Jimmy Posted October 20, 2021 (edited) Name: Saint Alfonzo's Darkbase Map Format: UDMF Ports Tested: GZDoom 4.5.0+ IWAD: Doom 2 Map(s): MAP01 Music: Many tracks by Alfonzo and Jimmy Gameplay: Single play Difficulty Settings: No Multiplayer Placement: No Build Time: 8 days, plus change. Textures: See in-game credits roll. Requirements: Jumping allowed/encouraged. Crouch disabled. Freelook allowed. Screenshots: Spoiler Download "Saint Alfonzo's Darkbase" v1.2 (3.4MB): GZDoom 4.5.0+ required. Only tested in this port/build. Dropbox Mirror Powerhouse Mirror /idgames Mirror A concept shamelessly stolen from @Alfonzo. Originally made for @Tarnsman's 10 Years of Doom contest earlier this year. This updated version of the map will be the /idgames release, and has also been tested with the latest version of GZDoom (4.7.0 as of this post). GZDoom's software renderer is supported and recommended, but the hardware renderer is fully catered to as well. In case it's not already immediately clear, this map is a doomification of Garth Marenghi's Darkplace. It will help you understand the map's plotline and sense of humor to have watched all six episodes of the show, but only the first three are referenced directly in the map's plotline. I probably would have covered the other three in some way but I was pressed for time before the contest submission deadline. There are also plenty of subtler jokes scattered throughout the map specifically to please Tarnsman and to get some laughs out of him on his contest stream. If you're a regular viewer of his Twitch stream you might also catch these subtle references. I still recommend watching Darkplace, either way. Shit's good. Probably one of the UK's most delightfully chaotic shows. I'll be the first to admit that this map may be an unusual experience for some, and if you just plain don't "get" it or are put off by the heavy use of exposition and cutscenes, that's totally fine. It was a different experience for me too! Those eight days I spent mapping this thing out and getting the scripts, cutscenes and allied NPC fights working properly were a mad blur. I must thank Tarns for bestowing me not one but three accolades in the results of his contest! Super duper legit ESRB rating: Edited October 31, 2021 by Jimmy v1.2 release. idgames mirror reinstated. 35 Quote Share this post Link to post
Bridgeburner56 Posted October 20, 2021 Should be R18 with those cutscenes 1 Quote Share this post Link to post
Jimmy Posted October 25, 2021 (edited) this is bugged to hell don't download for a bit Edited October 26, 2021 by Jimmy 1 Quote Share this post Link to post
Caleb13 Posted October 25, 2021 Hmm, I played this in GZdoom 4.6.1, but I encountered at least two game-breaking bugs, though they may be related: -I killed 24 flying objects (out of 30) in the basement, but the rest 6 were nowhere to be found. I think this happened because some flying shotguns were killed by splash damage from the flying barrels. -Thus I used "kill monsters" and it helped to progress the game, but killed both allies as side-effect. Then the central courtyard cyberdemon appeared. After I killed it and the two archviles, the "hand it over" cutscene started, but the main protagonist sprite was missing. Then the allies and me appeared in a very large (monstly empty) room where I could kill the other guards, but the game became stuck. When I used "kill monsters" again, the "you bastard" cutscene triggered, but I was stuck alone on the roof. When I used "kill monsters" yet again, the game ended. 0 Quote Share this post Link to post
Jimmy Posted October 26, 2021 (edited) Does any of that happen in 4.7.0 or 4.7.1? I've never encountered anything like you described. The barrels can kill the other possessed flying objects quite easily, yes, but they always go towards the total count killed because the script is set up to count the number of possessed things remaining every tic, so the means through which the objects are destroyed shouldn't matter. They also shouldn't fail to spawn entirely because they're already placed in the basement area from map start, just invisible and non-shootable. The only way I can imagine the second bug occurred is if your player somehow got teleported to the room that houses all the monsters and ammo before they get moved over to the base once the main combat part starts. But I've never seen that happen. EDIT: Okay, the bugs you encountered are happening to me now as well. I have no idea what this is. There's some kind of tag conflict, I'm guessing. Shit's absolutely FUCKED. Fuck me of course I released a broken version to /idgames. Edited October 26, 2021 by Jimmy 0 Quote Share this post Link to post
kalensar Posted October 26, 2021 Nothing will screw up a map faster than boss tags and spawn gimmicks dealing with boss tags. My version is much more simplified: 2 phase boss fight on e3m8. It took 3 actors total with them all replacing the spidermom: 1 spawner and the 2 actual monsters that did the fighting+ tag transference to be on the safe side. Even the Spawner itself had to be present as a noblockmap, invisible, object presence in order to accurately trigger the boss flag to end the battle correctly with the death of the second monster. Quite the pain honestly, and sounds very similar to this bug in its own way. 0 Quote Share this post Link to post
Jimmy Posted October 27, 2021 (edited) Okay that nonsense is fixed. Please redownload! First post links updated, with the /idgames update still pending. Edited October 27, 2021 by Jimmy 1 Quote Share this post Link to post
Caleb13 Posted October 27, 2021 I gave it another try and everything worked now, thanks! 1 Quote Share this post Link to post
Jimmy Posted October 31, 2021 (edited) v1.2 approved on /idgames, enjoy! https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/darkbase Edited October 31, 2021 by Jimmy 1 Quote Share this post Link to post
princetontiger Posted February 14, 2022 UNbelievable fun with this map today... Thanks to cacoawards for pointing out. 1 Quote Share this post Link to post
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