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[Now on idgames] Astroverse Doom II vanilla megawad


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26 minutes ago, Nikku4211 said:

What nodebuilder are you using? ZenNode? ZokumBSP? Or something else?

None, as I said, just doom builder and slade.

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2 minutes ago, Astro X said:

None, as I said, just doom builder and slade.

Doom map editors have to use a nodebuilder in order to build nodes when making a Doom format map in order to make it work in non-ZDoom source ports in the 1st place.

 

You can see which nodebuilder your Doom Builder uses by going to Tools and then clicking on Game Configurations, or just pressing the F6 key, and then clicking on the format you made the maps in, which would have '(Doom format)' in the end of its name.

image.png.321f082cff849ac06d1e3bbba3ab4652.png

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@Astro X Okay, turns out the actual reason for the weird texture glitch was because of the texture you were using as the middle texture in MAP05.

 

It had multiple patches occupying the same column, which is okay for one-sided linedefs, upper, and bottom textures, but not okay for 2-sided middle textures.

 

This produces what is known as the Medusa effect, as described in the DoomWiki.

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21 hours ago, Nikku4211 said:

@Astro X Okay, turns out the actual reason for the weird texture glitch was because of the texture you were using as the middle texture in MAP05.

 

It had multiple patches occupying the same column, which is okay for one-sided linedefs, upper, and bottom textures, but not okay for 2-sided middle textures.

 

This produces what is known as the Medusa effect, as described in the DoomWiki.

Thank you so much! Hopefully these versions got that fixed:

 

normal

https://drive.google.com/file/d/19e_UXiiG-D8e4ihLC8psBUbw8yNAvpN_/view?usp=sharing

modified

https://drive.google.com/file/d/1P6nVHTF45tqICyX7O9msenOEbbe9neHK/view?usp=sharing

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Changelog:

 

- added a TITLEPIC

 

- release of MAP17!!!

 

- added extra levels MAP34-37

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8 hours ago, Astro X said:

Changelog:

 

- added a TITLEPIC

 

- release of MAP17!!!

 

- added extra levels MAP34-37

Wait, why didn't you merge in the fixes from the version you posted Monday into this new version?

 

I also forgot about this, but MAP01's secret lifts crash Chocolate Doom, giving me an 'P_AddActivePlats: No more plats!' error for some reason.

 

And there's still some tutti-frutti at the end of MAP01 with the face texture.

DOOM24.png.335a4a6653f93ed81ce56fbfe76e7a68.png

 

Also, inside MAP02's fake wall, when I look out from inside the little area, I see a complete HOM.

DOOM25.png.273c8ef6f0dd42850b5b20cba63201fb.png

Edited by Nikku4211

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35 minutes ago, Nikku4211 said:

Wait, why didn't you merge in the fixes from the version you posted Monday into this new version?

Hey, Nikku!

 

What happened was that as I was testing on chocolate, I found out I created more bugs when fixing others. And I wanted to release the new level asap. So new patch for chocolate coming soon, hopefully tomorrow!

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15 minutes ago, Astro X said:

Hey, Nikku!

 

What happened was that as I was testing on chocolate, I found out I created more bugs when fixing others. And I wanted to release the new level asap. So new patch for chocolate coming soon, hopefully tomorrow!

Oh, I see. Glad you're still testing on Chocolate.

 

It's always good to test with many different source ports.

 

Anyways, in MAP03, all but 1 of the fake walls have the same HOM issue as in MAP02.

 

DOOM27.png.6d36d7bb0be35766072cbc48f99a6799.png

 

And the fake walls at the end are victim to the Medusa effect.

 

DOOM28.png.692d30bdfd59eff2dcf07789bdbaddca.png

 

MAP04 has the Medusa effect on the windows in the brown area.

DOOM30.png.db0f88de35f4ac9e178bec90c096c0b2.png

 

And MAP05's teleporter is now broken and flat out does not work at all in Chocolate.

DOOM29.png

Edited by Nikku4211

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I'm well aware @Nikku4211, but thanks for helping me pointing that out!

 

That happened because I untagged "double sided" from all fake walls. Including the "MIDBARS1" which ultimately caused that.

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- Added a link for a modified version compatible with Chocolate Doom.

 

I still have to figure out the sprites though.

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7 hours ago, Astro X said:

- Added a link for a modified version compatible with Chocolate Doom.

I've tried your modified version and it crashes Chocolate Doom right at the title screen because the TITLEPIC is a PNG, and Chocolate Doom doesn't support PNGs, so I did a little pan and scan on the title image and converted it to Doom's patch format and now it works.

 

I've noticed that the chaingun in MAP01 is unobtainable due to the placing of the teleport linedef. Why did you decide to make the chaingun unobtainable? It's really tedious to fight the Mancubus in the level with only a shotgun and a chainsaw.

 

And the P_AddActivePlat error still isn't fixed, so I could not get any of the secrets on Chocolate either.

 

And what is this?

DOOM31.png.d575ee2d1dc14e26fcd074272310d8e0.png

 

I found this HOM in MAP05, after killing the imps and pressing the switch in the green room.

 

I am so glad MAP06 is playable in Chocolate now. Thanks for that.

 

MAP07 is broken, though. When I try to open the door with the blue flag on it, weird things happen. Apparently, the sky sectors close down as if they're doors or something.

 

This is because the SR action you set the door to do did not refer to a sector tag, which is necessary in vanilla Doom, so Chocolate assumed it meant to open all sectors with the 0 tag, which caused the weird behaviour I just witnessed. Just another reminder to please regularly test in Chocolate.

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Thank you again @Nikku4211. I feel like you are a co-author of this wad at this point lol.

 

That HOM, well, I must have not noticed that. There are so many linedefs I have to cover, but I'm trying my best with the amount of time I have to work with.

 

The secret sector tags, I don't know how to fix that, although I noticed I wasn't tagging the secrets during my playthrough on chocolate. I'm no expert when it comes to compatibility and there are no tutorials out there regarding that.

 

Map 07 doors should be easy to fix.

 

The titlepic, well that was my first attempt on making one. I was not aware of compatibility issues.

 

New patch soon.

Edited by Astro X

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  • 3 weeks later...

I modified minor aspects of the wad based on feedback I got from @Mr. Meanor, so I wanna thank him for that.

 

So yea, new versions available :)

 

And here is a video I recorded from one of the later maps.

 

 

 

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Thank you again @Clippy for the video!

 

Yea, maybe you could have relied on infighting a bit more. And also, the cyberdemon you telefrag it, so could have saved a little bit more ammo with that too.

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1 hour ago, Astro X said:

Thank you again @Clippy for the video!

 

Yea, maybe you could have relied on infighting a bit more. And also, the cyberdemon you telefrag it, so could have saved a little bit more ammo with that too.

 

No way I could have known that

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- Fixed some bugs on maps 15 and 17;

 

- Map 18 release coming up soon.

Edited by Astro X

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Changelog:

 

- MAP18 just dropped!

 

:)

 

Edit: I edited a couple of things in the map a few hours after release, in case someone is trying to beat it on the release version.

Edited by Astro X

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So far, I'm enjoying my time with this mapset you're making @Astro X, some of the enemy placements in 'Peace never to be found' are a bit pointless and make them a waste of ammo, and some of the cyberdemons you put in some maps are questionable, but I still like most of the maps here.

 

However, there are some problems with some switches like for example in this room in map09 that takes place after the circular arena that's got cacodemons, archies, revs and mancubi. I normally use Zdoom to play mapsets but some switches with this sourceport don't really function.

 

image.png.e7bcfcc084e9df2d797a8dc8a44be157.png

 

This happened to me like twice so far since I haven't finished this unfinished mapset.

 

Happened in map08 in this room too.

 

image.png.c6b1f3b66d7368c06214bf5a5f291bf7.png

 

So I hope these broken switches get fixed, but I'm fine with using other sourceports.

Or maybe it's just a problem on my end, I don't really know too much about GZdoom since it's the sourceport you've started with to test maps and make them and I don't use it that much, also know nothing about Skulltag.

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@LGmaire thank you so much for playing my megawad! And I'm happy you've been liking it.

 

As for the bugs, I only recently got back to playing and my previous source port was Skulltag (which has been dead for a long time now). So I got GZDoom in order to be able to play Clippy's Cliptucky Fried Chicken wad lol. And that was it. I use no fancy stuff from GZDoom, as a matter of fact, some maps are entirely vanilla or at least can run on PrBoom+ complevel2 (decino has a successful run of map 13 using that comp).

 

I may have to alter those two switches you mentioned, since I have no clue what is causing the bugs.

 

Thanks again and I hope you have a good time playing my maps!

Edited by Astro X

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Changelog:

 

- Bug fixes for vanilla versions (mainly).

 

I tested my megawad thoroughly on Chocolate and now all the maps are bug free in terms of progression (switches and stuff) and fake walls. Only issue I couldn't resolve was a bug on MAP10 in vanilla that crashes the map inadvertently when going through the section that contains a berserk pack, regardless of switches or doors, interestingly.

 

*Note that both normal versions should work in vanilla. The only difference is regarding the fake walls. In GZDoom version, one side is transparent, so you can see enemies through it. In vanilla version, there is a regular wall texture preventing you from seeing through. I still have to figure out the custom versions.

 

Also, if you're playing through my wad right now, please consider redownloading it since all versions have been updated.

 

EDIT: I updated the files yet again and the OP.

Edited by Astro X

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9 hours ago, Astro X said:

@LGmaire thank you so much for playing my megawad! And I'm happy you've been liking it.

 

As for the bugs, I only recently got back to playing and my previous source port was Skulltag (which has been dead for a long time now). So I got GZDoom in order to be able to play Clippy's Cliptucky Fried Chicken wad lol. And that was it. I use no fancy stuff from GZDoom, as a matter of fact, some maps are entirely vanilla or at least can run on PrBoom+ complevel2 (decino has a successful run of map 13 using that comp).

 

I may have to alter those two switches you mentioned, since I have no clue what is causing the bugs.

 

Thanks again and I hope you have a good time playing my maps!

 

I am having a great time with this, I'm looking foward to this megawad!

 

 

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Now the non-modified versions of my wad are vanilla-compatible, except for MAP10. Also:

 

- rebalanced just a tiny bit some of the earlier levels;

 

- improved the visuals of MAP13;

 

- MAP19 soon!

 

If anyone can help me with the titlepic size and resolution, I'd be grateful. I know it's 320x200 but the way I did looks awful Idk why. Also playtesting is very welcome.

Edited by Astro X

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