Jump to content

[Completed] Declared New Apocalypse - Doom II Megawad


Recommended Posts

Thanks for the fast reply and possible solutions. 

 

Quote

And you should also find a wall in front of you blocking the path to the yellow key cause you're already got it, right?

No, the path is still accessible after picking up the yellow key.

 

But the same thing worked with the blue key. After getting it and escaping through the water, the path to the blue key is blocked. 

 

Quote

Restart the map and get the red key before the yellow

The path to the red key is already blocked in the first place.

 

 

Share this post


Link to post
1 hour ago, Tobsucht said:

But the same thing worked with the blue key. After getting it and escaping through the water, the path to the blue key is blocked. 

That's what should happen for every key, but I can't figure out what's going on.

 

1 hour ago, Tobsucht said:

The path to the red key is already blocked in the first place.


I tried downloading it from the link I provided, cause maybe I touched something in my copy before "changing version" and tested with gz 4.8.2 in every difficulty, cause I thought I fkd up something in a specific skill setting probably, but I keep on finding the path to red skull open as it should be. Unfortunately I'm clueless, sorry :(
If you want to though, could you tell me your steps in sequence in this map and if you found any relic in the map before? So that I try to recreate the issue (so that I can see if I fixed it in this update or if I can fix it).

Share this post


Link to post

Here we are, with the real-very-last update!

 

I'm deeply sorry to basically continuing to bump this up with these updates, but I keep on receiving wonderful ideas and advice that I had to implement in here, cause, you know, there always room for improvement and perfection doesn't exist x)

Anyhow, I won't write the changelogs in this message this time, cause they are too many and I've already wrote them down in the first page.

Just so you know, I worked really hard in these past 3 months to improve basically EVERYTHING in this wad (or should I say pk3 now?).

 

I want to thank everyone who downloaded it and played again, I'll never stop to thank you, and enjoy this better version of my creation!!!

Share this post


Link to post
On 9/18/2022 at 7:26 PM, Kan3 said:

That's what should happen for every key, but I can't figure out what's going on.

 


I tried downloading it from the link I provided, cause maybe I touched something in my copy before "changing version" and tested with gz 4.8.2 in every difficulty, cause I thought I fkd up something in a specific skill setting probably, but I keep on finding the path to red skull open as it should be. Unfortunately I'm clueless, sorry :(
If you want to though, could you tell me your steps in sequence in this map and if you found any relic in the map before? So that I try to recreate the issue (so that I can see if I fixed it in this update or if I can fix it).

Sorry for replying so late... I was very busy because of work. 

Your where right all along. The path to the red key was open on the very beginning of the map but blocked after getting the yellow skull key (or blue? i didn't check both). Now everything works fine. Thanks!

Share this post


Link to post
3 hours ago, Tobsucht said:

Sorry for replying so late... I was very busy because of work. 

Your where right all along. The path to the red key was open on the very beginning of the map but blocked after getting the yellow skull key (or blue? i didn't check both). Now everything works fine. Thanks!

Don't worry, mate.

That's a great relief :D Hope you won't find anything game-breaking again x)

Share this post


Link to post
On 5/25/2021 at 2:17 PM, Kan3 said:

File: Declared New Apocalypse (September 23th 2022)

I'm really sorry to tell you this, but there is a new bug.

 

I can't walk through some decorations. In Map01 it's this:

Spoiler

screenshot_doom_20220qne81.png

In this case it's just nagging. I can walk around. Strange, that it is only this very decoration. The others around are no problem.

 

But in this case, in Map 3, after getting the red skull key, there is no way to escape, because this of this fella:

Spoiler

screenshot_doom_202205scb1.png

I can't walk/jump over him and leave the small and bloody path (what lies behind him).

 

Is this only me? Did i mess up some settings in GZDoom or do others have the same problem?

 

Edit: Thanks for the fast reply! Some Brutal Doom Mod messed up my settings. I deleted the ini and now anything works fine! Thanks!

Edited by Tobsucht

Share this post


Link to post
32 minutes ago, Tobsucht said:

I'm really sorry to tell you this, but there is a new bug.

 

I can't walk through some decorations. In Map01 it's this:

  Hide contents

 

In this case it's just nagging. I can walk around. Strange, that it is only this very decoration. The others around are no problem.

 

But in this case, in Map 3, after getting the red skull key, there is no way to escape, because this of this fella:

  Hide contents

 

I can't walk/jump over him and leave the small and bloody path (what lies behind him).

 

Is this only me? Did i mess up some settings in GZDoom or do others have the same problem?

Hi!

 

Don't worry, no bugs here x)
You need to change your compatibility option, or you won't be able to pass over (or below, like in map 1) decoration actors.
Set it to default and everything will work fine

Share this post


Link to post

Hey @Kan3, I love this wad. The old version I had was "DNA.wad" but now it's a .pk3. Is there a way to get a wad version of the latest update? I prefer those because I create shortcuts with additional extras like BloodFixer.wad. Thanks!

Share this post


Link to post
1 hour ago, Captain Keen said:

Hey @Kan3, I love this wad. The old version I had was "DNA.wad" but now it's a .pk3. Is there a way to get a wad version of the latest update? I prefer those because I create shortcuts with additional extras like BloodFixer.wad. Thanks!

Thank you!
Unfortunately not :( The wad got kind of a bit corrupted (tons of warnings in UDB) and it became too hard to keep track of things, so I had to reorganize everything in a .pk3.
The last version of the wad is the the one I uploaded on the 6th june (which I believe is the one you have), sorry D:

Share this post


Link to post
26 minutes ago, Kan3 said:

Thank you!
Unfortunately not :( The wad got kind of a bit corrupted (tons of warnings in UDB) and it became too hard to keep track of things, so I had to reorganize everything in a .pk3.
The last version of the wad is the the one I uploaded on the 6th june (which I believe is the one you have), sorry D:


Ah, understood!

Share this post


Link to post
3 hours ago, Clippy said:

atmosphere awesome but kicked my ass haha u def need to do halloween

Thank you again buddy!
One day I'll make a map with a Nightmare Before Christmas mod, that would be awesome :D

Share this post


Link to post

Wrong "rail" family function are used for railgun. It should be A_RailAttack not A_CustomRailgun. It have autoaim currently, which is not what you want to have on a weapon that able to pierce multiple enemies like something hot and knify something soft and buttery.
Code block on line 33 should looks like

		RLGG E 8 Bright
		{
			A_RailAttack(random(6, 10) * 20, 0, true, "DarkViolet", "GhostWhite", RGF_EXPLICITANGLE | RGF_FULLBRIGHT, 0);
			A_RemoveLight("RayLight");
		}

 

Share this post


Link to post
3 hours ago, Kronecker–Capelli said:

Wrong "rail" family function are used for railgun. It should be A_RailAttack not A_CustomRailgun. It have autoaim currently, which is not what you want

 

 

On 6/16/2021 at 11:06 PM, Kan3 said:

UPDATE: This one took me a bit more, but I cut in half map 3 and possibly improved aesthetics and gameplay.

Then I completed all of the second boss sprites, modified a couple of scripts to allow more compatibility with mods that change vanilla entities, found a trick that allow autoaim (vertical) when firing with the railgun (more no-freelok friendly now x) ), added sounds to polyobject doors, changed a couple of textures to map 2 to give it more contrast in certain areas, added more ammo in map 5 (no more risk to have to start a fist fight with the boss x) ) and reduced the friction on the blood in map 4 (I didn't remove it cause I want that fight to be more challenging since you have plenty of rockets).

Share this post


Link to post
  • 3 weeks later...

I loved this map - the atmosphere and stuff for the whole thing and experience was very enjoyable right until the end - that last monster was just too time consuming to fight with his loads of health and being invisible half the time - found that part annoying - it was cool but maybe too excessive - but overall some great stuff here

 

 

Share this post


Link to post
19 hours ago, Clippy said:

I loved this map - the atmosphere and stuff for the whole thing and experience was very enjoyable right until the end - that last monster was just too time consuming to fight with his loads of health and being invisible half the time - found that part annoying - it was cool but maybe too excessive - but overall some great stuff here

 

Thanks a lot, mate, for the words and the video! Cool the fact that you "reached" this map on basically halloween :D

About "Death" folk, well, after I learned decently how to Decorate/Zscript, I found myself at crossroads: keep the bosses more straight forward in classic Doom style, or try to go full boss fight stuff?

Now you know what I opted for x) but I perfectly get your points.

Share this post


Link to post

cool atmosphere as always but the chaingun still frustrates me lol - I almost quit at the yellow key bridge fight with those ridiculous overpowered mancubi but I got through - you got some interesting ideas but sometimes wacky elements like custom monsters throw me off

 

 

Share this post


Link to post
21 hours ago, Clippy said:

cool atmosphere as always but the chaingun still frustrates me lol - I almost quit at the yellow key bridge fight with those ridiculous overpowered mancubi but I got through - you got some interesting ideas but sometimes wacky elements like custom monsters throw me off

Another thank you, here man! :D

Poor Haedexebus :( They're from realm667 and I had to heavy nerf them multiple times cause they were really op x)

You went through the map in quite a rush and the "philosophy" of this set is to punish the rushers x) but I get it

Share this post


Link to post
  • 1 month later...

How do you get the grenade launcher secret in map DNA07 Cloaca? I've gotten all of the other ones but this one eludes me. Nevermind got it, requires a switch from far away.

 

Okay now how to get into the room with the BFG9000 on DNA10? I have both blue keys, switch assumedly opens door but the other script line is in the way.

 

And now the megasphere in DNA12, which is very high on the ceiling of the central area, seems to have nothing tied to it.

Edited by NuMetalManiak
*found ANOTHER secret

Share this post


Link to post
16 hours ago, NuMetalManiak said:

Okay now how to get into the room with the BFG9000 on DNA10? I have both blue keys, switch assumedly opens door but the other script line is in the way.

Spoiler

The room becomes available only if you unlock it in the "control station" on map 9 (DNA09), pressing the yellow key switch in front of the security camera screen (mastermind room). Pressing that will trigger the script on map 10, allowing you to open the door with the blue key. I was experimenting on activating script in a map through another map, but I know it can be annoying since you cannot max map 10 without pressing a switch in the previous map.

 

16 hours ago, NuMetalManiak said:

And now the megasphere in DNA12, which is very high on the ceiling of the central area, seems to have nothing tied to it.

Spoiler

At the base floor of the main hall, there's 1 torch that's not lit, if you press it, it will reveal 3 eye switches on the first floor that you have to shoot. if you manage to hit all of them in time, the circular platform at the center of the hall will raise to the megasphere. So the way best to get it is to press the torch, run up the steps, "jump" over the platforms and shoot the switches around you. Hardest and over-complicated secret in the set x)

 

Share this post


Link to post
  • 1 month later...

 

Kudoa on the caco mention - makes sense the effort put into this is beyond - you modified so many things

 

for me I still like original doom stuff so I always feel out of my comfort zone with the variant weapons and stuff - once again I am sad to report I couldn't have the patience to deal with the boss - as cool as it was - I am just not the man to deal with it maybe lol -

 

fave part was the glass breaking and hell knights breaking in - I think that blew us all away

 

anyway hopw the vid is fun with our silly commentary lol

Share this post


Link to post

@Clippy

 

Yo buddy! Thanks for the video! Funny stuff as always :D

On 2/18/2023 at 11:40 PM, Clippy said:

Kudoa on the caco mention - makes sense the effort put into this is beyond - you modified so many things

Thank you!! (Especially for the chaingun they said :X)

 

I'm really glad that I've been able to fix the glass spawning with the last release then :D

 

Little note: when/if you happen to play the next map, I suggest you to play together with the one right after it (so map 9 and 10), because they're "the same Map" and they share a secret! (To access a huge secret in map 10, you need to activate a switch in map 9). Or, since they're still quite long (~15-20 min. each), you could keep a save to make it work anyway.

Share this post


Link to post

 

 

your maps with low monster counts take long - I didn't bother play 10 after how long 9 took me, and I don't think I found the secret connected stuff anyway

 

But the lab stuff was totally awesome - your attention to detail is tremendous and we all enjoyed looking at stuff - this was also more fun for me gameplay wise than the last few outings

 

some day I'll finish this lol

Share this post


Link to post
14 hours ago, Clippy said:

your maps with low monster counts take long - I didn't bother play 10 after how long 9 took me, and I don't think I found the secret connected stuff anyway

 

But the lab stuff was totally awesome - your attention to detail is tremendous and we all enjoyed looking at stuff - this was also more fun for me gameplay wise than the last few outings

 

some day I'll finish this lol

Thank you dude!! It was funny as hell hearing the chaotic due singing in the background when you were getting the hardest time dodging rockets Ahahahah.

Less monsters but higher tier x) I thought it was a nice way to trick the player thinking the map was easier and faster than the ones before :D
 

Oh, but you actually found it :D "BFG Unlocked", go for it with a blue key in the next map and is yours!

(oh, ehm, boss incoming... remember to use the gas cannons on him and do not waste cores around x))

Share this post


Link to post
  • 4 months later...

Excuse me for bumping this dormant thread, but I've been playing this wad a lot recently. It's great, I've had a blast. I cannot find the last relic,though! Its driving me crazy. The apocalypse arena keeps saying I have missed 1 relic, but none of the level gates are signaling that I'm missing anything. I'm guessing there's one in the reliquary somewhere, but I've had no luck. 

 

I'd really like to check out the last these levels have to offer, so if somebody can give me a tip, I'd appreciate it!

 

edit: i'm dumb. that indicator in front of the arena about the relic, was telling me about the arena relic.

Edited by micmit
dumb question

Share this post


Link to post
  • 1 month later...

It been a minute but found some unexpected time the other afternoon to try another one - man with 130ish monsters wouldn't think would take so long but I did spend a lot of time and had fun exploring - but these maps seems to take a lot of time haha - great atmosphere as usual this one def stands out and I was actually able to beat the boss this time

 

if the others aren't terribly long I will try to get to em someday

 

 

Share this post


Link to post
20 hours ago, Clippy said:

It been a minute but found some unexpected time the other afternoon to try another one - man with 130ish monsters wouldn't think would take so long but I did spend a lot of time and had fun exploring - but these maps seems to take a lot of time haha - great atmosphere as usual this one def stands out and I was actually able to beat the boss this time

 

if the others aren't terribly long I will try to get to em someday

I wasn't expecting a came back like this ahahah Thanks mate! I love the fact that you handled the entirety of the map greatly! (And thank God the boss was more fair for a "blind gameplay" this time).

(The thing that comes out of the ground at the start of the hub can let you set the skill level if you wish, go the testing area, like you saw and from which you can come out whenever you want without loading a save, and exit the game)

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...