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THEME-GAWAD PROJECT #1


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Hello again,

 

we had fun multiplayer sessions with the wad in the past 2 weeks so here are some issues noticed during testing or the sessions themselves.

Note that I only played a few maps in singleplayer so chances are there might be many more floating items in various maps. This issue fully manifests itself only in vanilla-compatible source ports.

 

MAP01:
    - possible to get stuck if you fall off next to the exit (between lines 1956 and 2512)
MAP06:
    - line 4307 is interfering with pressing the nearby switches (since it's not possible to press "through" a walk-over line unless you're playing in compatmode 0 in (G)ZDoom) and the line action seems redundant anyway because there's no sector with tag 25 in the map
    - misalignment on line 3314/4677
    - floating armor bonuses in sector 858
    - floating health bonus (thing 167)
    - medikits (things 99 and 252) start floating after the blue door next to them is opened
MAP11:
    - the path to the blue card will close after crossing line 1541 and the map can thus get softlocked in multiplayer if all the players with the blue key die
MAP12:
    - it's possible to get stuck between trees in sector 70 if infinitely tall actors are disabled (might seem far-fetched but... it did happen)
    - floating blood and gore when a lift (sector 304) is lowered
MAP13:
    - crossing line 739 or 606 closes the door opened by line 505 and players in previous area can't progress
    - sector 803 blocks progress in multiplayer after it's lowered by line 4148 and sector 666 in front of it makes it more complicated because the door (line 3427) stops working after you let it go all the way down
    - floating armor bonuses (things 480 and 483)
MAP16:
    - misalignment on line 880
MAP17:
    - possible to get stuck by falling into sector 779
    - the backpack (thing 57) starts floating after the blue door next to it is opened
    - stimpacks and plasma cells start floating after the red door (sector 201) next to them is opened
    - a candle (thing 91) starts floating after the yellow key is picked up
MAP20:
    - the blue door is D1 (line 2087) and will close again blocking the path to the red card area
MAP22:
    - crossing lines 110/111/132 closes the start area and players can't progress
    - crossing lines 769/859/875 closes the path behind the fake teleport trap and players in the previous area can't progress
MAP29:
    - an archvile (thing 123) and and all of the zombiemen in sector 672 are in inaccessible areas and they never teleport in
MAP30:
    - line 4592 should be a WR tele otherwise players can not only avoid the area with the revenants but also fall into the pits with the monsters and get stuck
    - floating items and revenant in sector 443
MAP32:
    - crossing line 1786 closes the door opened by line 3013 and players in the previous area can't progress

 

In case you want to make coop work for demo-compatible ports, most maps currently don't have any coop starts:

 


---MAP01 1 0 0 0
---MAP02 1 1 1 1
---MAP03 1 0 0 0
---MAP04 1 1 1 1
---MAP05 1 0 0 0
---MAP06 1 0 0 0
---MAP07 1 0 0 0
---MAP08 1 0 0 0
---MAP09 1 1 1 1
---MAP10 3 0 0 0
---MAP11 1 0 0 0
---MAP12 1 1 1 1
---MAP13 1 0 0 0
---MAP14 1 0 0 0
---MAP15 1 0 0 0
---MAP16 1 0 0 0
---MAP17 1 1 1 1
---MAP18 1 0 0 0
---MAP19 1 1 1 1
---MAP20 1 0 0 0
---MAP21 1 0 0 0
---MAP22 1 0 0 0
---MAP23 1 0 0 0
---MAP24 1 1 1 1
---MAP25 1 0 0 0
---MAP26 1 1 1 1
---MAP27 1 1 1 1
---MAP28 1 1 1 1
---MAP29 1 0 0 0
---MAP30 1 0 0 0
---MAP31 1 0 0 0
---MAP32 1 0 0 0

(generated with tnswutil)

 

Big thanks goes to boom_compatible who reported many of the issues listed here.

Edited by Keyboard_Doomer

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1 hour ago, Keyboard_Doomer said:

Hello again,

 

we had fun multiplayer sessions with the wad in the past 2 weeks so here are some issues noticed during testing or the sessions themselves.

Note that I only played a few maps in singleplayer so chances are there might be many more floating items in various maps. This issue fully manifests itself only in vanilla-compatible source ports.

 

MAP01:
    - possible to get stuck if you fall off next to the exit (between lines 1956 and 2512)
MAP06:
    - line 4307 is interfering with pressing the nearby switches (since it's not possible to press "through" a walk-over line unless you're playing in compatmode 0 in (G)ZDoom) and the line action seems redundant anyway because there's no sector with tag 25 in the map
    - misalignment on line 3314/4677
    - floating armor bonuses in sector 858
    - floating health bonus (thing 167)
    - medikits (things 99 and 252) start floating after the blue door next to them is opened
MAP11:
    - the path to the blue card will close after crossing line 1541 and the map can thus get softlocked in multiplayer if all the players with the blue key die
MAP12:
    - it's possible to get stuck between trees in sector 70 if infinitely tall actors are disabled (might seem far-fetched but... it did happen)
    - floating blood and gore when a lift (sector 304) is lowered
MAP13:
    - crossing line 739 or 606 closes the door opened by line 505 and players in previous area can't progress
    - sector 803 blocks progress in multiplayer after it's lowered by line 4148 and sector 666 in front of it makes it more complicated because the door (line 3427) stops working after you let it go all the way down
    - floating armor bonuses (things 480 and 483)
MAP16:
    - misalignment on line 880
MAP17:
    - possible to get stuck by falling into sector 779
    - the backpack (thing 57) starts floating after the blue door next to it is opened
    - stimpacks and plasma cells start floating after the red door (sector 201) next to them is opened
    - a candle (thing 91) starts floating after the yellow key is picked up
MAP20:
    - the blue door is D1 (line 2087) and will close again blocking the path to the red card area
MAP22:
    - crossing lines 110/111/132 closes the start area and players can't progress
    - crossing lines 769/859/875 closes the path behind the fake teleport trap and players in the previous area can't progress
MAP29:
    - an archvile (thing 123) and and all of the zombiemen in sector 672 are in inaccessible areas and they never teleport in
MAP30:
    - line 4592 should be a WR tele otherwise players can not only avoid the area with the revenants but also fall into the pits with the monsters and get stuck
    - floating items and revenant in sector 443
MAP32:
    - crossing line 1786 closes the door opened by line 3013 and players in the previous area can't progress

 

In case you want to make coop work for demo-compatible ports, most maps currently don't have any coop starts:

  Reveal hidden contents


---MAP01 1 0 0 0
---MAP02 1 1 1 1
---MAP03 1 0 0 0
---MAP04 1 1 1 1
---MAP05 1 0 0 0
---MAP06 1 0 0 0
---MAP07 1 0 0 0
---MAP08 1 0 0 0
---MAP09 1 1 1 1
---MAP10 3 0 0 0
---MAP11 1 0 0 0
---MAP12 1 1 1 1
---MAP13 1 0 0 0
---MAP14 1 0 0 0
---MAP15 1 0 0 0
---MAP16 1 0 0 0
---MAP17 1 1 1 1
---MAP18 1 0 0 0
---MAP19 1 1 1 1
---MAP20 1 0 0 0
---MAP21 1 0 0 0
---MAP22 1 0 0 0
---MAP23 1 0 0 0
---MAP24 1 1 1 1
---MAP25 1 0 0 0
---MAP26 1 1 1 1
---MAP27 1 1 1 1
---MAP28 1 1 1 1
---MAP29 1 0 0 0
---MAP30 1 0 0 0
---MAP31 1 0 0 0
---MAP32 1 0 0 0

(generated with tnswutil)

 

Big thanks goes to boom_compatible who reported many of the issues listed here.

Hi there i am the mapper for both map03 and map31. I looked over this and notice my maps were not included in the list. Did my maps have no flaws in them or we're they so good that they didn't needed to be posted lol. Jokes aside i can tell you both of my maps are not meant to be co-op played, there meant to be for single player only. But overall i'm glade y'all had fun playing it.

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Well, I can't say I tested either of the maps rigorously (you often get to see only a fairly limited part of the map when there are ~15 players running around and ZDaemon wouldn't manifest some vanilla issues like some of the floating items) but yep, no issues that we would encounter. MAP03 seemed to have a bit confusing progression but so did a few other maps.

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21 minutes ago, Keyboard_Doomer said:

Well, I can't say I tested either of the maps rigorously (you often get to see only a fairly limited part of the map when there are ~15 players running around and ZDaemon wouldn't manifest some vanilla issues like some of the floating items) but yep, no issues that we would encounter. MAP03 seemed to have a bit confusing progression but so did a few other maps.

Ok funny story about that map and i do not mind telling the story because i like the reaction people have when i tell them about it.

 

So the first version of map03 was totally different but at the time i was still new to mapping and i was learning the ropes of mapping, but after i finish it, it was fine and well. But i believe it was DDF and others said that it was ok but felt too newbie ish for a map 03. So i tried to fix it and make it better....but i got too pissed off at myself, threw my hands up and said "F--k it! I'm remaking the entire map!" Now what if i told you i made the entire map within a week before the old deadline? Yes i speedran making a map within a week but after that i had two more months to flush it out and polish it up.

 

As far as the confusing progression goes, i got no excuse for that i was suffering from mapper burn out and i also made it that was intensely. Other then that, that's how i made map 03. I have though of making a spin-off to this map but that will be in the future. 

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Something that I didn't mention in the release of this project is that it is single-player only.

Adding this bit in the original post to clarify it.

 

Also, sorry for the lack of updates.

Don't have any time right now, but I'm slowly working on things mentioned here.

Thanx!

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  • 1 month later...

Oh my, this is a real treat, I love how the detail level in these maps is so consistently high. I don't remember any other community project that managed to do that. I played on UV in GZdoom 4.10.0 and I noticed some problems along the way (yes, I know it's probably too late):

 

MAP03: HOM below door near the blue key.

 

MAP12: aren't sectors 370 and 371 supposed to be secret? What's their point, anyway? Speedruns? They open only after you clear the map.

 

MAP13: arachnotron in closet sector 395 can't teleport out, probably because target sector 358 is too small. Or maybe the teleport linedef or destination thing are too close to walls.

 

MAP15: about half the monsters can't exit red cubicles in the corridor that leads to the red key, it's probably GZdoom-specific issue. Imp 273 was stuck in ground.

 

MAP17: fatsos 560 and 561 can't teleport into playable areas, the reasons are the same as in MAP13. IDK why, but GZdoom behaves different from other ports in these situations. Also this:
Line 1741 has no first side.
Line 1741's right edge is unconnected

 

MAP20: in Gzdoom, you can't walk up the flesh-stairs that lead to backpack secret.

 

MAP22: sectors 284 and 290 shouldn't be damaging.

 

MAP25: Gzdoom reports texture problem:
 

Spoiler

Unknown top texture 'WOOD_N09' on second side of linedef 417
Unknown top texture 'WOOD_N09' on first side of linedef 3045
Unknown top texture 'WOOD_N09' on first side of linedef 3047
Unknown top texture 'WOOD_N09' on first side of linedef 4120
Unknown top texture 'WOOD_N09' on first side of linedef 4121
Unknown top texture 'WOOD_N09' on first side of linedef 4122
Unknown top texture 'WOOD_N09' on first side of linedef 4123
Unknown top texture 'WOOD_N09' on first side of linedef 4124
Unknown top texture 'WOOD_N09' on first side of linedef 4125
Unknown top texture 'WOOD_N09' on first side of linedef 4126
Unknown top texture 'WOOD_N09' on first side of linedef 4127
Unknown top texture 'WOOD_N09' on first side of linedef 4128
Unknown top texture 'WOOD_N09' on first side of linedef 4129
Unknown top texture 'WOOD_N09' on first side of linedef 4130
Unknown top texture 'WOOD_N09' on first side of linedef 4131
Unknown top texture 'WOOD_N09' on first side of linedef 4132
Unknown top texture 'WOOD_N09' on first side of linedef 4133
Unknown top texture 'WOOD_N09' on first side of linedef 4134
Unknown top texture 'WOOD_N09' on first side of linedef 4135
Unknown top texture 'WOOD_N09' on first side of linedef 4136
Missing texture 'WOOD_N09' is used 4 more times

 

MAP26: like MAP31, this is another map with too little ammo, even if you employ monster infighting.

 

MAP27: some map geometry problems here:
 

Spoiler

Removing 0-length line 5150
Removing 0-length line 5155
Removing 0-length line 5165
Removing 0-length line 5168
Removing 0-length line 5171
Removing 0-length line 5174
Removing 0-length line 5177
Removing 0-length line 5180
Map has 12 unused sidedefs
Line 0 has no first side.
Line 1 has no first side.
Line 2 has no first side.
Line 3 has no first side.
Line 0's right edge is unconnected
Line 3's right edge is unconnected

 

MAP28:
Line 2294 has no first side.
Line 3153 has no first side.
Line 2294's right edge is unconnected

 

MAP30: more geometry problems:
 

Spoiler

Line 0 has no first side.
Line 1 has no first side.
Line 2 has no first side.
Line 3 has no first side.
Line 890 has no first side.
Line 7297 has no first side.
Line 7298 has no first side.
Line 1's right edge is unconnected
Line 3's right edge is unconnected
Line 890's right edge is unconnected
Line 7298's right edge is unconnected

 

MAP31: this map is a huge ammo drain. I know I'm supposed to kill all weaker monsters with berserk and save the ammo for the tougher ones. But even if you you luck out with the archviles and elementals and ignore the cyberdemon, you will run out if you play from pistol start. This is in stark contrast with other maps, where ammo is (usually) plentiful.

 

There are some typos and mis-spellings in the intermission texts.

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First off i'm glade you like the maps and had fun with them :). Makes me happy to read that. Yes hello i am the mapper for both map 03 and map 31 and i will answer the comments about them right now.

 

2 hours ago, Caleb13 said:

MAP03: HOM below door near the blue key.

I did not notice there was a HOM effect under the blue key door. I must of missed it. I'll give it a look or have Osifil take a look at it when they have time. So fun fact: I had to redo this entire map and i did it within a week....yes i speed ran making the map but thank god i had an extra two to three months to flush it out and bam.

 

2 hours ago, Caleb13 said:

MAP31: this map is a huge ammo drain. I know I'm supposed to kill all weaker monsters with berserk and save the ammo for the tougher ones. But even if you you luck out with the archviles and elementals and ignore the cyberdemon, you will run out if you play from pistol start. This is in stark contrast with other maps, where ammo is (usually) plentiful. 

So the theme i was tasked with was Survival (limit health and ammo). The map is meant to be hard with the limit on health and ammo, i tried to balance it between fights / area's you go into. No one said i had to be nice when doing it lol. I did give a bit of a hint at the start with the dead marines in start room the hell that was going to be coming for ya.

 

And it is meant to be continuous play but i have seen people do pistol start (r.i.p people doing map 31). And i will take a look at my map 03 and see if i can get Osifil to fix for me since this project is already done.

 

But thanks for the feedback though.

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