Keyboard_Doomer Posted February 5, 2023 (edited) 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 February 5, 2023 by Keyboard_Doomer 3 Quote Share this post Link to post
Azuris Posted February 5, 2023 Map 20 https://1drv.ms/u/s!AlSD11DCjpjwh-tPTlYRsLmgF62qJw?e=yzAp6V Checked the last dated Version i found on a quick Search on my Drive. Here the Door is set as DR with a blue Key. Should fix it :) 0 Quote Share this post Link to post
xScavengerWolfx Posted February 5, 2023 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. 0 Quote Share this post Link to post
Keyboard_Doomer Posted February 5, 2023 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. 0 Quote Share this post Link to post
xScavengerWolfx Posted February 5, 2023 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. 0 Quote Share this post Link to post
ViolentBeetle Posted February 5, 2023 Guess I misused auto-alignement on MAP16. I don't think it warrants an extract-edit-upload hassle, @Ofisil pls fix it for me on your version. 0 Quote Share this post Link to post
Ofisil Posted February 5, 2023 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! 0 Quote Share this post Link to post
Caleb13 Posted March 5, 2023 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. 0 Quote Share this post Link to post
xScavengerWolfx Posted March 5, 2023 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. 0 Quote Share this post Link to post
Caleb13 Posted March 5, 2023 @xScavengerWolfx Not blue door. There is a small ordinary door behind the blue key, the HOM is below it. 0 Quote Share this post Link to post
xScavengerWolfx Posted March 5, 2023 56 minutes ago, Caleb13 said: @xScavengerWolfx Not blue door. There is a small ordinary door behind the blue key, the HOM is below it. Oh ok, i will take a look when i get the chance. 0 Quote Share this post Link to post
xScavengerWolfx Posted March 5, 2023 @Caleb13 Which one are you playing? Because the full release one is right here: I think this is the one with the fixes and issues worked out. 0 Quote Share this post Link to post
Caleb13 Posted March 5, 2023 @xScavengerWolfx Oops, I played the older version from December 2022. Oh well, none of the bugs were game-breaking, anyway. 0 Quote Share this post Link to post
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