Rudolph Posted July 1, 2022 (edited) For the longest time, I stayed away from Deadly Standards thinking they were joke wads like Dark Scythe. I had nothing else to do today, so I decided to give Episode 1 a shot and I was glad to find out I was mistaken after all! I guess the time has come for me to check the whole thing out. I guess it is only a matter of days before Episode 4 is uploaded on Id Games. Edited July 1, 2022 by Rudolph 5 Quote Share this post Link to post
LadyMistDragon Posted July 1, 2022 2 minutes ago, Rudolph said: For the longest time, I stayed away from Deadly Standards thinking they were joke wads like Dark Scythe. I had nothing else to do today, so I decided to give Episode 1 a shot and I was glad to find out I was mistaken after all! I guess the time has come for me to check the whole thing out. I guess it is only a matter of days before Episode 4 is uploaded on Id Games. Damn straight! Deadly Standards 3 is truly a winner. I can't speak to the other 2 though. 3 Quote Share this post Link to post
Andromeda Posted July 1, 2022 I've only played DS2, but that one's quality too! 1 Quote Share this post Link to post
Rudolph Posted July 1, 2022 I do not know if there are plans to combine all four episodes into a single WAD or pk3, but if not, then I suppose I can do that myself. 0 Quote Share this post Link to post
Walter confetti Posted July 1, 2022 Uhm... Joining all the 4 episodes will be a little tricky, since the 3rd episode have different sprites for some monsters and this one have 2 new dehacked monsters that replaces items that will be most certainly used in the other sessions.... 0 Quote Share this post Link to post
Rudolph Posted July 1, 2022 (edited) Would simply dropping all four WADs into a pk3 do the trick? Edited July 1, 2022 by Rudolph 0 Quote Share this post Link to post
NeedHealth Posted July 1, 2022 (edited) This might be one of the weirdest issues I've posted about here (on doomworld) but I am starting to suspect it is ultimate doom builder itself that is adding and removing the erronous lost soul to my e4m6 map because now it is gone from the latest version I posted here and according to the file info the map hasnt been saved over since the last time I edited it. I didnt catch it on a recording but I saved a new version to edit and the lost soul was gone from this version and I couldn't find the lost soul. I opened the version I posted here and the lost soul was there, however I believed at the time I had been looking at the wrong spot so I opened the new version I made, again, and the lost soul was gone. It was also gone now from the version I posted here. The catch is that in the oldest version I did add a lost soul at the wrong postion however it then suddenly was coming and going in the new versions I have made since. e1- I did catch the issue on a clip. The erronous lost soul exists in its wrong position in the zipped version I posted here but not now when I open the same map from the folder it was saved in to start with. e2- I went into slade and the monster was in the things lump, so Ive removed it from there. I suspect udb was confused. Edited July 1, 2022 by NeedHealth 0 Quote Share this post Link to post
Roofi Posted July 1, 2022 Congrats everyone for finishing Episode 4 ! Deadly Standards for Doom 2 when? :p 2 Quote Share this post Link to post
NeedHealth Posted July 5, 2022 I'll upload the final fixes of my maps tommorrow afternoon standard gmt + /- a couple hours here and there. 1 Quote Share this post Link to post
pcorf Posted July 6, 2022 On 7/2/2022 at 6:21 AM, Roofi said: Congrats everyone for finishing Episode 4 ! Deadly Standards for Doom 2 when? :p If Sigil counts. Could there be a Deadly Standards 5? 4 Quote Share this post Link to post
NeedHealth Posted July 7, 2022 (edited) @Walter confetti Sorry for my tardiness, here is the final version of my two maps for Deadly Standards 4. Map02 is still in the Map01 slot. I fixed various small issues, the biggest one being that I removed some demons from the pit fight in Blackwater Park, to make it slightly easier and, dotted a bunch of small pillars around the area to make kiting less feasble. https://www.dropbox.com/s/8hqr0somhj9hngc/nh_deadly_standards_4.7z?dl=0 Edited July 7, 2022 by NeedHealth 1 Quote Share this post Link to post
Walter confetti Posted July 11, 2022 (edited) Yesterday i've got some time to fix some stuff, here's V2 of the episode: https://www.mediafire.com/file/7icszsthw45yplc/STANDRD4.zip/file Latest versions of E4M2, E4M4, E4M6 and E4M7 are added "removed" the GENMIDI (more renamed to something else) lump to see if it's better with or without it? Made some changes in E4M1, mostly visuals and room design for the locked red key room. Made some minor cosmetic changes in E4M6 and E4M9 Added coop starts for E4M2 and E4M9 Added a text file What is missing: Name of the midi used for E4M3 (just put the name in the text file) Name of the author of "Equinox MAP13" music, is it B.P.R.D. himself who made it? Good intermission screen between INTERPIC and IMMAGINE lump Copying stuff from INFO lump to Credits Section Remove unused lumps More testing? Adding the demos for real over than writing it on the text file Have fun! Edited July 11, 2022 by Walter confetti 3 Quote Share this post Link to post
Firedust Posted July 12, 2022 E4m2 - deaf monsters in teleport closets sectors 669-673 Loving the maps so far! 1 Quote Share this post Link to post
NeedHealth Posted July 12, 2022 (edited) 28 minutes ago, Firedust said: E4m2 - deaf monsters in teleport closets sectors 669-673 Loving the maps so far! They ain't in the latest version I uploaded here @Walter confetti. e1- i took a look, it seem to be an issue of that the teleport destinations are one 1 inch wrong. Edited July 12, 2022 by NeedHealth 1 Quote Share this post Link to post
NeedHealth Posted July 12, 2022 (edited) ... so i did a test and the sector that failed on me is 673: -e1 i made a mistake, i'll be right back. -e2 the sectors 669-673 works for me when I load my map02 from STANDRD4.wad so I don't know what is going on... honestly. The only solution I can think of is splitting all the monster sectors from each other. Edited July 12, 2022 by NeedHealth 0 Quote Share this post Link to post
Firedust Posted July 12, 2022 E4m7 - should probably add crushers to the lost soul closets operating the lifts, so people playing in gzdoom can score full kills upon exiting. 1 Quote Share this post Link to post
Walter confetti Posted September 1, 2022 New version is here: https://www.mediafire.com/file/7icszsthw45yplc/STANDRD4.zip/file If nothing is broken, i'll put this on idgames. 0 Quote Share this post Link to post
Walter confetti Posted September 15, 2022 It's on IDGAMES, hooray! https://www.doomworld.com/idgames/levels/doom/Ports/s-u/standrd4 6 Quote Share this post Link to post
BLOODWOLF Posted December 17, 2022 Attempted to play this online coop and the E4M2 player 2-4 starts place the players in the closets off the main map on the right hand side. I guess those were placed after the player 2-4 starts on the main map so, this is broken for coop play. 0 Quote Share this post Link to post
Walter confetti Posted December 18, 2022 (edited) Ah shit, thanks for letting us know! Did you find other bugs while playing on coop? Edited December 18, 2022 by Walter confetti 0 Quote Share this post Link to post
BLOODWOLF Posted December 18, 2022 10 hours ago, Walter confetti said: Ah shit, thanks for letting us know! Did you find other bugs while playing on coop? Played all the way through it just now on coop (as far as I could) E4M2 the UAC silver sign outside of the blue key door that is illuminated by a floor lamp can be walked through by the player. That seemed odd and was the only other thing besides the coop starts on that map. E4M3 The constant door open/close sound emitted by the moving ceiling sectors gets really annoying/aggravating after a while. We were lost trying to figure out where to go after the red and blue keys and their rooms until I finally figured out how to get the yellow key. It's dark and that lift leading to where you run across to get the yellow key is not the most intuitive thing. E4M4 Near the end in the water area with the many WR Monster teleport lines for the barons and other monsters felt unnecessary and an annoying speed bump along the map's progression. E4M7 the water room with many platforms where you shoot the barrel on an alcove that detonates other barrels behind it in a room with a Baron and a WR lift linedef to lower the lift in the water room to progress onward broke on us. This might be a brutal doom issue since barons will pick up barrels and then wait for the player to get in sight before throwing the barrel at them but, using monsters to activate things on the map critical for normal map progression is not always reliable. I'm going to blame this one on brutal doom though but we couldn't complete this map. E4M8 you get softlocked out of the main room with the insanity mastermind once the walls lower and the cyberdemons and other monsters come out. Easy to die and then when you respawn you're locked out so, couldn't complete this map. 1 Quote Share this post Link to post
Shockwave_S08 Posted January 3, 2023 Given how all four episodes of Deadly Standards are present and accounted for now, would it be possible to merge them together into a single, full megaWAD? 1 Quote Share this post Link to post
SilverMiner Posted January 3, 2023 6 hours ago, Shockwave_S08 said: Given how all four episodes of Deadly Standards are present and accounted for now, would it be possible to merge them together into a single, full megaWAD? Merging and keeping it limit removing, as I expect, is not possible, cuz it's enough to notice that pistol and shotgun zombies have different skins throughout the series, and it'd raise a problem of item drops(only 4 types of mobj do drop something. We can't have more). However I've already come up with a radical solution for that on my mind, but I'm not telling what 3 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.