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Dominus Diabolicus - MBF21 33-map megawad [now on idgames]


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5 hours ago, bofu said:

The texture is intentional. It matches the floor texture it goes up to more than the brown texture does.

I actually meant they are slightly different in color, the right is a bit brighter than the left. Should have mentioned that in my first comment, apologies.

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Any chance you can enable freelook? The console command doesn't seem to work in GZDoom...

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2 hours ago, Firedust said:

Any chance you can enable freelook? The console command doesn't seem to work in GZDoom...

I had no problem doing it from the gameplay options menu. Have you tried that? GZDoom 4.11.3.

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4 hours ago, George90 said:

I actually meant they are slightly different in color, the right is a bit brighter than the left. Should have mentioned that in my first comment, apologies.

Ah, it's just because of the horizontal alignment! I see it now.

 

4 hours ago, Firedust said:

Any chance you can enable freelook? The console command doesn't seem to work in GZDoom...

If @DoomGuy2077's comment doesn't work for you, let me know, and I'll make sure to look into it.

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Posted (edited)

Now that I've gotten feedback on a few completed playthroughs, I'm excited to announce that I'm wrapping up the last finishing touches! There are a few last minute changes that are getting done, as well as few additional QoL items:

 

  • Adding Brightmaps for the new sprites, for sourceports that support them.
  • Mild tweaking of visuals, geometry, and environment behavior in MAP06 and MAP07 (no more slow platforms to plasma guns; more responsive monster teleports).
  • Slight enemy adjustments throughout the levels to take advantage of the Cybermancubus's late introduction.
  • MAP15's MIDI will no longer sound weird in OPL2 or on hardware synths.
  • Adjustments to prevent switches that shouldn't be flipped early from getting flipped early (but speedrunning skips that I like, which is most of them, are being kept in).
  • Toned down some of the more excessive secret goodies. Mega armor and invuin spheres are about to become a lot less abundant in early maps.
  • Vanguards will be slightly louder when they see you now.
  • More co-op spawns!

I hope to have this all done by the end of the week, so stay tuned!

Edited by bofu

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4 hours ago, bofu said:

Ah, it's just because of the horizontal alignment! I see it now.

 

If @DoomGuy2077's comment doesn't work for you, let me know, and I'll make sure to look into it.

Thanks, I'll try it out! Was using 4.11.1.

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I've started a new save every time a new RC is released. I haven't competed the game yet but I've played the first two thirds a few times now. This megawad is an instant classic. I haven't had such a good time playing maps back to back since the first time I played Going Down. Good shit. 

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2 hours ago, DoomGuy2077 said:

I've started a new save every time a new RC is released. I haven't competed the game yet but I've played the first two thirds a few times now. This megawad is an instant classic. I haven't had such a good time playing maps back to back since the first time I played Going Down. Good shit. 

That's really meaningful praise, and that even one person is getting some enjoyment out of it means more to me than I can put into words. Thank you for that, it definitely made my day.

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Not sure if this has been reported yet, but on MAP11 the Mancubi and Arachnotron are stuck in place when they teleport in the exit room (RC5):

 

doom07.png.a285b3fe29a9b6efe48021a013c1f8c2.png

 

doom08.png.b3efffb3d2d73704e235aaad58aafdde.png

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9 minutes ago, George90 said:

Not sure if this has been reported yet, but on MAP11 the Mancubi and Arachnotron are stuck in place when they teleport in the exit room (RC5):

 

doom07.png.a285b3fe29a9b6efe48021a013c1f8c2.png

 

doom08.png.b3efffb3d2d73704e235aaad58aafdde.png

 

Yep, just fixed - this only happens if you make the monsters teleport in without lowering the gate. It's fixed in the final release, which I'm about to put out.

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congrats on the release

 

the background picture with the nuclear mushroom doesnt display properly during the final text screen. its weird because its properly centred during the cast role. my resolution is 1920x1080

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1 minute ago, TMMMS said:

congrats on the release

 

the background picture with the nuclear mushroom doesnt display properly during the final text screen. its weird because its properly centred during the cast role. my resolution is 1920x1080

 

This happens if you're using a widescreen resolution in GZDoom without the widescreen graphics patch in the .ZIP package, but I think I just figured out how I can work around it. Can you redownload via this link and test the ending?

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oh crap your right i ignored that file because i thought it was just a hud replacement

 

but your fixed dominusd.wad did the trick thank you

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1 hour ago, TMMMS said:

oh crap your right i ignored that file because i thought it was just a hud replacement

 

but your fixed dominusd.wad did the trick thank you

No problem, I didn't think I could fix it at first! You gave me the idea to try fixing it in the first place, and I'm glad you did!

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Posted (edited)

Here it is - the final package! While I will re-upload if there are any critical bugs discovered in the wild that I may have missed, I believe this is the most reasonably polished I will ever get my first real release, and any flaws and rough spots left are going to be just part of its unique charm. After a week of soak, if there's nothing reported, I'll be submitting this copy via idgames.

 

Here's a brief rundown of everything that's changed since RC5:

 

Spoiler
  • Corruption Cards compatibility is now stored separately. There are still pending enhancements for better handling of DEHEXTRA monsters and how their names are displayed, and I don't want to be reuploading new versions of the core .WAD just to fix that when it's ready.
  • ZMAPINFO lump has been updated to turn off the currently buggy option for Doom floor handling, which causes a softlock on MAP21 in GZDoom. While current dev builds of GZDoom fix that, the latest stable one does not.
  • ZMAPINFO now uses pic instead of flat for backdrops, which causes them not to tile weirdly at widescreen resolutions anymore.
  • Early maps have had their secret contents tweaked ever so slightly. There was a, quite frankly, overabundance of mega armor and megaspheres in early maps, as well as powerful powerups that really didn't do anything by the time the player likely found them.
  • Early maps have faster monster teleports, and MAP07 has had a few of its optional fights tightened up.
  • Fixed an edge case where monsters would get stuck after teleporting in MAP11.
  • MAP15's MIDI now plays nice with all playback devices.
  • MAP33 has had some mild cheese removed and some not-so-mild texture alignment issues resolved. Overabundant megaspheres and mega armor have been replaced with more sensible replacements, and the Cyberdemons in the red key fight are reduced in number (with the removed ones replaced with Cybermancubi).
  • Speaking of the cybermancubus, it now appears more regularly starting in MAP18 (and also makes its first chronological appearance in MAP32).
  • Fixed a switch that wasn't showing it had actually been flipped in MAP21.
  • Former Human Vanguards now bark slightly more loudly when they see you, but don't expect much more warning from them than that. They still need to catch you unawares.
  • Added brightmaps for the new enemies.

The download link has not changed (here).

 

Thanks for taking this wild ride with me, and thanks to all the playtesters, well-wishers, and words of encouragement!

Edited by bofu

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Heya! I tried playing with the newest version of GZDoom (4.11.3) and still encountered the same problem. Impossible to enable vertical aiming and to turn auto aim off :(

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5 hours ago, Firedust said:

Heya! I tried playing with the newest version of GZDoom (4.11.3) and still encountered the same problem. Impossible to enable vertical aiming and to turn auto aim off :(

Should be fixed now. Normally I try to keep gameplay parity between source ports as best I can, and I certainly wouldn't enable jumping or crouching if someone asked me to, but there's only one level where the physical height of a shootable switch is meant to be important, and it's for a brief part of the level.

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Thanks, bofu, very much appreciated! I don't ever use vertical look for shootable switches or faraway enemies - it's more of an aesthetic thing for me, really. Jumping and crouching, on the other hand, feels very weird in Doom unless there has been a significant change to the classic formula, so I'm totally onboard with you there!

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3 minutes ago, Firedust said:

Thanks, bofu, very much appreciated! I don't ever use vertical look for shootable switches or faraway enemies - it's more of an aesthetic thing for me, really. Jumping and crouching, on the other hand, feels very weird in Doom unless there has been a significant change to the classic formula, so I'm totally onboard with you there!

Along those lines, I have certain issues with Doom's autoaim to begin with, haha. Glad it helps you enjoy the levels more!

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Posted (edited)

Beat the first seven maps and they are a ton of fun! Kill counts are really misleading, because of the frenzied carnage the player is put through. Fantastic stuff! Love the doomcute too. Will edit this post if I run into any bugs on UV.

 

Map 8: imo the exit switch is a bit too inconspicuous, especially given that after you step on the pad, a teleporter is revealed, which would be logical to take to the exit but nope!

 

Map 11: https://prnt.sc/1rcrjI60Lxgj the mancubi here are stuck and harmless in GZDoom.

Edited by Firedust

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Can you provide an alternative download link beside Dropbox? That site now require you to create account and log-in to download.

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33 minutes ago, marina2 said:

Can you provide an alternative download link beside Dropbox? That site now require you to create account and log-in to download.

 

 it is hard to see but in the bottom of the download box click download only.  you won't have to log in or create an account.

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42 minutes ago, Searcher said:

 

 it is hard to see but in the bottom of the download box click download only.  you won't have to log in or create an account.

 

Whoa, thank you. I completely missed that line.

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2 hours ago, marina2 said:

Can you provide an alternative download link beside Dropbox? That site now require you to create account and log-in to download.

I know you got around this, but I will be posting it to idgames within the week, too. I just need to make some co-op spawn adjustments that won't affect single player.

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IDK if anyone else has had this issue, but the voodoo closets in MAP28 that are supposed to give access to the yellow key are not working for me. I'm playing in GZDoom 4.11.3. It looks like the doors closest to the voodoo dolls in sectors 2255 and 2203 aren't opening when I hit their switches. Oddly enough, they did open their doors in sector 2780, so that voodoo doll closet worked as intended. 

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Posted (edited)
9 hours ago, TJG1289 said:

IDK if anyone else has had this issue, but the voodoo closets in MAP28 that are supposed to give access to the yellow key are not working for me. I'm playing in GZDoom 4.11.3. It looks like the doors closest to the voodoo dolls in sectors 2255 and 2203 aren't opening when I hit their switches. Oddly enough, they did open their doors in sector 2780, so that voodoo doll closet worked as intended. 

 

How do you have "Boom scrollers are additive" set? It should be set automatically, but I don't know if something may have overwritten it.

Edited by bofu

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Posted (edited)

Hi, can confirm that there appears to be a problem in map 28 (just got there myself). I didn't tweak any scroller-related settings ever. The monster pillars are lowered but the key remains inaccessible, unfortunately.

 

All the previous maps (31 and 32 included) didn't contain such bugs btw!

Edited by Firedust

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Posted (edited)

Weird! I have a few other changes brewing right now that are finished and waiting for upload, so I'll try to get it fixed in the next couple of hours.

Edited by bofu

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Posted (edited)

Okay, I think I got it working. GZDoom apparently doesn't handle the player crossing multiple linedefs at the same time in the way I thought it would. Please redownload and give it a test (same link as before).

 

The other changes are mostly co-op spawn placements, but there are two other changes:

  • MAP12 has been modified somewhat, giving the player the plasma gun earlier and redistributing the imp teleport spam toward the end (while also making it easier to clean up any stragglers in the first big arena fight at the end).
  • MAP14 has some more plasma ammo added.
Edited by bofu

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