ChestedArmor Posted November 14, 2021 (edited) Crippling Vestiphobia by @muumi is by far my favourite. Lunar Chasm by @Danlex is close second, but it misses a climax like number one + the tight plattform section, where you become a clay pidgeon for 3E^10 demons is just not fun Edited November 14, 2021 by ChestedArmor 2 Quote Share this post Link to post
muumi Posted November 19, 2021 (edited) and here is my playthrough of rest of the wad map18 map19 btw that doomcute toaster was best thing I have seen in doom for a while! map20 map21 map22 map23 map24 map25 I did not understand the exit, does it work as intended? map26 Edited November 19, 2021 by muumi 7 Quote Share this post Link to post
Yumheart Posted November 19, 2021 3 minutes ago, muumi said: map21 whoops . m. 1 Quote Share this post Link to post
muumi Posted November 19, 2021 5 minutes ago, Yumheart said: whoops . m. oops, fixed 1 Quote Share this post Link to post
Pistoolkip Posted November 19, 2021 47 minutes ago, muumi said: map19 btw that doomcute toaster was best thing I have seen in doom for a while! *Mapper makes a giant map with 200+ shootable walls, an Archvile breaking through a wall, and an entire house collapsing around the player* Player: This toaster sure is cute! But seriously, thanks for playing man. I see you found some bugs, including an inescaple pit. I fixed like 10 of those but I guess I missed one. This map was way too big and ambitious to make. I really should have scaled it down. Btw, that secret platform you were trying to reach just has a few health potions. Nothing worthwhile. But people kept trying to reach it so I made it a secret. The way to get to it is by jumping, walking over shootable walls (without shooting them), using a rocket jump, or some very, very difficult platforming. 2 Quote Share this post Link to post
Krull Posted November 20, 2021 (edited) . Edited January 28 by Krull 1 Quote Share this post Link to post
Daniel, the NCR Veteran Posted November 28, 2021 (edited) Hello! I've been meaning to do speedrun demos of this wad and post them on DSDA, although in this case that isn't possible because the same rules apply, proprietary id Software stuff cannot be illegally hosted there either (just like /idgames). Would it be possible to fix this by simply replacing the Doom 1 patches, flats and textures from the maps that contain them? I've also gotten word that there are certain tools to automate this to make it easier. This would both ensure an /idgames release and also a possibilty for me to do my speedruns and have them kept in the books. Whether it's a yes or no, I'd appreciate a reply and perhaps some more info on this. I've also talked about this wad in particular in the speedrunning Discord and the DSDA site hosts could strip the Doom 1 resources from the wad and upload something that would work there, although of course more info on everything Doom 1 would be needed to be provided, and of course it would only mean a DSDA site upload. Edited November 28, 2021 by Daniel, the NCR Veteran 1 Quote Share this post Link to post
GarrettChan Posted November 28, 2021 Played Map06. Not a fan that the Red Key Switch seems to lead you to the start to create confusion. It's a pretty great map, although I would appreciate more if you're forced to the fight the Cyber on the thin ledges without giving you the option to telefrag him. 0 Quote Share this post Link to post
Krull Posted November 28, 2021 (edited) . Edited January 28 by Krull 2 Quote Share this post Link to post
Daniel, the NCR Veteran Posted November 28, 2021 (edited) 44 minutes ago, Daniel, the NCR Veteran said: I've also gotten word that there are certain tools to automate this to make it easier. This is what I've been talking about here, found on SLADE, picture from Memfish. Edited November 28, 2021 by Daniel, the NCR Veteran 0 Quote Share this post Link to post
MFG38 Posted November 29, 2021 16 hours ago, Krull said: Why not just make some trivial modifications to the offending textures so they qualify as new material? E.g. swapping some colours for slightly different shades. Hey yeah, that's an idea. I'll see what I can come up with. 3 Quote Share this post Link to post
Caleb13 Posted December 10, 2021 I know it's too late, but there is a large HOM in MAP23. It becomes visible when you use lift sector 161. 0 Quote Share this post Link to post
MFG38 Posted December 10, 2021 38 minutes ago, Caleb13 said: I know it's too late, but there is a large HOM in MAP23. It becomes visible when you use lift sector 161. I thought I pushed out an update to fix that. Or are you playing an older version, perhaps? 0 Quote Share this post Link to post
Caleb13 Posted December 10, 2021 @MFG38 Oh, you're right, I played the 20211030 version. I downloaded it back then, but I got only now to play it. Nevermind, then. 1 Quote Share this post Link to post
Pistoolkip Posted December 10, 2021 we got a mention in the "21 more for '21" 4 Quote Share this post Link to post
Pechudin Posted December 17, 2021 Feels good a project my humble contribution is in has been mentioned in this year's Cacowards. 1 Quote Share this post Link to post
SilverMiner Posted December 17, 2021 Fixed switch(this doesn't affect SW1HOT on other maps) on Map09(attached the pic below) and placed firelav2 between firelav3 and firelava to animate properly. Also: Map10 lacks "DOPEFISH" and Map25 lacks "N5META56" textures. I have no idea where to get these https://www.dropbox.com/s/csuitp8bxaqs9hu/literalismm9fix.zip?dl=1 2 Quote Share this post Link to post
MFG38 Posted December 17, 2021 4 minutes ago, SilverMiner said: Map10 lacks "DOPEFISH" and Map25 lacks "N5META56" textures. I have no idea where to get these Neither do I. Neither texture ever appeared in any .wad file that was sent to me back during development. 1 Quote Share this post Link to post
NeedHealth Posted December 27, 2021 (edited) @MFG38 mummi found that the random monster generator broke and if it is okay i am going to see if i can fix or just remove it. it was a spur of the momment thing. -e1 or this is uploaded to id archives already or is there an overzelous editor on the wiki? -e2. i think i know what happened. I forgot to link two sectors with sound, it is a simple fix but ill wait on your okay. Edited December 27, 2021 by NeedHealth 0 Quote Share this post Link to post
EffinghamHuffnagel Posted December 28, 2021 (edited) On 12/17/2021 at 1:28 PM, MFG38 said: Neither do I. Neither texture ever appeared in any .wad file that was sent to me back during development. I found a dopefish patch in one of my folders, but I don't know where I ripped it from. The N5METAxx is from the @NiGHTMARE texture wad nb5texd2, but the numbers only go up to 54. There is no N5META56, unless he added patches to it for some other project since 2002. Edit: I forgot to look in the Texture1. N5META56 is a combo of two patches. And I forgot to post the link for the wad. Holiday brain-fry. https://www.realm667.com/index.php/en/downloads/texture-stock/199-5th-episode-texture-pack Edited December 28, 2021 by EffinghamHuffnagel 0 Quote Share this post Link to post
roadworx Posted December 28, 2021 (edited) On 12/10/2021 at 4:31 PM, Pistoolkip said: we got a mention in the "21 more for '21" holy shit i feel so special, even if my map did kinda suck. i actually contributed to something for once ;-; Edited December 28, 2021 by roadworx 1 Quote Share this post Link to post
MFG38 Posted December 28, 2021 15 hours ago, NeedHealth said: mummi found that the random monster generator broke and if it is okay i am going to see if i can fix or just remove it. Yeah, go ahead. 11 hours ago, EffinghamHuffnagel said: I found a dopefish patch in one of my folders [...] N5META56 is a combo of two patches. Thanks! I'm amazed how it never occurred to me to double-check TEXTURE1 of the source texture pack either. 1 Quote Share this post Link to post
Daniel, the NCR Veteran Posted March 19, 2022 Any update on fixing the WAD's problem with containing ID Software resources so that we can see an idgames release, and respectively have the ability to do speedrun demos of the WAD? I remember coming in and mentioning an easy solution to the problem using SLADE, I'd like to know whether that's in the works or if an idgames release doesn't matter? 1 Quote Share this post Link to post
MFG38 Posted March 20, 2022 23 hours ago, Daniel, the NCR Veteran said: Any update on fixing the WAD's problem with containing ID Software resources so that we can see an idgames release, and respectively have the ability to do speedrun demos of the WAD? Oh right, I was gonna do that. I'll get around to it next weekend. 1 Quote Share this post Link to post
unraveler Posted March 30, 2022 Somebody had a little fun when making this map 5 Quote Share this post Link to post
Yumheart Posted March 30, 2022 10 minutes ago, unraveler said: Somebody had a little fun when making this map Uh uh uh uh uh uh 3 Quote Share this post Link to post
El Franko Posted May 24, 2023 Hi, I'm trying to play the final idgames release of the megawad and I keep getting the same 'R_InitTextures: 32 errors' error message on both PrBoom+ and DSDA-Doom. Is there a way I can fix this so I can finally play the megawad? 0 Quote Share this post Link to post
Daniel, the NCR Veteran Posted May 24, 2023 4 hours ago, El Franko said: Hi, I'm trying to play the final idgames release of the megawad and I keep getting the same 'R_InitTextures: 32 errors' error message on both PrBoom+ and DSDA-Doom. Is there a way I can fix this so I can finally play the megawad? Hi! This is a known issue with the version released on idgames at the moment. MFG38 sent over a new version to be verified by the idgames uploaders. This version's errors are entirely my fault due to removing too many duplicate IWAD textures, however MFG38 has fixed this and now it's just a waiting game. Currently, the wad is in the incoming directory but it should be checked soon by the uploaders. 1 Quote Share this post Link to post
MFG38 Posted May 24, 2023 (edited) 10 hours ago, El Franko said: Hi, I'm trying to play the final idgames release of the megawad and I keep getting the same 'R_InitTextures: 32 errors' error message on both PrBoom+ and DSDA-Doom. Is there a way I can fix this so I can finally play the megawad? Basically what Daniel said. Temporary solution is to use the version available on my website. That build actually works and is identical to the one I submitted to /idgames, so it shouldn't pose any problems versioning-wise. Edited May 24, 2023 by MFG38 0 Quote Share this post Link to post
MFG38 Posted May 25, 2023 On 5/24/2023 at 3:50 PM, MFG38 said: Temporary solution is to use the version available on my website. Well, I guess make that a permanent solution. Just checked the /idgames incoming directory and the updated file is neither on the archive nor in the reject list. I even explained the situation in an .msg file and the update just disappears without a trace. As if I hadn't had a shitty enough week. So, PSA to whoever still wants to play this: DON'T download the /idgames version. Use the one on my website instead. If anyone wants to record speedruns of the thing, the wad has been stripped of the few duplicate resources from DOOM2.WAD, so it should at least qualify for DSDA. 0 Quote Share this post Link to post
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