Dusty_Rhodes Posted March 27, 2022 Well, I lied. E1M1 Around and Around has been updated once again. Big thank you to @Pistoolkip @OpenRift @Gibbon and @Mr. Kong for playtesting. I have changed a lot of things, adding detail, changed a lift for stairs, added an ocean vista (Phobos has an ocean, right?), and in general polished the level. This is now my vanilla masterpiece lmao. It pushes limits so hard, I'm surprised Choco runs it. Luckily, it goes without a hitch. I hope this is the best it can be! Round_and_Around_Final.zip Please tell me if anything needs changing or if I could improve something. 5 Quote Share this post Link to post
Mr.Rocket Posted March 27, 2022 Ah nice update @Dusty_Rhodes! ;) Do take in mind though @OpenRift that only this map seems to be updated here, the other contained maps are very old versions. 2 Quote Share this post Link to post
OpenRift Posted March 27, 2022 27 minutes ago, Mr.Rocket said: Ah nice update @Dusty_Rhodes! ;) Do take in mind though @OpenRift that only this map seems to be updated here, the other contained maps are very old versions. I'm aware. I'm just taking the map lumps from E1M1 to put in my master WAD. 1 Quote Share this post Link to post
Dusty_Rhodes Posted March 27, 2022 6 hours ago, OpenRift said: I'm aware. I'm just taking the map lumps from E1M1 to put in my master WAD. 7 hours ago, Mr.Rocket said: Ah nice update @Dusty_Rhodes! ;) Do take in mind though @OpenRift that only this map seems to be updated here, the other contained maps are very old versions. Oh yeah, sorry about that. I didn't think about saving it in the old wad. 0 Quote Share this post Link to post
OpenRift Posted March 27, 2022 26 minutes ago, Dusty_Rhodes said: Oh yeah, sorry about that. I didn't think about saving it in the old wad. You should probably start saving your map it its own PWAD with the required textures/flats copied over. 1 Quote Share this post Link to post
OpenRift Posted March 28, 2022 OKAY SO APPARENTLY THIS HAPPENED 2 MONTHS AGO???!!! This is actually INSANE! I wish I had known about this sooner! New E1M1 MIDI FOR SURE! 3 Quote Share this post Link to post
Dusty_Rhodes Posted March 28, 2022 @msx2plus killer midi. I'd love to have it in my map here! 1 Quote Share this post Link to post
msx2plus Posted March 30, 2022 On 3/28/2022 at 12:01 AM, OpenRift said: OKAY SO APPARENTLY THIS HAPPENED 2 MONTHS AGO???!!! This is actually INSANE! I wish I had known about this sooner! New E1M1 MIDI FOR SURE! i thought you had caught it in the thread (i did drop it in pretty early though) and decided it didn't fit, i'm super stoked you dig it dude! On 3/28/2022 at 12:51 AM, Dusty_Rhodes said: @msx2plus killer midi. I'd love to have it in my map here! use whatever you want however you want! drop me a line so i can play it at some point :D 6 Quote Share this post Link to post
OpenRift Posted March 31, 2022 16 hours ago, msx2plus said: i thought you had caught it in the thread (i did drop it in pretty early though) and decided it didn't fit, i'm super stoked you dig it dude! Did I? Honestly if I did I dunno what I was thinking. 1 Quote Share this post Link to post
OpenRift Posted April 6, 2022 Looking for someone to fill the E2M9 slot, let me know if you're interested!! 1 Quote Share this post Link to post
JustAthel Posted April 7, 2022 If nobody else ends up taking the spot I'd be glad to whip up something again, though I believe there may be a certain someone who has commented in this thread before that might be interested 0 Quote Share this post Link to post
OpenRift Posted April 7, 2022 1 hour ago, Athel said: If nobody else ends up taking the spot I'd be glad to whip up something again, though I believe there may be a certain someone who has commented in this thread before that might be interested He changed his mind on it, told me on Discord. You're welcome to have it, I'll mark you down. 1 Quote Share this post Link to post
JustAthel Posted April 8, 2022 Alright bet see you in another 16 hours LMAO ...I really hope I'm joking on this one- 0 Quote Share this post Link to post
OpenRift Posted April 8, 2022 15 hours ago, Athel said: Alright bet see you in another 16 hours LMAO ...I really hope I'm joking on this one- hmm.... 2 Quote Share this post Link to post
JustAthel Posted April 8, 2022 Okay shhhh, we got it to twenty. Take it or leave it :P Probably not as good as Remote Commerce, but I still think its pretty solid enough for DM play. As always, I'm open to any criticisms and suggestions! Admittedly I'm not too used to E2's style just yet, but I did my best. Name: Shadow Of My Lover MIDI: Phantasm by Biddle3, edited heavily to sound more appropriate for Doom. Mapslot: E2M9Download link here, with included DEH and WILV file embedded in the wad Spoiler for screenshots: Spoiler 2 Quote Share this post Link to post
OpenRift Posted April 9, 2022 19 hours ago, Athel said: Okay shhhh, we got it to twenty. Take it or leave it :P Probably not as good as Remote Commerce, but I still think its pretty solid enough for DM play. As always, I'm open to any criticisms and suggestions! Admittedly I'm not too used to E2's style just yet, but I did my best. Name: Shadow Of My Lover MIDI: Phantasm by Biddle3, edited heavily to sound more appropriate for Doom. Mapslot: E2M9Download link here, with included DEH and WILV file embedded in the wad Spoiler for screenshots: Reveal hidden contents ooooo cool stuff! Definitely like the layout so far! Though there are some VPO spots on the outside, you may want to simplify some of the outdoor geometry just a tad. 0 Quote Share this post Link to post
JustAthel Posted April 9, 2022 Hm, odd. I ran through in chocolate doom and nothing in the playable area seems to crash, so I left it be. I'll give it a little tweaking though 0 Quote Share this post Link to post
JustAthel Posted April 10, 2022 Alrighty, shuffled some things around and now the playable areas are completely free of any VPO hotspots. Give it a look when you can! 2 Quote Share this post Link to post
OpenRift Posted June 14, 2022 Hey all, been a while, hasn't it? Sorry I've been so inactive on this project for so long, I think I was just getting burnt out on Doom just a bit. But I'm back now, and I've got an update to share! I think we're at a point where I can safely call this a release candidate for Ultimate TWANGO, so let's go over some patch notes Release Candidate 1: E2M9 has been replaced by @Athel's "Shadow of my Lover", a techbase island in the middle of a sea of blood. E3M1 has received numerous tweaks to improve gameplay flow, most notably including an additional area to bridge the mineshaft and exterior excavation site I have cut E4M8's layout down significantly (with @MAN_WITH_GUN's permission of course) to better facilitate deathmatch and easier navigation Various other map updates provided by you guys since Beta 3 Included additional WAD containing widescreen-friendly graphics for those who want it And more! Feel free to give feedback and (constructive) criticism! 8 Quote Share this post Link to post
xdude_gamer Posted June 15, 2022 (edited) Looks absolutely amazing so far! E4M5 doesn't have music though. (I played in GZDoom) Edited June 15, 2022 by xdude_gamer 0 Quote Share this post Link to post
Mike_C Posted June 15, 2022 1 hour ago, xdude_gamer said: Looks absolutely amazing so far! E4M5 doesn't have music though. (I played in GZDoom) The issue was caused by the map info file, no music track was defined, hence why it only affects ZDoom ports. The reason for having a map info was to save me time disabling jump and freelook in the settings every time I tested it in zandronum. I'm not too fussed about it so it can be deleted and it will solve the issue. 0 Quote Share this post Link to post
Mike_C Posted June 15, 2022 Here's a small update to my map: TWANGO_DME4M5_v1.4.wad.zip -Fixed a couple texture misalignments -Added scrolling and glowing to the portals Also, I noticed the map name on the dehacked file is one character too long, So I thought of changing the name to "Panopticon Ruins", so it should work fine. 2 Quote Share this post Link to post
JustAthel Posted June 16, 2022 Great stuff!! Glad to see this is still moving along! 2 Quote Share this post Link to post
magicsofa Posted June 17, 2022 Finally got around to this, changed one of the plasma guns to a shotgun and all the cell ammo is now small. They all seem to be marked for skill 4/5 only, did someone else do that? If so thanks! Also, I removed one of the switches for the lift in the middle and added two walkover triggers around it instead to hopefully improve the flow. I left the other two switches (one in the blue room and one in the foxhole) because why not? e1m9twan.zip 2 Quote Share this post Link to post
OpenRift Posted June 18, 2022 Would anyone be willing to help me with making Z/U/D/MAPINFO lumps for the map names and such? I'm not as familiar with the format as I am with dehacked and I'd appreciate some assistance. 1 Quote Share this post Link to post
Scorpius Posted June 18, 2022 (edited) 11 hours ago, OpenRift said: Would anyone be willing to help me with making Z/U/D/MAPINFO lumps for the map names and such? I'm not as familiar with the format as I am with dehacked and I'd appreciate some assistance. Do you want the end-of-episode text screens to show or would you like the next episode to start straight after E1M8 for example? EDIT: Here are two versions; TWANGO_nointer.zip allows the next map in the next episode to start while TWANGO_default.zip allows the text and ending screens to still show at the end of the episodes. I've also included a DEHACKED to fix some errors. Edited June 18, 2022 by Scorpius 1 Quote Share this post Link to post
OpenRift Posted June 18, 2022 (edited) 5 hours ago, Scorpius said: Do you want the end-of-episode text screens to show or would you like the next episode to start straight after E1M8 for example? EDIT: Here are two versions; TWANGO_nointer.zip allows the next map in the next episode to start while TWANGO_default.zip allows the text and ending screens to still show at the end of the episodes. I've also included a DEHACKED to fix some errors. Thanks man! I was actually kind of thinking about making some funny intertext screens for shits and giggles, but thanks a bunch for these anyway! EDIT: By the way, there were some "errors" in the DEHACKED lump due to limitations for vanilla dehacked, so those were out of necessity. But thanks anyway. Edited June 18, 2022 by OpenRift 1 Quote Share this post Link to post
Dusty_Rhodes Posted July 23, 2022 Round_and_Around_Final.zip Hey, decided to make a few more adjustments to my level. Hopefully it's just about perfect now. Changelog: Aligned the caution pattern stair textures in the staircase that leads to the nukage room. Used a neat self ref trick to make shadowcasting in the nukage room that really improves the visuals (these work perfectly and don't bug out players or bots). Made the wall along the ocean (there's an ocean on Phobos right? Wait I think I already made that joke) impassable as you can jump over it in modern CSDoom derived ports. Camping in the islands would be no fun. Made the lighting more consistent in the plasma rifle room, specifically on the stair case that leads into the green armor room. Removed a redundant sector in the corridor that leads to the nukage room as it didn't do anything other than lower the lighting level like two values. I want this to run flawlessly on a I386 dammnit! Added silver columns along the bases edge near the sky as it makes it look more like an established building than a room floating in the Phobos void that is Knee Deep. Extended the sky and ocean to make it look larger and add depth. Changed the bridge in the nukage room from a zig zag pattern to a straight line. The original was ugly (for reference, this is where the shadowcasting is). Added msx2plus's midi as I couldn't remember if that was added in the RC1. Increased some of the light levels in the dark hallway to make it really pop. That should be all, hopefully there's no issues. Tested in Chocolate Doom, PrBoom+\UMAPINFO, and Skulltag. Please let me know if there are any problems. :D 2 Quote Share this post Link to post
Jark Posted August 23, 2022 Just popping in, what is left to do for this project in order for it to release? 0 Quote Share this post Link to post
OpenRift Posted August 23, 2022 2 hours ago, Jark said: Just popping in, what is left to do for this project in order for it to release? Mostly just adding the updates and fixes that have come about since RC1, other than that not much. 4 Quote Share this post Link to post
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