BluePineapple72 Posted December 1, 2021 (edited) ~~~~~~~~~~~~~~~~ SOME MAPPER GAVE TO ME!! ~~~~~~~~~~~~~~~~ IT IS STILL CHRISTMAS! If you're reading this in the far, distant, and brave future, it is currently 11:13 PM on December 25th twenty twenty one. So technically speaking. I am not late. It is not Christmas anymore but we still haven't taken our decorations down! 12 MORE Days of Doommas wad file has been archived on the idgames archive! Permanently! With the inclusion of a new credits map, the 12 MORE Days of Doommas will never let you forget who mapped for it. WAD File: 12 More Days of Doommas - idgames Author: Various, compiled by BluePineapple72 IWAD: DOOM 2 Port: Boom compatible Resources: Doomxmas - Compiled in wadComments: MegaWAD created as the fourteenth edition of the PUSS series. Maps are ordered in chronology of submission. Rules/gimmicks mappers followed are in the original post (SEE BELOW). CHANGELOG: Spoiler Release - 7/16/2022 Added credits map Updated TITLEPIC/CREDIT Updated MAP01, MAP02, MAP07 Version 1.2 - 12/27/2021 2:06 PM Updated MAP06 to version 3 added some more ammo to first part nerfed crusher arena a bit more monster tp lines tp to final arena is now silent Updated MAP11 to version 2 (lots 'o fixes/balance changes) Updated Dehacked file Version 1.1 - 12/26/2021 11:57 AM Updated Map02 to version 6 (fixed revenant trap) Aligned M_DOOM MAPLIST: MAP01 - "Melter Mall" - @Jark MAP02 - "Make the Yuletide Slay" - @Peccatum Mihzamiz MAP03 - "Mount Frosting" - @DynamiteKaitorn MAP04 - "Fortress of Merry Christmas" - @El Inferno MAP05 - "It’s Not Big It’s Just Full" - @notTyrone MAP06 - "Tearing in the Air" - @muumi MAP07 - "Lament of Christmas Past" - @Death BearMAP08 - "Doom Alone" - @Weird Sandwich MAP09 - "I’m Dreaming of a Red Doommas" - @myolden MAP10 - "Forlorn Jollity Factorum" - @CyberosLeopard MAP11 - "Smells Like Christmas Spirit" - @BluePineapple72 MAP12 - "Merry Doommas!" Rules for brevity: 12 Barrels O' Fun 11 Former Humans 10 Beefy Barons 9 Cell Charge Packs 8 Hours of Mapping 7 Crushing Ceilings 6 Secret Sectors 5 ARCH-VILES 4 Voodoo Dolls 3 Doomcute thingies 2 Cyberdemons 1 Bone Closet in a Trick Door MERRY DOOMMAS EVERYONE!!! Once again the Pineapple Under the Sea has risen from the deep to celebrate the greatest holiday of the year: Doommas. 10 PUSS veterans and 1 newcomer, quite the exciting sight to see! This wad is quite the ass kicker. I'm from the past, so I haven't played it yet, but methinks it should be easier to digest than the last one. Either way, it's a Christmas wad, how hard can it be? In case you haven't noticed, I'm pretty behind on some PUSS stuff. Speed Squared, our event from April, still needs some work to exit beta. Warpspeed and SOS still need some maps. Our Anniversary event lingers, etc. etc. I'm gonna take a few months to take a breather and catch up on all the work I should've done the last time I took a breather to catch up on all of the work I should've done the last time... you get the idea. Either way, we're gonna go on hiatus for a hot minute. But when we return... you can bet your ass we'll come back swinging. Hell! We even have the title of our next uppercut! Until next time folks ,o7 Original Post, with rules: Spoiler Well gee wilikers! Look at the time! IT’S DECEMBER KIDDOS! That can mean only one thing: we’re one month late to putting our Christmas decorations out. Yeah. I know. Those freak neighbors couldn’t just wait till after Turkey Day could they? Nevermind that though, Merry Doommas everyone and welcome to the FOURTEENTH edition of the Pineapple Under the Sea Speedmapping Series! For those of you in the know, Doommas is the hip new holiday all the cool kids are celebrating these days. It’s like Christmas... but more like Doom really. What that means is beyond me. What’s important is that we have this here resource pack and a set of rules that we will use to celebrate this wonderful holiday the only way we know how: mapping, but quickly. So put your Christmas socks on folks! We’ve got some maps to make and a holiday to create! 12 Days of Doommas was a real challenge to map for, this event is no different. We'd expect nothing less for our Doommas celebrations! - Boom/Doom Mapping format (for Doom 2). We’re aiming for BOOM compatible ports. It should go without saying but maps should be designed with jumping, crouching, and mouse look off. - Wintery/Christmasy midi. The attached resource has a wad file with 32 or so Christmas songs. I won’t stop repeated usages of songs, but please check previous submissions before selecting a song. (You can use google too to find more stuff too.) - Use of resources MANDATORY - Each map must have have the following: - We’re starting this list off with a BANG! Twelve of them! Your map can have no more or no less than 12 Exploding Barrels. - Santa is pissed from last year, so he brought some friends. Your map can have no more or no less than 11 former humans. - Your map can have no more or no less than 10 Barons of Hell. Shouldn’t have asked for Beef Jerky this year. - Your map can have no more or no less than 9 Cell Charge Packs. Plasma weaponry is optional - This month’s time limit is 8 hours. See the general speedmapping guideline block below to learn more about how us Pineapple Under the Sea Speedmapping folk time our stuff. - 7 separate ceilings in your map must crush. The activation and length of the crush is up to you. Two ceilings attached to the same activation are still two ceilings as long as they are distinctly separated in some way (not touching). - Your map can have no more or no less than 6 secret sectors. While not as Clandestine as… well.. Clandestine Castle Crashing, we’re still following the secret guidelines for that wad: These have to be earned secrets. No mandatory secret sectors on the exit staircase. Your secrets must be found (each distinct in some way too, try not to cop out and do Matryoshka secrets). Either way, every secret must be able to be found. That doesn’t mean they need to be easy to find. - A classic. No more or no less than 5 Archviles must be somewhere in your map. Who gives a damn about hyphens. - This is a fun one: your map must have four separate voodoo doll scripts. The complexity of each script is up to you, but they must be something a generalized boom switch action is incapable of doing. Don’t know how to do one? No better time to learn than now! - You must build a MINIMUM of 3 doomcute things somewhere in your map (this is the only rule you’re allowed to exceed, but I’d recommend you don’t for time reasons). For those not caught up with the Doomer lexicon: Doomcute is a term used to describe real world things mappers build using sectors. Think chairs, cars, fireplaces, gaming consoles, microwaves, nuclear missiles, boats. You have a lot of leeway here, although I’d be pleased to see some Christmas themed doomcute stuffs. - No more or no less than 2 Cyberdemons. Only half as many as last year, which is a good thing depending on who you ask. - Somewhere on your map: a door, an innocent little unassuming door, must be the trigger to a revenant trap. Whether behind that door is the bespoken hoard of bonemen or whether that door is actually a switch that opens a door BEHIND the player (yet again full of dashing bare-devils) is completely up to you. This is the piece de la resistance of your map. Your Eiffel Tower. Your Pyramid of Gyza. Your Eiffel Tower of Las Vegas. Get as creative as you’d like with the formula of “Hey look a door- ohshitrevenants” BUT ONLY ONE OF THESE! Keep the player on their shivering toes! (Please consider being reasonable with your revenant count). - Any things not specified within the rules are fair game. If you’d like to try the classic 10 sector rule, by all means. The rest of us are going to enjoy mapping this year. - Maps are due either in the related discord channel or in this thread by Monday the 20th at 11:59 PM EST. I’ll attempt to playtest every map as fast as possible so that bug fixing can be finished by the 23rd. I’ll release the finished wad on the 25th, but I will be open to minor changes after RC1. Your mapping time can be nonconsecutive. Your timer will only go down when you are mapping or playtesting. Speedmaps will be under the honor rule. Neither you nor I can prove if a map went over the time limit or not, but trained eyes can see what is and is not a speedmap. If you cheat, people will notice. Any time in Slade used to give a custom sky, midi, etc. is outside of your mapping time. I would recommend spending some time looking over the texture pack before you begin mapping, so that you don’t waste time scrolling. This wad's texture pack is mostly just repalletes and minor edits of the vanilla textures. Most of the sprites have been adjusted. I'd also recommend setting up a "palette" of all 12 required things on the side of where you build your map so that you don't accidentally miss anything. Once your time is up, if you haven’t beaten your map, please spend time to verify that your level is beatable. I'm guilty of not doing this. Don't repeat my mistakes!!! Bug fixing is for fixing bugs, not adding new areas to your map. Your bug fixing period should be spent balancing ammo and fixing any potential gameplay errors, such as texture misalignment or soft locks. I’m generally okay with you sending me as many fixes as you make, as long as these fixes don’t overhaul any major sections of your map. You’re not supposed to be mapping after your time is up, you’re supposed to polish what you have. There is no cap to how many maps you can submit to these events. Despite it being winter, the @Death Bear is not in hibernation. Any bug fixing/map changes are due to me 1 week after I upload the final playthrough video of the last submission. This will probably be in 2022 :PFor submissions, please post in this format:Map Name: [ X ] Author: [ X ] Music: [ Song + Author ] Sky: [ X ] Format: [ X ] Difficulty Settings: [ X ] Build Time: [ X ] Voodoo Scripts: What 4 voodoo scripts did you make? Doomcute: What did you build? Comments: Include here a short description of what your map is all about really. I'll be creating short map descriptions for each map for release at the end of the month, so this will help me if I haven't had the chance to play it. Screenshots: I only need the .wad file of your map. Compiling your submission with the resources is unnecessary for this event. IMPORTANT LINKS: DOOMXMAS Doomworld Doomcute Thread Voodoo Dolls (doomwiki) James Paddock Music Doomkid MIDI pack Down over at the Pineapple Under the Sea, we're always looking for cute little elves like you to be signed off to a life of servitude at our map factory! I built this place as a court to judge whether the children of the world are naughty or nice. We also map there. Resting place of the PUSS, our community is open to mappers of all skill levels! Whether you're a snowball still gathering speed or you're a dangerous speeding boulder, we're excited to see what wads you've made! If you need any advice/testing for your 12MOREDays maps, look no further than our server! CURRENT EVENTS:@ViolentBeetle's Solar Struggle - In-Progress! PAST EVENTS: ViolentBeetle's Skulltiverse - Now on idgames! HellevatorHot Potato Line in the Sand Pineapple Under the Sea Speedmapping: PUSS XIII: TH1RT3EN - Beta 1 Out Now!PUSS XII: Trick and Tear 2 - RC1 Out Now!PUSS XI: Anniversary Under the Sea - Compilation Out Now!PUSS X: The Summer of Slaughter - Beta 2.2 Out Now! PUSS IX: Mapping at Warpspeed - Beta 3 Out Now! PUSS VIII: Speed Squared - Final Version Coming SoonPUSS VII: Rowdy Rudy in... March of the Speeddemons! - Trailer Coming Soon!PUSS VI: Imperfect Hatred PUSS V: Clandestine Castle Crashing The 2020 PUSS Collection:PUSS IV: 12 Days of DoommasPUSS III: Boss Battle BonanzaPUSS II: TRICK & TEAR IPUSS I: September Under the Sea Edited July 16, 2022 by BluePineapple72 Clarified formatting rule 16 Quote Share this post Link to post
Death Bear Posted December 1, 2021 41 minutes ago, BluePineapple72 said: There is no cap to how many maps you can submit to these events. Despite it being winter, the @Death Bear is not in hibernation. I most certainly am not; you are correct. Time to map. 4 Quote Share this post Link to post
NeilForshaw Posted December 1, 2021 With the midi does it have to be a specifically xmas song or can it be any music that kinda sounds wintery? 1 Quote Share this post Link to post
BluePineapple72 Posted December 1, 2021 5 hours ago, NeilJohnRips said: With the midi does it have to be a specifically xmas song or can it be any music that kinda sounds wintery? Wintery music is fine! 0 Quote Share this post Link to post
NeilForshaw Posted December 1, 2021 23 minutes ago, BluePineapple72 said: Wintery music is fine! Not sure if I have time to make a map but I'm tempted to make a midi. Maybe peeps might want something appropriate to have in their maps 🙂 3 Quote Share this post Link to post
notTyrone Posted December 1, 2021 "Oh fuck, you're gonna make me map!" 3 Quote Share this post Link to post
Jark Posted December 5, 2021 Map Name: Melter Mall Author: Jark Music: "All I want for Christmas is You" by Mariah Carey Sky: Used the default one included in the resource Format: Boom and above Difficulty Settings: Minor changes between difficulties Build Time: 8 Hours Voodoo Scripts: 1: Repeating door sequence. 2: Light sequence. 3: REDACTED 4: Bar lowering mechanism. Doomcute: 1: The Slickest of Whips. 2: Shop window display 3: Sleigh Comments: The gimmick to this map was a complete accident but is much better (in my humble opinion) for it. Screenshot: Spoiler Contained in the ZIP is the RAW map file and the map compiled with resources for ease of testing. Download: https://www.mediafire.com/file/blyc48d9fr65fmm/MelterMall001.zip/file 2 Quote Share this post Link to post
Jark Posted December 5, 2021 Version 002 of Melter Mall (See my OP in this thread) Changes suggested by Blue Pineapple made + additional issues I noticed. Contained in the ZIP is the RAW map file and the map compiled with resources for ease of testing. Download: https://www.mediafire.com/file/wy100fl5q7n23c9/MelterMall002.zip/file 1 Quote Share this post Link to post
Peccatum Mihzamiz Posted December 6, 2021 (edited) Map Name: Make the Yuletide Slay Author: Peccatum Mihzamiz Story: In this map I make several refences to pre-Christian December winter festivities. Poor Santa does not do so well in this map. Well done though... Muhahahahaha! Music: 5 tracks. We start with the traditional 'Have yourself a Merry Little Christmas' and then continue to others. I'll write all of them down later. Sky: Default Format: Boom Difficulty Settings: Yes, implemented, including co-op. Number of monsters: 199 on UV Build Time: I have no idea. I was fixing and balancing in between and had an insane amount of broken sectors in the forest. I spent hours here getting stuff fixed. But besides that I also went over the deadline normally. I spent perhaps... 10,5 hours making this map, excluding all the fixing and breaking. Voodoo Scripts: One for the ending, one does something to the Doomcute and a battle, one moves some floors around, one for another battle. Doomcute: 3 of them, in the last hall next to each other. You'll see. Comments: I'm very proud of this map. I didn't know what to do for a long time, and then suddenly everything clicked and I knew what I wanted to make. Things of course changed along the way. File (updated to version 2 on December 7th 2021) Screenshots: Spoiler Edited December 7, 2021 by Peccatum Mihzamiz Added voodoo doll explanations, updated file to version 2 3 Quote Share this post Link to post
DynamiteKaitorn Posted December 7, 2021 Map Name: Mount FrostingAuthor: Dynamite Kaitorn/HeichMusic: Nippius - Jazz Jackrabbit (Again, no idea who made it :s)Sky: Just the generic sky texture in the resource packFormat: BooMDifficulty Settings: Yes, some enemies are missing on lower difficultiesBuild Time: roughly 4 hoursVoodoo Scripts: (Placed in a spoiler in case people want to go in blind) Spoiler [1] The first voodoo script activates as soon as the map opens, and it triggers a door to open to let some imps teleport in as well as activate a crusher. [2] Activates a door and start a crusher for the skele-door trap. ;) Also used to unlock a secret. [3] Closes a gate behind the player, opens up 2 doors to trap the player with Barons as well as lower a wall to grant them a super shotgun. [4] Activates an instant floor trap, forcing the player to hop across small platforms. Also opens a door to release some caco's and mancubuses. Doomcute: (Again, in case some people don't want to know ahead of time) Spoiler Not fully sure if they are 100% DooM cute but I made the following: [1] A campfire and a sleeping bag near the spawn room [2] An axe can be found in the snowy outside not too far from spawn [3] A fireplace near the blue door [4] A blood-fall fountain. (WAS meant to be water but there's no waterfall textures... :( ) Comments: After a chilly time climbing up a mountain, the DooM marine decides to enter a small cave... only to find a small base hidden up top. Did hell find a way to sneakily place their minions wherever they are needed? Strike out the three paths, grab the keys and warp out quickly before hell realises what has happened. But watch your step! Screenshots: Spoiler https://postimg.cc/yWXvfDK4 https://postimg.cc/62VL1mDL https://postimg.cc/T5Rq8cx8 Using Postimg since I don't feel like filling up my attachments limit. DOWNLOAD: https://www.mediafire.com/file/bd8njy8t5aqbwh5/Mount-Frosting-v1.zip/file 3 Quote Share this post Link to post
Peccatum Mihzamiz Posted December 7, 2021 'Make the Yuletide Slay' version 2 -fixed one of the secrets not working as intended -added a tiny bit of ammo and health after the forest fightFile 0 Quote Share this post Link to post
BluePineapple72 Posted December 11, 2021 9 days left for submissions! Don’t miss out! 1 Quote Share this post Link to post
notTyrone Posted December 12, 2021 Map Name: Its Not Big Its Just Full Author: Me Music: music from map09 of the doomxmus wad? Sky: Yes Format: Boom (Doom 2) Difficulty Settings: No Build Time: 8 hours Voodoo Scripts: Couple of floor lowerings, crushers, light sequences Doomcute: Santa's sled, Christmas tree with train, Fireplace with couches Comments: You've come all this way in search of the perfect family Christmas tree and....THERE IT IS!. The locals are certainly not happy with you... Screenshots: Its not big its just full.V1.zip 3 Quote Share this post Link to post
muumi Posted December 12, 2021 Map Name: Tearing in the Air Author: Muumi Music: Walking in the air from freemidi.org Sky: STARSKY1 from mek box Format: Boom Difficulty Settings: no Build Time: should be about 8 hours, done in many short sessions and was not super dilligent with counting time Voodoo Scripts: nothing special, activating some stuff that could not be done with one trigger. One fight with some timed stuff. Doomcute: Spoiler Snowmobile, benches, fireplaces, tables, smoker box!, kicksled, menorah, santa's sleigh, swimming pier, might have forgot some Comments: Uh oh. This level is absolute monster, first time I had to cut the area because I was going over the maximum blockmap size (?). Anyway its relaxing journey in a magical wintery landscape. tearing_in_the_air.zip Spoiler 2 Quote Share this post Link to post
Death Bear Posted December 12, 2021 NAME: Lament of Christmas Past AUTHOR: Death Bear MUSIC: MIDI cover of "Jack's Lament" by Danny Elfman SKY: Default FORMAT: BOOM DIFFICULTY: No BUILD TIME: 8 Hours VOODOO: A lighting thing, A crusher trigger/ fight, Some Timed Fight things. DOOMCUTE: Campfire, Living Room w/ Fireplace and Table, Rooftop with Reindeer Paws COMMENTS: FOCUSING on what is most important. Found it fitting to do another homage. Enjoy!https://www.mediafire.com/file/a698c5k1eue26qj/DB.Lament.v1.wad/file 2 Quote Share this post Link to post
NeilForshaw Posted December 13, 2021 On 12/12/2021 at 8:30 PM, muumi said: Map Name: Tearing in the Air LOL XD 1 Quote Share this post Link to post
CyberosLeopard Posted December 14, 2021 I've been having a little difficulty phrasing this and I'm sorry if this is painfully obvious to everyone here, but I would like some clarification regarding this mapping project; I'm working on a map and with hindsight I don't fully know if it would be valid. In terms of secrets: I've taken a look at the Clandestine Castle Crashing project that was linked in the first post, but I'm not too sure what is and is not allowed. I understand that flagging a commonly accessible area as a secret would not be permitted, and I'm guessing that blatantly obvious secrets are not either (a misaligned wall texture for instant). For time: it's non-consecutive, but I would like to know if I've been timing myself incorrectly. Thus far, I've only been counting down when drawing lindefs, sectors, adjusting heights, placing things, etc. However, I will frequently take a moment to analyse what I am doing with the editor open (Slade3 if you're curious) and I'm not timing this. Finally, and this is a little more technical, should I test the map in the original Boom source port, or would PrBoom+ or another port suffice? I am asking this one more as I've been having some difficulties testing the map in Eternity but no issues with GZDoom; I think it might have something to do with the Zokum node-builder that I'm using. 1 Quote Share this post Link to post
BluePineapple72 Posted December 14, 2021 1 hour ago, CyberosLeopard said: In terms of secrets: I've taken a look at the Clandestine Castle Crashing project that was linked in the first post, but I'm not too sure what is and is not allowed. I understand that flagging a commonly accessible area as a secret would not be permitted, and I'm guessing that blatantly obvious secrets are not either (a misaligned wall texture for instant). Blatantly obvious secrets are fine, I just don't want secrets to be mandatory, either in that you need to find them in order to beat the map, or you get a secret while progressing through the map naturally. A misaligned wall texture, while rather simple, is still a secret. If a player is able to beat your map without having found a single secret, then you're all good. 1 hour ago, CyberosLeopard said: For time: it's non-consecutive, but I would like to know if I've been timing myself incorrectly. Thus far, I've only been counting down when drawing lindefs, sectors, adjusting heights, placing things, etc. However, I will frequently take a moment to analyse what I am doing with the editor open (Slade3 if you're curious) and I'm not timing this. I'd advise against sitting at the editor planning your next move and timing it. I wouldn't rule it out because I too have done it :P Since these speedmapping sessions are more lax and we time things non-consecutively (especially for the longer events), I'm fine with you taking breaks. Just don't do it too often: the time limit is supposed to light a fire under your ass. 1 hour ago, CyberosLeopard said: Finally, and this is a little more technical, should I test the map in the original Boom source port, or would PrBoom+ or another port suffice? I am asking this one more as I've been having some difficulties testing the map in Eternity but no issues with GZDoom; I think it might have something to do with the Zokum node-builder that I'm using. PRBoom is what I have been using for testing, and is what I'm targeting the release wad to use. Hope this helps ,o7 1 Quote Share this post Link to post
BluePineapple72 Posted December 19, 2021 Submissions close tomorrow! My map isn't finished, so you know what that means!!!!1!! 0 Quote Share this post Link to post
NeilForshaw Posted December 19, 2021 9 minutes ago, BluePineapple72 said: Submissions close tomorrow! My map isn't finished, so you know what that means!!!!1!! better get on with it then :p 1 Quote Share this post Link to post
Weird Sandwich Posted December 20, 2021 Map Name: Doom Alone Author: WeirdSandwich Music: MIDI rendition of Somewhere In My Memory and Setting The Trap from Home Alone OST Sky: Default from texture pack Format: Boom Difficulty Settings: Only a minor change in final battle Build Time: 8 hours, plus about an hour of bugfixing/playtesting Voodoo Scripts: 1: Opening fight 2: Light sequence 3: Method of accessing secret 4: Final battle. Doomcute: Uhhh the whole map Comments: Does this house look familiar to you? Download: https://www.dropbox.com/s/0dk2k51mq8hdhii/Alone.wad?dl=0 Screenshot: Spoiler 2 Quote Share this post Link to post
myolden Posted December 20, 2021 Map Name: I'm Dreaming of a Red Doommas Author: myolden Music: Freezeezy Peak from Banjo-Kazooie Sky: Default Format: Boom Difficulty Settings: Will implement after playtesting Build Time: 7 hours Voodoo Scripts: the Baron area, the blue key area, the BFG area, the exit area Doomcute: Christmas tree and some suspiciously large presents Comments: I couldn't think of a better name lol I'm Dreaming of a Red Doommas.zip Screenshots: Spoiler 2 Quote Share this post Link to post
CyberosLeopard Posted December 20, 2021 I'm just writing to quickly say that I'm not going to submit the map that I've been working on for the last 9/10 days, partly because it is not particularly good, but mostly because I am not able to get either PrBoom+ or Eternity to load the level. At least I do have confirmation from Boom that the issue is in fact the nodebuilder; I've got an error in the terminal stating "P_SetupLevel: Level wad structure is incomplete. There is no ML_SSECTORS lump." before ending. I'm not too sure on what commands/steps I need to go through in-order to generate the necessary lumps for the map, as just running './zokumbsp ~/Documents/FJF_2021.wad' will produce an output saying that there is "no reductionSegmentation fault", but the wad itself is not updated. While I could download and compile Zennode or ZDBSP, I've never found software that I have compiled myself to work very well. Regardless, thanks so very much BluePineapple72 and the PUSS community for the opportunity! I have never mapped for Boom before and while it has been a little stressful trying to get a few things working under the time-limit, it has been very fun and a good learning experience. Also, sorry if there is a little much here :) 1 Quote Share this post Link to post
BluePineapple72 Posted December 21, 2021 7 hours ago, CyberosLeopard said: I'm just writing to quickly say that I'm not going to submit the map that I've been working on for the last 9/10 days, partly because it is not particularly good, but mostly because I am not able to get either PrBoom+ or Eternity to load the level. At least I do have confirmation from Boom that the issue is in fact the nodebuilder; I've got an error in the terminal stating "P_SetupLevel: Level wad structure is incomplete. There is no ML_SSECTORS lump." before ending. I'm not too sure on what commands/steps I need to go through in-order to generate the necessary lumps for the map, as just running './zokumbsp ~/Documents/FJF_2021.wad' will produce an output saying that there is "no reductionSegmentation fault", but the wad itself is not updated. While I could download and compile Zennode or ZDBSP, I've never found software that I have compiled myself to work very well. Regardless, thanks so very much BluePineapple72 and the PUSS community for the opportunity! I have never mapped for Boom before and while it has been a little stressful trying to get a few things working under the time-limit, it has been very fun and a good learning experience. Also, sorry if there is a little much here :) No worries! I am curious though, if you like I could take a look at your wad to see if I can get it working with PRBoom 2 Quote Share this post Link to post
Death Bear Posted December 21, 2021 (edited) 7 hours ago, CyberosLeopard said: I'm just writing to quickly say that I'm not going to submit the map that I've been working on for the last 9/10 days, partly because it is not particularly good, but mostly because I am not able to get either PrBoom+ or Eternity to load the level. At least I do have confirmation from Boom that the issue is in fact the nodebuilder; I've got an error in the terminal stating "P_SetupLevel: Level wad structure is incomplete. There is no ML_SSECTORS lump." before ending. I'm not too sure on what commands/steps I need to go through in-order to generate the necessary lumps for the map, as just running './zokumbsp ~/Documents/FJF_2021.wad' will produce an output saying that there is "no reductionSegmentation fault", but the wad itself is not updated. While I could download and compile Zennode or ZDBSP, I've never found software that I have compiled myself to work very well. Regardless, thanks so very much BluePineapple72 and the PUSS community for the opportunity! I have never mapped for Boom before and while it has been a little stressful trying to get a few things working under the time-limit, it has been very fun and a good learning experience. Also, sorry if there is a little much here :) No worries! We're taking a bit of a break come January, but you're more than welcome to jump back whenever we're running! (Might I also say I have no idea what any of that means, but hopefully Blue can help.) Edited December 21, 2021 by Death Bear 2 Quote Share this post Link to post
CyberosLeopard Posted December 21, 2021 (edited) On 12/21/2021 at 5:41 AM, BluePineapple72 said: No worries! I am curious though, if you like I could take a look at your wad to see if I can get it working with PRBoom Thank you so very much! I'm really curious to know why the map doesn't work, so any advice or help is greatly appreciated. Also, I'm presuming that I can still submit the map for the project? If so... Map Name: Forlorn Jollity FactorumAuthor: either 'Cyber', 'Leopard' or 'CyberosLeopard'. Music: Gaudete (https://bitmidi.com/gaudete-mid, not the most appropriate but not something one hears all that much) Sky: Default sky from the resource supplied. Format: Boom (tested in version 2.5.1.5 or Eternity version 4) Difficulty Settings: Yes, but a bit limited. Build Time: 120 min for building the main rooms and areas; 231 for decorating, texturing and adjusting sectors; 52 for bug fixing and optimising after play-testing. Voodoo Scripts: A time script for the pillars within the central chamber, the first door and a secret area. A three button combination script to re-enter the main chamber. Another time script for access to the red key area. A final time script for the last secret. Doomcute: A small present wrapping area consistent of a table and chair; a fireplace with a tree; a dining table with a tree (that's very low effort...); a pseudo long-boat/ship at the end. Comments: It's, unfortunately, another generic tech-base. The general idea that I had was 'What if festivities and joy needed to be scientifically manufactured this year, after all of the hardships of the last two years... and then the horrors of Hell invade.' While I'm not too proud of the end results I'm hoping that the map is at the very least enjoyable. Map: FJF_doomxmas2021_v1.1.wad.zip Thanks again! Edited December 23, 2021 by CyberosLeopard Still there, trying to remove from 'Uploaded Files' area. 2 Quote Share this post Link to post
BluePineapple72 Posted December 21, 2021 @CyberosLeopard Here is a version of the wad that should work with boom: Your Map. I simply loaded 'er up in UDB and moved a vertex. I think that fixed the node errors. Unfortunately, you can't leave the first room. Spoiler The walk like action isn't tagged to sector 38, so you can't lower the sector by walking over it. I'll be pretty much free over the next few days if you need help fixing any more issues with the level. If you'd like I could go in and fix whatever I can find. Regardless, your submission has been accepted (I would like a beatable version of the wad by the 23rd, however.) 2 Quote Share this post Link to post
Peccatum Mihzamiz Posted December 23, 2021 (edited) Make the Yuletide Slay version 3 version 4 hotfix -fixed some stuff -added more co-op monster shenanigans -added a whole bunch more health to the map File Edited December 23, 2021 by Peccatum Mihzamiz Version 4 hotfix 0 Quote Share this post Link to post
CyberosLeopard Posted December 23, 2021 (edited) Quote Here is a version of the wad that should work with boom: Your Map. I simply loaded 'er up in UDB and moved a vertex. I think that fixed the node errors. Unfortunately, you can't leave the first room. Thank you Blue for your help. I've fixed the lift at the start of the level and some other issues that I had only discovered yesterday (far more than I would like to admit). I've also tried to optimise a few parts of the map; some encounters and item placements. Also on a side note, what vertex did you need to move? I have my spare machine set-up that has the Eureka editor installed and passed the map via that to generate the necessary lumps for Boom. It works on PrBoom 2.5.1.5 and Eternity version 4. I've amended the original post with the newer, hopefully fine, version. While I do very much appreciate you help Blue, and I don't wish to sound aggressive or argumentative, but I really should be the one to fix my own mistakes; I should not rely on others for that. With that said, I'm thinking it may be best to pull my map from the project, in hindsight of the other issues that I've found (and the ones that I haven't yet). I don't think the level's pacing is particularly good, and the last thing I want is to ruin someone's experience of 12 more days of Doommas with a rushed, bug-ridden level. I'm sorry if this messes with your schedule. Thank you so very much for your time and help Blue. Quick edit: I'm not the best judge for my own work, so I may be too critical regarding that last paragraph. Edited December 23, 2021 by CyberosLeopard Added a quick appendix. 1 Quote Share this post Link to post
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