshotted? i cant find a way to progress at all. looks like a switch in the lower water area thats blocked by a fence and the only lift that lowers on the left of the screenshot doesnt take you high enough to go anywhere. Wondering if im dumb missing something or if its a bug in this version thats fixed in a later one? 0 Quote Share this post Link to post
Shawny Posted July 19, 2021 25 minutes ago, Bozzy said: Me again sorry lol im still on the older version as im not a pistol starter and dont want to start again, in this older version was there a problem with map 28 at the part screenshotted? i cant find a way to progress at all. looks like a switch in the lower water area thats blocked by a fence and the only lift that lowers on the left of the screenshot doesnt take you high enough to go anywhere. Wondering if im dumb missing something or if its a bug in this version thats fixed in a later one? The platform in front of you (where you can see the bfg) should be now usable. It is a lift that takes you where you want to be. 0 Quote Share this post Link to post
Bozzy Posted July 19, 2021 4 minutes ago, Shawny said: The platform in front of you (where you can see the bfg) should be now usable. It is a lift that takes you where you want to be. yeah thats what i thought but it doesnt take my high enough to go anywhere, its like this when i go up, only gets me this high 0 Quote Share this post Link to post
ViolentBeetle Posted July 19, 2021 (edited) That's pretty weird, I never seen this kind of thing before. Have you called it down prematurely or something, perhaps? Or it just stopped on its own? Edit: I think I know what happened, this kind of outcome would happen if you press the switch that raises it before water fully lowers. It then go up to the height of the water, due to it being the next higher floor. Will be easy to fix. Edited July 19, 2021 by ViolentBeetle 0 Quote Share this post Link to post
Bozzy Posted July 19, 2021 either way seems i cant progress guess ill noclip my way up for now :p and download the latest version when i finish the wad lol. 0 Quote Share this post Link to post
ViolentBeetle Posted July 19, 2021 Just now, Bozzy said: either way seems i cant progress guess ill noclip my way up for now :p and download the latest version when i finish the wad lol. If you have a save at the start of the level, you can replay it and just wait until water fully lowers - that should do fine. The next update will include a fix for water lift's target. 0 Quote Share this post Link to post
Captain Toenail Posted July 19, 2021 Tried a few maps of this on survival mode the other day - solid maps, nice work! The cyberdemon temple level was really hectic. 2 Quote Share this post Link to post
Bozzy Posted July 19, 2021 (edited) Really liked World's End, map 29 that was creative and something i'd never seen before. For me that was the highlight. Just finished the megawad really good stuff :) Edited July 19, 2021 by Bozzy 4 Quote Share this post Link to post
ViolentBeetle Posted July 23, 2021 (edited) An update to V8 (I think, I lost count) - almost a release candidate. The fixes were mostly minor, a slime trail there, a softlock here. MAP28 saw its plasma moved to prevent you from droppibg into imp pit without it. The wad now has MAPINFO splitting it into 3 episodes, but without much difference. Oh, and the large letters and numbers are now blue - nabbed from Microslaughter. Please report if you have troubles reading intermission screen. UPD: I hate to reupload because it didn't occur to me that MAPINFO doesn't feel like using default sky value unless told to. Just why? Edited July 23, 2021 by ViolentBeetle 1 Quote Share this post Link to post
ViolentBeetle Posted July 30, 2021 (edited) Release Candidate 1 is now here: Some more issues fixed in maps, such as softlocks in MAP10 Difficulty levels added where they were missing Status bar has been painted blue Letters and numbers on intermission and status bar are now grey, so they are actually visible UMAPINFO implemented so episodes can be selected Still waiting on the logo Due to various inconsistency between ports there are some issues in UMAPINFO PrBoom+ 2.5.1.7 sinply won't start a game. It's an outdated version though. PrBoom+ 2.6um, current release will not clear "MAP01" label from the maps set in UMAPINFO, which would be 1, 12 and 21. I was told it will be fixed in the next version. DSDA Boom port works like it should. I still think it might be more trouble than it's worth, just to let player select an episode. It all started with just trying to disable jumping and crouching via ZMAPINFO and UMAPINFO was added for consistency. I might delete it or move to separate wad for those who care. Edited July 30, 2021 by ViolentBeetle 5 Quote Share this post Link to post
Firedust Posted August 5, 2021 Diving in to play this soon. Hellevator was great although some maps were a bit on the tepid side difficulty-wise. Hoping this one will be more bloody :D 4 Quote Share this post Link to post
ViolentBeetle Posted August 9, 2021 (edited) We are now on idgames. Doesn't seem like it made it on doomworld frontend though. (Update: Now it did, link updated to more convenient page) Some time later I'm planning to write a little bit on some of the highlights of the wad from my point of view. Edited August 9, 2021 by ViolentBeetle 4 Quote Share this post Link to post
Firedust Posted August 9, 2021 Hi. I think map 7 is bugged. Once I kill the mancubi in the pit nothing happens (playing on UV, zdoom 2.8.1, no mods). 0 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.