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Realm of Chaos: 25th Anniv. Edition - NOW ON IDGAMES!


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Hopefully, Cammy hasn't stopped working on this in favour of JJ, because I'd love to play the fully fixed version sooner than later!

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  • 1 month later...
  On 1/25/2024 at 5:25 PM, Firedust said:

Hopefully, Cammy hasn't stopped working on this in favour of JJ, because I'd love to play the fully fixed version sooner than later!

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Work is carrying on! Just have a lot on my plate that needs clearing out, as well as a malignant case of "get tired of the project at the finish line and compulsively start something new" syndrome. It's a vicious cycle. Next time I post in this thread, it'll have RC2 in it, and if nothing gets found in RC2, it'll go to idgames within a couple weeks. Sorry for the slow reply, these messages both got lost in my notifications somehow.

 

  On 1/25/2024 at 4:43 PM, Salt-Man Z said:

Out of curiosity, are there titles for the new music tracks?

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There are!

 

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Edited by Cammy

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Because I am Evil Incarnate(.mid), im gonna post now that Cammy cannot reply till RC2 is done :D

I finished the original RoC today, and I gotta say, pairing the new soundtrack with the original was a perfect move. Unlike most midipacks where theres always a couple not to my tastes due to the large variety of composers, I loved *every single level theme*, the only theme that I was meh on was the title screen, and largely because I had to quit and reboot the wad so often to get Doom Launcher to record my stats properly (Thus I heard those opening notes a LOT). I played with the arachno soundfont, so they all had even more oomph, and only the Map 21 track didn't play well with it; that's the result of being crafty and using telephone sounds in a soundfont where it doesn't sound like a phone :p (My sound setup is really beefy, so even default sound sounds great, so I DID play 21 with the proper sound later that day). I cant possibly name a favourite, as I was humming away to most of the non-dark spooky ones, especially in the longer maps (aka Steves most of the time). I definitely appreciated the fitting port/pirate/sailing type of theme for Map 19 though.

 

@Steve D's maps were always the highlight, and im looking forward to Realm of Intensified Chaos, if thats still ongoing, and will happily retackle the 25th Anniversary versions. I even liked the incredibly divisive Above and Below. I found a bug in the original Map 21 that made 100% items impossible, the central cage near the start has a baron, imp and computer map sink into the floor, and it happened across multiple ports, so I fixed it in my original RoC patch (Heres the new version with fixed Map 21). I'll leave it up to you guys to determine whether that fixed computer map should actually stay or not; there's another one elsewhere on the map, and in some ports, ie vanilla, you can only pick up one.

 

The only three maps to really frustrate me was the obvious Sewers for obvious reasons, Die Hard for the near impossibility of killing those mancubi in the toxic deathpit, and The Fountain for the over the top cyberdemon trolling. Fountain was *amazing* with Cammy's dark moody midi, the brightmaps of GZDoom worked so well with the music and the emptyish sparse caverns, with the yellow cracks and the fireblu litup faintly in the darkness, I had this great sense of dread, that I should *not* be there. The 'LOLOLOL HERES 10+ SURPRISE CYBS YOU CANT POSSIBLY KILL' soured all of that. Also great job on the IoS being simple and straightforward. I'm hoping this is all improved on in the new wad. Gotta say, I liked the original RoC more than Memento Mori. I don't know if I would have powered though it as fast as I did without the new soundtrack pushing me on though. The right music can energise like nothing else.

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  • 4 weeks later...

At long last, Release Candidate 2 is here!! (link updated april 3rd) Download it, play it, and let me know if you encounter any issues. If nothing gets found, I'll submit it to idgames on April 19th.

 

A changelog is included in the download, or you can read it here if you'd like:

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Sorry to keep you all waiting - I hope you enjoy this new and hopefully final version!

 

@Devalaous I'm very happy that you enjoyed the original wad so much - it's seriously underrated, and it does my heart good to hear you liked the music too! I must have done a good job with that part at least. :)

Edited by Cammy
switched out download link for a fixed version

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So what you're saying is that even though I was in the middle of other things and had plans for what to do next, and next after that, I actually have to give one of my favorite mapsets a rerun, just because because?

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Updated the original RoC patch with the updated tunes, and changed the old Map 6 theme to D_SMOKE, so it can still be played in some ports via console commands. I wont be able to play the RC2 remaster or any Doom in ages sadly, due to injuries making me lose the use of my arm, but at least some copy and paste help I can do

Edited by Devalaous

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Testing this with Eternity Engine v4.02.00 "Forseti". For some reason MAP01's sky doesn't appear correctly.

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  On 3/31/2024 at 11:39 PM, Devalaous said:

I wont be able to play the RC2 remaster or any Doom in ages sadly, due to injuries making me lose the use of my arm, but at least some copy and paste help I can do

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Ouch... Sorry to hear that Dev, I hope you get some help for your arm one of these days 🙏

Edited by taufan99

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Ah damn, so sorry to hear about your injuries, @Devalaous. Hopefully your recovery is as quick and painless as it can be, both for Doom and non-Doom reasons - arms are good for a hell of a lot more than playing video games. I admire your diligence even in spite of that. Take care of yourself!

 

  On 4/1/2024 at 3:55 AM, taufan99 said:

Testing this with Eternity Engine v4.02.00 "Forseti". For some reason MAP01's sky doesn't appear correctly.

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This is really strange because earlier versions of the wad had an EMAPINFO lump for Eternity players that I ended up removing in this version. Seems more likely to me that an issue like this would have arisen because of an issue in an existing EMAPINFO lump than because of the lack of one. I wonder, are you playing with some sort of setting or save game carried over from previous versions of the wad?

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  On 4/1/2024 at 6:29 PM, Cammy said:

I wonder, are you playing with some sort of setting or save game carried over from previous versions of the wad?

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Nope, not at all. This is my first experience with Realm of Chaos, in fact.

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Eternity's dev builds read UMAPINFO, which is why I stopped including EMAPINFO in patches. You can try one of those and see if the issue is fixed there

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Thanks for the RC2 @Cammy .

 

When I fisrt heard about this project I decided to blast though the original RoC. It's a nice classic wad full of good ideas but some levels really bothered me with the lack of proper shadowing effects (feels like I was wearing the nv googles all the time lol) and I droped it on map 10 =/ .

 

I just made my way to map 16, passing by maps 31 (took me about 40min to find the godamn obvious secret exit) and 32 on UV (GzDoom_g4.12pre-469-gb1f53e7eb) with no problems so far. HOLLY MOLY, what a ride so far, really good stuff and I'm in love with the soundtracks, they give me such nostalgic feeling that I can't explain tbh. RoC25 is becaming one of my fav wads of all time and again thanks so much for all the hard work and love you're putting in this project <3.

 

  On 3/31/2024 at 11:39 PM, Devalaous said:

Updated the original RoC patch with the updated tunes, and changed the old Map 6 theme to D_SMOKE, so it can still be played in some ports via console commands. I wont be able to play the RC2 remaster or any Doom in ages sadly, due to injuries making me lose the use of my arm, but at least some copy and paste help I can do

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@Devalaous I hope you recover well and can be back as good as new marine <3 . 

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  On 4/1/2024 at 8:43 PM, Auron said:

RoC25 is becaming one of my fav wads of all time and again thanks so much for all the hard work and love you're putting in this project <3.

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Thank you! That is incredibly high praise and I'm honored you're enjoying the wad and its music this much. :D Good luck with the rest of it!

 

@taufan99 One last question, sorry for the repeat pings - does this sky issue happen only on map01, or are other levels affected?

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  On 4/1/2024 at 10:21 PM, Cammy said:

 

Thank you! That is incredibly high praise and I'm honored you're enjoying the wad and its music this much. :D Good luck with the rest of it!

 

@taufan99 One last question, sorry for the repeat pings - does this sky issue happen only on map01, or are other levels affected?

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Ive found the issue; its the MAPINFO's 'RSKY1' instead of 'SKY1'. Devbuild Eternity had the checkered sky for all of E1 but not E2 or E3, and Doomsday also had a missing sky in E1. Removing the R fixed the issue in both ports.

 

Basically do a find/replace and replace all RSKY1/RSKY2/RSKY3 instances with ones without the R

 

Whats odd here though, is that for Eternity, UMAPINFO should have entirely overwritten the MAPINFO entry, but it was the other way around

Edited by Devalaous

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@Devalaous I see! Thank you for clarifying. I'll make the necessary fixes - concerning Eternity's preference, could it just be because the MAPINFO lump is below the UMAPINFO lump in Slade? I know that if you have duplicate patch names for something like a texture or midi then Doom only considers whichever the last patch in the order with that name is, so is it possible that Eternity is only checking for the last UMAPINFO or MAPINFO patch in the order regardless of what type it is? Or could there be something wrong with the UMAPINFO patch that prevents it from being read by Eternity?

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I flipped the xinfo lump order and it had no difference. Not sure why 'RSKY1' doesn't work in those two ports while 'RSKY2' does, the sky dimensions are the same, and the offsets are the same. Crispy had no issues, so its not the sky textures themselves. But yeah, the RSKY thing is a common tripping point, as ZDoom/GZDoom have no issues with that (unless its a long sky like TNT's starry sky) while other ports do, so its easy to miss. All my earlier patches had that issue and I had to frantically fix like 10 of them after I found skyless buggy messes

 

According to this old post it doesnt actually say that UMAPINFO overrides MAPINFO, so im guessing its just reading both at once.

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  On 4/1/2024 at 10:21 PM, Cammy said:

One last question, sorry for the repeat pings - does this sky issue happen only on map01, or are other levels affected?

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Only MAP01 from what I've played so far.

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Found an untexture/hom thingamabob on lvl 7. Playin in dsda. In the circular room just next to the blue door on the automap, after the stairway opens giving you access to the upper ledge, it appears like the wall itself opens up but just behind it is a lift/door that is untextured on one side so when it closes/comes down we can see homs. 😀

Edited by Insaneprophet

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RoC-25th Finished. Really good wad with classic feeling and amazing soundtraks. I'm going to give it another run very soon. Played on GzDoom dev build on UV.

 

Thanks @Cammy for the amazing remaster.

screenshot_gzdoom_dev-build_RoC25_rc2.png

Edited by Auron

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Hi Cammy, I meant to reply to this thread after the DWMC played it but it slipped my mind. Sorry!

 

Two significant issues in the version I played (notallthewaytorc2), they might be fixed already:

 

MAP15: you can get softlocked here, in the slimy brick area, since you can step over one side from the higher ledge but then can't get back out.

3MRkObN.png

 

 

MAP20: there is a switch in some slime with tag 34, but no sectors with that tag.

 

I also made some edits to the skies so they tile vertically, and a blue invlun colormap, which you are welcome to use if you'd like.

roc_xtra.wad

 

I did like RoC25 but had to play in Crispy Doom to enjoy it, there were too many moments of excess monsters that exceeded Chocolate Doom's MAXVISSPRITES limit.

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@plums No worries, thanks for checking in! You'll be happy to know that the issues in map15 and map20 have already been fixed in RC2, and I've even added in a colormap lump that gives you blue-and-silver vision with the invuln. I admit I don't know a damn thing about how colormaps work under the hood, I just went with what felt like it would work, and it does, but you or anyone else is totally free to tinker with it and make it look a little better if you'd like. And thank you for the vertically-tiling skies! I'll happily implement them. :)

 

And sorry about the flagrant annihilation of the sprite limit in so many of these maps - I didn't really grasp what a serious issue it was, going into a lot of these reworks. Even so, RC2 features some adjustments that help lighten the load for particularly bad areas, and you can bet I'll be much more careful of it in future vanilla maps (and oh, I do plan to make quite a number of future vanilla maps). Thanks for playing, glad you liked it either way!

 

I've updated the download links with a few miniscule map and midi changes you shouldn't even notice, but more importantly with plums' vertically tiling skies and the necessary adjustments to UMAP and MAP info lumps. Hopefully this fixes the skies for all ports!

 

Edit: Forgot to mention this new version also fixes the accidental door that @Insaneprophet found in map07. Good catch!

Edited by Cammy

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Im uncertian if this was purposfull or not so Im just gunna put it out there. On lvl 17, past the "run" section, in the cave that you pick up red key, alot of the grey rock walls texturing is missalligned.

 

I dont remember if it was always like this but on lvl 19, every time I go to make the jump down into the lava room with the red key I am blocked by the infinite hieght of the revenants. I dont know if the 2 closer ones get in the way or not but the 2 on the far side of the room see me and run over to block me from jumping down before I get a chance to even line up a jump... dont know if theres anything that can be adjusted or if it even should be, but Ive had this happen on 10 different attempts in a row... And I just now noticed that at least one of the 2 lil med kits in there by the door is halfway in the walkway 😀

Edited by Insaneprophet

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@Insaneprophet Good catches yet again! I'll get these issues fixed right up. Might do some retexturing in the map17 cave since everything being the same texture makes it kind of hard to ensure everything is aligned properly, when taking into account the platforms on differing height levels. I'm not sure if I'll hotfix RC2 again unless something really big pops up, but these changes will make it to idgames, that's for sure. Thank you so much!

 

I'm also working on uploading this wad's music to my YouTube channel. I had to make a couple further edits to some of the tracks, but what you hear on YouTube will be the ultra-super-really-for-real final versions of the tracks - and again, it will be these versions that make it to idgames.

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Hey Cammy, I want to chime in on my maps at least before you upload to idgames. Wish I had time for more! But first, I want to wish @Devalaous a full and rapid recovery from all your injuries. I'm amazed that you still provide so much help for this project. Thank you! :)

 

@Cammy: I played Map06 today and loved all your changes. That includes the creepy new BGM which IMO fits the map like a glove. Of course, I still love the first midi you made for this map.

 

I like the windows you added that look towards the outside secret area at the start.  I considered something similar back in the day, but decided against it because I had so many monsters out there. ;D Showing players that big outdoor area is a great way to get them wanting to find the secret path, Of course, I found it, because you had the same Blue Door mechanic from the last version, and while the secret fight is still easy, it's a more fun easy. I really like the blue screen effect in that battle, too.

 

In the main, apart from a few improvements that made some battles spicier, the map was much the same as before until you go down into the southeast nukage pools. I like the added stairway that allows for another way to attack this area, along with a cool new path to a couple secrets, as well as an easier way to see the switch that opens the Plasma Gun path.  The real highlight, tho, is the final battles, which really brought the pain. I suffered most of my 6 deaths here, and had a blast dying my way to victory. I love the way you cunningly changed these end battles and tightened the map. Very good engineering on your part! I should mention that I attacked this map almost entirely backwards from the way I normally do it, and happily found it more challenging. A big win all the way around.

 

Machine Gun Etiquette next!

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Ive finished my run through, got nothing else that I noticed to report, had a good time with these yet again and I think Im done for now.... till the next ROC comes out and I can rerun them all... AH HAH HAH HAH HA   AH HAH HAH HAH HAH HAH HA

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cool mapset but its weird how in freedoom the freedoom pistol has a blue muzzle flash but the freedoom shotgun gets replaced by the doom shotgun with blue muzzle flash also you mustve added custom frames to the cacodemon spritesheet because the troglodyte turned into one upon death same goes with the battleslug which turns into the mancubus when attacking

Edited by TMMMS

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gamebreaking glitch in map04

 

i was heading towards the exit when i turned the last corner and was met with a big group of former humans like in that scene from star wars a new hope i retreated back to the large four way circular room where i proceeded to kill the last enemies but when i returned to that corridor i was met with an invisible wall at the curve with some wall textures now missing

 

it must be gzdooms doing

 

 

invisble wall curve.jpg

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  On 4/8/2024 at 12:33 PM, TMMMS said:

gamebreaking glitch in map04

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Ahh, this is another stray line that's told to activate a door where no door actually exists. That "invisible wall" was actually the above ceiling having descended like a closing door. Another good catch, thank you! It doesn't surprise me that two of these slipped through the cracks, with how much restructuring some of these maps went through. This will be fixed for idgames. Not much I can do about the Freedoom sprite issues, though - of course, this wad wasn't made with Freedoom in mind. :)

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ah good to know this isnt just me

 

as for the inconsistent sprites i guess you could always include the rest in the wad but this might increase the file size considerably

 

still surprising that the new pistol muzzleflash would be compatible with the freedoom pistol tho i was not expecting that

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Yo! Just reaffirming that I still intend to submit RoC25 to idgames on the 19th, so if anyone playing it experiences any issues, please let me know. Thank you!

 

@taufan99 Have you gotten the chance to try out the April 3rd hotfix yet? Hopefully the sky issue has been fixed.

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