Jump to content

[NOW AVAILABLE] The Ultimate TWANGO - A Deathmatch MegaWAD for The Ultimate Doom


Recommended Posts

26 minutes ago, Walter confetti said:

Fixed version of E2M9:

dm-thing-v3.zip

 

Tell me if everything works good now.

While the center section looks and plays well, all rooms on the sides continue to be too narrow making them hard to move through. 

Share this post


Link to post
1 hour ago, OpenRift said:

Holy shit, this is amazing! I'm shocked that you pumped this kind of quality out overnight. Very well done.

 

Also when did DAGames get so good at music (EDIT: actually the MIDI's way better than the actual song)? Either way, fantastic MIDI, fantastic map.


DAgames has been great ever since he started IRIS, to be honest! Highly recommend checking out that if it tickles your interest! Thank you so much!!

Share this post


Link to post
On 1/5/2022 at 4:31 PM, NieMaMordy said:

I'm affraid this fix is too little to help with the high db level. And the untagged row looks weird and out of place. How about trying what I suggested, with merging the sectors? It will have little to no impact on gameplay of the map, but it will lower the volume to acceptable level.

Here is a map with my suggestion of a fix: E2M3 SUGGESTED FIX - DO NOT THIS FILE ADD TO BETA WAD.zip

 

Actually, oh I haven't looked at your map yeat, but I had an idea about that area without changing it too much.. aside from no moving floors sound.

I think maybe I'll just make all those 64x sectors not move at all, and just have the visual and I'll just align the sectors in sort of a rounded stairway, sort of thing, you know what I'm say'n..

This way, the area can still function and would remain an iconic area, which in this case is where the plasma resides as well. ;)

Minus any moving parts.. ;)

 

Maybe I could put a hidden lift in the void just to piss people off.. j/k man :P

But yeah, there doesn't really need to be any movement there, it's a dm map anyway.

Really though, it shouldn't be that hard to get the plasma, I mean you're having to go all the way over to the other side of the map just to get it, so it should be easy to get once you get there anyway.

 

 

 

 

 

Edited by Mr.Rocket

Share this post


Link to post

Just working on my remake of E3M9 now and.. i don't have many ideas for making fell better the building on the sides, especially the ones at North and South, respectably. Give me some ideas of what you want to see, if you like.

Share this post


Link to post

Just an update, map changes are going smoothly. Expect fixed versions of E1M1 and E4M6 soon with a few visual and gameplay improvements.

Share this post


Link to post
On 1/6/2022 at 10:14 AM, Pistoolkip said:

@Mike_C  I love the added details in E4M5, the map looks awesome!

You have all DM starts set without a difficulty level? Is this on purpose or an oversight?
I also don't like the position of the BFG. It's basically a secret, and has very little risk in finding it once you know where it is
 

 

Thanks! I spent quite a bit of time working on detailing, glad it payed off.

 

I guess you can call it an oversight, I wasn't aware of any conventions. What's the usual approach to DM starts?

 

At this stage I'm out of ideas for what to do with the BFG; I realise it's not the best solution but I'm quite set on the layout now. I'm open to suggestions, but I really don't want to change the layout as it was already a pain to keep it within vanilla limits.

 

On 1/6/2022 at 1:40 PM, NieMaMordy said:

I don't know what exactly you did, but it feels a lot better to move through now.

 

Glad to hear that! I think most of the changes were aesthetic, but I might have tweaked some other things as well.

Share this post


Link to post
32 minutes ago, Mike_C said:

 

Thanks! I spent quite a bit of time working on detailing, glad it payed off.

 

I guess you can call it an oversight, I wasn't aware of any conventions. What's the usual approach to DM starts?

 

At this stage I'm out of ideas for what to do with the BFG; I realise it's not the best solution but I'm quite set on the layout now. I'm open to suggestions, but I really don't want to change the layout as it was already a pain to keep it within vanilla limits.

 

 

Glad to hear that! I think most of the changes were aesthetic, but I might have tweaked some other things as well.

 

 

When I tried this map with bots on ZDaemon all spawns where at the player start, so I suggest enabling the DM starts.

 

About the BFG, I hesitate to give much recommendations. Maybe remove it? Not every map needs one.

Or place it at the current plasma gun, and move the plasma gun to one of the RL spots?

Share this post


Link to post

Hey guys, I really spruced up E1M1; I added and changed a lot. I also adjusted some of the thing placement in E4M6, but not nearly as much as E1M1. @Pistoolkip please tell me what you think, as your feedback was helpful.

 

I tested these in Doom 2 v1.9 and Chocolate-Doom, so they run perfectly there, no visplane overflows, HOMs, tutti fruttis, etc. I also tested with bots in Skulltag, pretty fun, in my opinion.

 

UTWANGO.zip

Share this post


Link to post
1 hour ago, Dusty_Rhodes said:

Hey guys, I really spruced up E1M1; I added and changed a lot. I also adjusted some of the thing placement in E4M6, but not nearly as much as E1M1. @Pistoolkip please tell me what you think, as your feedback was helpful.

 

I tested these in Doom 2 v1.9 and Chocolate-Doom, so they run perfectly there, no visplane overflows, HOMs, tutti fruttis, etc. I also tested with bots in Skulltag, pretty fun, in my opinion.

  

UTWANGO.zip

Uh, don't you mean Ultimate Doom 1.9?

Share this post


Link to post

I just wanted to say that it's really flattering (and unexpected) to see other people using my textures in their maps!

 

Also @OpenRift: My latest version of E2M7 changed the definition of DSHSCRN1 in the TEXTURES lump, but that change didn't make its way into the compiled WAD. The change fixes an improper tiling in some ports.

Share this post


Link to post
19 minutes ago, Blast_Brothers said:

I just wanted to say that it's really flattering (and unexpected) to see other people using my textures in their maps!

 

Also @OpenRift: My latest version of E2M7 changed the definition of DSHSCRN1 in the TEXTURES lump, but that change didn't make its way into the compiled WAD. The change fixes an improper tiling in some ports.

Did you make the textures I used in E1M1? If so, they are great! Awesome work.

Share this post


Link to post

I look away for a day and we're already on beta two!? Alrighty, who can I get a few rounds with?

EDIT: Looking back I can't believe I failed to mention this at first but it should probably be noted somewhere that I did do some slight editing to the MIDI I used to make it vanilla compatible, I'm sorry I didn't mention this before and hope it doesn't cause too many issues.

Edited by Athel

Share this post


Link to post
26 minutes ago, Athel said:

I look away for a day and we're already on beta two!? Alrighty, who can I get a few rounds with?

EDIT: Looking back I can't believe I failed to mention this at first but it should probably be noted somewhere that I did do some slight editing to the MIDI I used to make it vanilla compatible, I'm sorry I didn't mention this before and hope it doesn't cause too many issues.

I had to edit it myself to account for the pitch bending (because vanilla Doom handles pitch bending really weird), so it plays as intended now.

Share this post


Link to post
1 hour ago, Blast_Brothers said:

I just wanted to say that it's really flattering (and unexpected) to see other people using my textures in their maps!

 

Also @OpenRift: My latest version of E2M7 changed the definition of DSHSCRN1 in the TEXTURES lump, but that change didn't make its way into the compiled WAD. The change fixes an improper tiling in some ports.

Could you send me the updated version? I can't seem to find it in this sea of pages. I'll be putting the fix in the next beta.

Share this post


Link to post
4 minutes ago, OpenRift said:

I had to edit it myself to account for the pitch bending (because vanilla Doom handles pitch bending really weird), so it plays as intended now.

There was pitch bending? I didn't even notice when I played it, so good catch -- we both edited it then, it would seem! Mind telling me what you did so I can keep that in mind for when I import any future midis?

Share this post


Link to post
Just now, Athel said:

There was pitch bending? I didn't even notice when I played it, so good catch -- we both edited it then, it would seem! Mind telling me what you did so I can keep that in mind for when I import any future midis?

I had to replace all the pitch bending with their own notes to maintain the melody.

Share this post


Link to post
40 minutes ago, Blast_Brothers said:

Sure. Here's the latest version of everything again.

 

Blast_Brothers Minor Updates.zip

 

Alright, fixed. The fix will appear when I release the next update after we do some beta testing later this week, with some more feedback. Thanks for letting me know.

Share this post


Link to post

Hey listening to the MIDI properly I can hear a few bits that'd probably sound better with a little more tweaking, you alright if I go ahead and do that and just upload the midi itself here?

Share this post


Link to post

Feedback on the Beta v2
(if I don't mention your map its fine, or you haven't made any changes since the last version, or I provided feedback in a prior post)


E1M1
Great improvements! The texturework is also much better now. Thanks for taking my feedback constructively and improving your map!
 


E1M4
great addition to the WAD! Good layout and a nice homage to the original E1M4

 


E2M5
Thanks for taking my feedback (and copying some ideas from my map) and removing the slow platform to the plasma. The only change I don't like is the metal walls at the chaingun. Everything else is great. 

 


E2M9
No more horny anime space-nuns? I know, people gave you shit for that.
I like most of the changes to this one. Especially removing the cycling teleporters, and the placement of the plasma. Map plays better now.
There are a couple of texture issues though. These can be easily fixed, or add a support texture.
 

Spoiler

image.png.e1cb91bb08386a561d90cac0bbcf4eff.png



E3M4

Did you know you can straferun to the BFG and soulsphere without needing the lifts? It this intentional?

Some parts of this map look great, but the new corridor not so much. The metal here is kinda fugly. Would be better as one of the Woodmet / Wood5 or Support 3 metals. I'm also not a fan of the repeating gargoyles.
And this bit def needs a support to divide the gray and green bricks.
 

Spoiler

image.png.9ddf987e23995fa647dde5db9b182cea.png



Lastly, I like the improvements made to the midi's!

 

Share this post


Link to post
32 minutes ago, Pistoolkip said:

Feedback on the Beta v2
(if I don't mention your map its fine, or you haven't made any changes since the last version, or I provided feedback in a prior post)


E1M1
Great improvements! The texturework is also much better now. Thanks for taking my feedback constructively and improving your map!
 


E1M4
great addition to the WAD! Good layout and a nice homage to the original E1M4

 


E2M5
Thanks for taking my feedback (and copying some ideas from my map) and removing the slow platform to the plasma. The only change I don't like is the metal walls at the chaingun. Everything else is great. 

 


E2M9
No more horny anime space-nuns? I know, people gave you shit for that.
I like most of the changes to this one. Especially removing the cycling teleporters, and the placement of the plasma. Map plays better now.
There are a couple of texture issues though. These can be easily fixed, or add a support texture.
 

  Reveal hidden contents

image.png.e1cb91bb08386a561d90cac0bbcf4eff.png



E3M4

Did you know you can straferun to the BFG and soulsphere without needing the lifts? It this intentional?

Some parts of this map look great, but the new corridor not so much. The metal here is kinda fugly. Would be better as one of the Woodmet / Wood5 or Support 3 metals. I'm also not a fan of the repeating gargoyles.
And this bit def needs a support to divide the gray and green bricks.
 

  Reveal hidden contents

image.png.9ddf987e23995fa647dde5db9b182cea.png

 

Are you sure that you can get to the soulsphere and bfg without the lifts? I would be grateful if you could add some more detail about it or record a small clip so I can know exactly what to fix.

 

I will update the wad soon though, thanks for the feedback!

Share this post


Link to post
2 minutes ago, ProYT said:

Are you sure that you can get to the soulsphere and bfg without the lifts?


I doubt they would have said that if they hadn't accomplished it in-game

Share this post


Link to post
1 minute ago, magicsofa said:


I doubt they would have said that if they hadn't accomplished it in-game

I don't doubt that he did it in game, it just seemed a bit weird to me, but anyways I'll have a look at it.

Share this post


Link to post

You can do it with strafe-running

If you really want me to make a video as proof, I can, but yeah, you could just take my word for it. 

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...