Jump to content

[MBF] πšƒπš‘πšŽ π™ΌπšŠπšπšŽπš—πšπšŠ πš‚πš™πš’πš›πšŽ - Now on idGames !!


Recommended Posts

1 hour ago, Ankha said:

I was expecting something better from the winner of the #1 Cacoward 2022.

Β 

The Cacoward order is randomized. There is no #1 Cacoward on the top 10. Never was, never will be.

Β 

I've finished playing this WAD recently (Wish I saw the hotfix updates, got stuck at the exact same places, heh). Stellar atmosphere, for sure a unique experience.

The self-resurrecting Archviles were the bane of my existence. While some maps were frustrating, the amount of work poured into this project is clearly showing.

Looking forward to the next project by you,Β @thelampΒ :)

Share this post


Link to post

Well, maybe the poor experience I have is because I don't play on the expected complevel. I always read the readme.txt, but I didn't make the connection between "Advanced engine needed : MBF" and a required complevel (it could be made clearer I suppose).

I wonder if it's the reason I got attacked by the "friendly marines" :D

Share this post


Link to post
8 minutes ago, Ankha said:

However, it's very weird that a switch doesn't work due to a different complevel. What's special with that switch?

It's a generalized boom linedef action. It would work in complevel 9, but not 2 or 3.

Β 

complevel 3 is for ultimate doom, and complevel 2 is for doom ii btw. If you don't wanna bother with memorizing arbitrary numbers, I recommend Woof because you can simply use "complevel vanilla" and the source port will do what's appropriate for the iwad you've loaded. Aliases like "complevel Boom" and "complevel MBF" also means not having to memorize numbers

4 minutes ago, Ankha said:

I wonder if it's the reason I got attacked by the "friendly marines" :D

yup! that will only work with -cl 11

Edited by thelamp

Share this post


Link to post

I warped to the following level (the last of the first episode), and got an error on the end screen ("The end.") =>Β 

Β 

---------------------------
PrBoom-Plus
---------------------------
W_GetNumForName: HELP2 not found
---------------------------
OK Β Β 
---------------------------

Share this post


Link to post
14 minutes ago, Ankha said:

I warped to the following level (the last of the first episode), and got an error on the end screen ("The end.") =>Β 

Β 

---------------------------
PrBoom-Plus
---------------------------
W_GetNumForName: HELP2 not found
---------------------------
OK Β Β 
---------------------------

Sorry about that! It's looking for a missing graphic. Fixed version here

Share this post


Link to post

Picked this back up and meant to play further but I didn't realize two maps were going to take me over an hour!Β 

Β 

These are getting pretty tough. The hitscanner placement is particularly brutal, as I found myself constantly the victim of potshots from hidden perches that's exacerbated by the eccentric and atypical visual style. On the other hand, this continues to create savage and frantic gameplay that requires ducking in and out of corners and alcoves like a mad man, scrambling for ammo or cover. I was not a fan of the red key fight from E1M6 and definitely allowed my frustration to get to me lol. But overall, I like the intensity.Β 

Β 

Also liked the doomcute panic room with the playing cards. That was cool as shit.

Β 

Β 

Share this post


Link to post
  • 1 month later...

I missed this last year, but knew it was going to be awesome when I read the Cacoward writeup. Finally got around to playing it. Congrats on the well-deserved award! This is first-class Bizarro Doom; I love how you managed to make all the maps feel really distinct from each other while keeping committed to the overarching/overwhelming visual theme and the unending sense of hopeless decay. Not sure what was going on with the dog, but I loved that too.

Β 

Spoiler

I'm interpreting it as a ghost, but realistically it seems more like one of those narrative elements that's completely inside the protagonist's head and a manifestation of their crumbling sanity, rather than an actual ghost -- like it's the part of your consciousness that forces you to keep going instead of crawling into a corner to die. This of course means that you send an empty rocket into space at the end, but somehow that still remains more satisfying than if you had just escaped and left the Spire intact.

Β 

Share this post


Link to post

This is one of the most interesting, inventive and bizarre wadsΒ I've everΒ played and it was awesomeΒ having the lamp there thru all of it!Β  Especially filling us in on all the deep lore ;-)Β  These levels get super hard and punishing in the end too which made it quite the satisfying challenge to surmount.

Β 

Β 

Β 

Β 

Share this post


Link to post
  • 2 weeks later...

MAP31 fails to load skybox and there is no music when running this on GZDoom.

Β 

Attached picture is what Map31 looks like on GZDoom.

Also on Map05 I found it impossible to collect theΒ yellow key.Β  The barrier never opens.Β  I had crouch to get the key.

Screenshot_Doom_20230306_205414.jpg

Edited by EncryptedVolt

Share this post


Link to post

Here is as hotfix for the sky and prboom

Β 

as for the key on map05, you've got to shoot to the cable connected to the skull

woof0348.png

Share this post


Link to post

Skybox is working now in map31 with hotfix, but still no music plays.Β Β 

Is there something special with the audio file used for this map?

I'll also add that it doesn't matter what MIDI device I select with GZDoom, no audio track plays.

PRBoom+ plays the music track, but I keep crashing with an I_SignalHandler: exiting on signal: signal11.Β  I don't really use PRBoom+ so I don't know if that is something common with that port or something in this wad is causing the issue.

Β 

Also, didn't know I had to shoot a pillar.Β  I watched someone's youtube video and didn't notice them shoot the pillar either, but that person was also panicking so I might not have noticed it.

Edited by EncryptedVolt

Share this post


Link to post
13 minutes ago, EncryptedVolt said:

Skybox is working now in map31 with hotfix, but still no music plays.Β Β 

Is there something special with the audio file used for this map?

Β 

Also, didn't know I had to shoot a pillar.Β  I watched someone's youtube video and didn't notice them shoot the pillar either, but that person was also panicking so I might not have noticed it.

Sorry about that, music fix here. It's just a regular midi, the problem was with the ZMAPINFO lump

Β 

haha yes that room may only have 2 monsters in it but it can be a mad scramble to not get it by a rev rocket! The barrels are placed next to the cable/pillar to make the likelihood of hitting it higher

Edited by thelamp

Share this post


Link to post
3 minutes ago, thelamp said:

Sorry about that, music fix here. It's just a regular midi, the problem was with the ZMAPINFO lump

Β 

haha yes that room may only have 2 monsters in it but it can be a mad scramble to not get it by a rev rocket! The barrels are placed next to the cable/pillar to make the likelihood of hitting it higher

Google drive is stating I need access to download your latest file.

Share this post


Link to post

I'm not sure why it changed the permissions on that file but it should be working now

Share this post


Link to post
4 minutes ago, thelamp said:

I'm not sure why it changed the permissions on that file but it should be working now

Everything seems to be working now with the permissions.Β  Music is also working on that map.

I'll report back if I bump into any other issues running this with GZDoom.

Share this post


Link to post

Internet is fucking up rn, but my playthrough of E1M1 is uploading, I suck at doom, I'll also edit this post when the vid uploads at least to SD.

Β 

Β 

Edited by Codename_Delta

Share this post


Link to post
2 minutes ago, thelamp said:

Good luck friend! the road ahead is a treacherous one

Β 

thanks, I'm playing on Excessive Overcharge to be challenged but notΒ too much, as ofc I need to git gud.

Share this post


Link to post
  • 2 weeks later...

So I'm back with a laundry list of bugs running this with GZDoom.

Β 

Looking at the UMAPINFO lump, there appears to be text screens in between maps 6-7 and maps 11-12.

These text screens are never triggered.

Β 

Both Maps 11 and 12 are displayed as E2M3 in the automap.

Β 

Map 11 it appears there is a row ofΒ armor bonuses running across the entire perimeter that never lower to where the player is.Β  (See attached screenshot)

Β 

Map 13 after the elevator the floor has some undefined textures.Β  (See attached screenshot)

Screenshot_Doom_20230318_203533.jpg

Screenshot_Doom_20230318_203905.jpg

Share this post


Link to post
  • 2 weeks later...
On 11/22/2022 at 10:23 PM, thelamp said:
Quote

E1M3: die blue door only opens once, its possible to exit the big room via the opening and soft lock

Β 

Not a softlock, it's deliberately possible to exploit that open door. You can skip most of the level this way, although you will be much less prepared for the final fight. ο»Ώ

Well I just wound up at the same door and had it close on me permanently because I didn't immediately go through. The first thing I did was to IDCLIP through it, then wondered if prboom-plus broke it (I'm running with complevel 11, tho), then came here to check if the problem was reported already. What I didn't think was that this was intentional.

Β 

I'm too used to see this kind of things as a mapping error instead of a mapping feature.

Β 

doom03.jpg.10d1a97317ab66df17ab094adf67a708.jpg

Share this post


Link to post
2 hours ago, Zalewa said:

Well I just wound up at the same door and had it close on me permanently because I didn't immediately go through. The first thing I did was to IDCLIP through it, then wondered if prboom-plus broke it (I'm running with complevel 11, tho), then came here to check if the problem was reported already. What I didn't think was that this was intentional.

Β 

I'm too used to see this kind of things as a mapping error instead of a mapping feature.

Β 

doom03.jpg.10d1a97317ab66df17ab094adf67a708.jpg

I think I may have misunderstood the problem when it was first reported. I'll be updating the file soon and this will be fixed (changing the 1 time door to repeatable).

Edited by thelamp

Share this post


Link to post

In map 08 where you didn't put textures on the lowering floors for the monster boxes, the checkerboard stuff is visible above the playing area.Β  I think there may have been some other missing textures too somewhere else in other maps.Β  I'll see if I can find them again.

Share this post


Link to post
On 12/31/2022 at 12:25 PM, Terminus said:

The Cacoward order is randomized. There is no #1 Cacoward on the top 10. Never was, never will be.

However, the creator will occasionally place their own project first because it's good to be the king.

Share this post


Link to post

One more bug for the road.

Last map is missing textures.

Β 

Also, how are you supposed to know that you're supposed to kill yourself in the final room?Β  I had to open up the map in Doom Builder to see that the damaging floor is set to exit the level upon death.

Screenshot_Doom.jpg

Share this post


Link to post
  • 4 weeks later...
On 10/5/2022 at 6:49 PM, RoastDoom said:

Β 

In this video I play through the first 3 maps of Magenta Squire! I'm already having a blast with this, it provides a good challenge as soon as map 2 kicks off!Β 

The new monsters are awesome,Β particularly the lost soul traps that bleed armor bonuses :)Β Β Overall I dig the magenta and light-green color theme,Β Β and I'm definitely going to play this one till the end. I do get lost a couple times but that was reallyΒ down to my own ineptitude!

Β 

One small issue I should raiseΒ is the death exit at the end of map 3 which caught me off guard and I ended up loading my previous save before I hit the 'level complete' screen. It could be an issue on my end(maybe a GZDoom settingΒ that I didn't change), so it's not really something that needs to be fixed, but I thought I'd bring it to your attention in case it's something you feel needs to be looked at.

Β 

Other than that, great job and I look forward to playing more of this!

Β 

Glad to know that I didn't do something wrong. this collection is indeed weird, but good fun!

Share this post


Link to post
  • 5 weeks later...

I am embarking on a new adventure - an interesting mix of colours and modifications - lets get more adventures going!

Β 

\

Β 

Share this post


Link to post

I played this recently, and oh boy, the amount of pain I went through... It was still really fun to figure out how to get through certain sections because despite the carnage, the levels are still doable. But I must say, I could only play 2-3 levels in a row before getting too tired to continue. The resurrecting archviles especially made me almost cry on two occasions. Visually, one of the most interesting WADs I've played for sure. Gameplay was like 7-8/10, but only because a lot of sections were just expecting too much (90% of the levels are Fist Start if I'm not wrong)!

Edited by Chao-G

Share this post


Link to post
2 minutes ago, Chao-G said:

I played this recently, and oh boy, the amount of pain I went through... It was still really fun to figure out how to get through certain sections because despite the carnage, the levels are still doable. But I must say, I could only play 2-3 levels in a row before getting too tired to continue. The resurrecting archviles especially made me almost cry on two occasions. Visually, one of the most interesting WADs I've played for sure. Gameplay was like 7-8/10, but only because a lot of sections were just expecting too much (90% of the levels are Fist Start if I'm not wrong)!

Thanks for playing! Yeah I have to admit this set turned out to be more difficult than I wanted it to be, I playtested these levels quite a bit and that sort of has the effect of making things seem easier when I'm just very familiar with it. Also gotta admit you're right about the self res viles there are some situations where it becomes very very painful if they keep self rezzing. If I could do it over I might've not gone that far haha but what's done is done now. I've learned since then levels don't need to be so ballbusting to be engaging!! Thanks again for playing and your kind words!

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...