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Journey To Hell 2.0 is now here! (Out now on IDGames!)


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Just started playing this and noticed that the ammo display on the right side (where you see how much ammo you have overall) is missing. It that intentional?

 

Edit: In GZDoom 4.7.1 on map 6 this teleporter doesn't work. No idea why (maybe too many linedefs too close to each other?)Screenshot_Doom_20220411_100605.png.06276d551f93acaa7531d47d09580800.png

 

Otherwise a great (maybe a bit hitscanny ;)) set of maps so far!

Edited by TheCyberDruid

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Oh wow, this is an unexpected surprise. I remember myself and J4rio messing around with the old version from years ago. I will see if I can get time to have a look at this and see how it compares to the old version, which honestly was a little excessive in terms of the density of opposition. 
The screenshots look pretty neat, especially if it is truly vanilla compatible.

Edited by cannonball

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Holy crap! This is just AWESOME!!!! No Coop Playerstarts unfortunately. Any chance you could make these maps coop-playable?

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Hey irod54 I been a huge fan of this megawad since I found the jth.wad in the scoredoom wad collection but say is this a sequel to the wad or it's the same maps but improved?

 

I also have jthfix and jthv3 if I remember correctly tho

 

And I have Timothy browns edit v2

 

Edit: me and a friend played this wad the original version jth.wad with AEons of death version 4 this was a long time ago but it was fun!

 

 

Edited by haruko haruhara

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3 hours ago, saski said:

Holy crap! This is just AWESOME!!!! No Coop Playerstarts unfortunately. Any chance you could make these maps coop-playable?

I'll try

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3 hours ago, haruko haruhara said:

Hey irod54 I been a huge fan of this megawad since I found the jth.wad in the scoredoom wad collection but say is this a sequel to the wad or it's the same maps but improved?

 

I also have jthfix and jthv3 if I remember correctly tho

 

And I have Timothy browns edit v2

 

Edit: me and a friend played this wad the original version jth.wad with AEons of death version 4 this was a long time ago but it was fun!

 

 

A sequel, definitely took some elements from the old maps and upgraded them

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5 hours ago, TheCyberDruid said:

Just started playing this and noticed that the ammo display on the right side (where you see how much ammo you have overall) is missing. It that intentional?

 

Edit: In GZDoom 4.7.1 on map 6 this teleporter doesn't work. No idea why (maybe too many linedefs too close to each other?)Screenshot_Doom_20220411_100605.png.06276d551f93acaa7531d47d09580800.png

 

Otherwise a great (maybe a bit hitscanny ;)) set of maps so far!

That's odd, it should work, and not sure why the ammo display doesnt show

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25 minutes ago, IRod54 said:

That's odd, it should work, and not sure why the ammo display doesnt show

 

Just tried it in DSDADoom 0.24.3 and in Doomsday 2.1.0 and it also doesn't show up there.

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11 minutes ago, TheCyberDruid said:

 

Just tried it in DSDADoom 0.24.3 and in Doomsday 2.1.0 and it also doesn't show up there.

I guess I should change the status bar then 

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5 hours ago, IRod54 said:

That's odd, it should work, and not sure why the ammo display doesnt show

 

I took a look in SLADE, there's a wad archive named "STBAR03" which I don't know if gzdoom can read but crispy can't, a STARMS and a STARMS2 which isn't read because of the character "2" at the end. Apart from that, the lumps in STBAR03 are of a marble status bar, and the STARMS are brown tech, so there you got the themes mixed up. The only lumps you want to use are STARMS and STBAR, preferably of one matching theme, unless you did intended to mesh both. The STGNUM lumps are empty graphics and so you won't see any numbers in-game, so you may want to delete those. 

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2 hours ago, galileo31dos01 said:

 

I took a look in SLADE, there's a wad archive named "STBAR03" which I don't know if gzdoom can read but crispy can't, a STARMS and a STARMS2 which isn't read because of the character "2" at the end. Apart from that, the lumps in STBAR03 are of a marble status bar, and the STARMS are brown tech, so there you got the themes mixed up. The only lumps you want to use are STARMS and STBAR, preferably of one matching theme, unless you did intended to mesh both. The STGNUM lumps are empty graphics and so you won't see any numbers in-game, so you may want to delete those. 

Hmm OK thanks

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So I've been checking the maps in crispy-doom, since it's one of the ports listed in the text file, and I'm curious how much of this wad was tested in said port, because there are several boom generalized actions on doors and lifts sprinkled here and there, which so far up to map 06 none have any real reason not being plain vanilla specials. For example, all the colour-coded doors in map 04 are generalized, so they're dysfunctional in crispy, and you can't even get out of the first room in map 06 without noclip.

 

The "good" part is it'd be super simple to change those, because there aren't that many and they wouldn't alter anything substantial in the maps. The odd part is, I'm not sure why you disregarded boom ports in the OP, moreso while using boom actions, from what I've seen there's nothing that'd indicate a red flag on complevel 9, but I can't say much if I'm only 5 maps in. Anyways, back to the other stuff, if you are interested in enabling crispy compatibility, as well as complevel 2 in prboom, I can make a quick checklist of the things to look at.

 

Btw, I didn't get too far in m06 because a cyberdemon spawned on the corridor that's right after the crates room, and taking the lift up without dying is rng. Is that some sort of punishment for grabbing the secret BFG? 

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Oh fuck yeah dude!  Been waiting to see if this would get finished.  Another "Journey to Hell" wad was just made recently and I was hoping that was this.  When it rains it pours i guess.  

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59 minutes ago, galileo31dos01 said:

So I've been checking the maps in crispy-doom, since it's one of the ports listed in the text file, and I'm curious how much of this wad was tested in said port, because there are several boom generalized actions on doors and lifts sprinkled here and there, which so far up to map 06 none have any real reason not being plain vanilla specials. For example, all the colour-coded doors in map 04 are generalized, so they're dysfunctional in crispy, and you can't even get out of the first room in map 06 without noclip.

 

The "good" part is it'd be super simple to change those, because there aren't that many and they wouldn't alter anything substantial in the maps. The odd part is, I'm not sure why you disregarded boom ports in the OP, moreso while using boom actions, from what I've seen there's nothing that'd indicate a red flag on complevel 9, but I can't say much if I'm only 5 maps in. Anyways, back to the other stuff, if you are interested in enabling crispy compatibility, as well as complevel 2 in prboom, I can make a quick checklist of the things to look at.

 

Btw, I didn't get too far in m06 because a cyberdemon spawned on the corridor that's right after the crates room, and taking the lift up without dying is rng. Is that some sort of punishment for grabbing the secret BFG? 

OK please do and my computer isnt open GL compatible so I tried the best I could as far as certain ports, wont work in GL or PRBoom because of some animated texture issue 

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1 hour ago, galileo31dos01 said:

So I've been checking the maps in crispy-doom, since it's one of the ports listed in the text file, and I'm curious how much of this wad was tested in said port, because there are several boom generalized actions on doors and lifts sprinkled here and there, which so far up to map 06 none have any real reason not being plain vanilla specials. For example, all the colour-coded doors in map 04 are generalized, so they're dysfunctional in crispy, and you can't even get out of the first room in map 06 without noclip.

 

The "good" part is it'd be super simple to change those, because there aren't that many and they wouldn't alter anything substantial in the maps. The odd part is, I'm not sure why you disregarded boom ports in the OP, moreso while using boom actions, from what I've seen there's nothing that'd indicate a red flag on complevel 9, but I can't say much if I'm only 5 maps in. Anyways, back to the other stuff, if you are interested in enabling crispy compatibility, as well as complevel 2 in prboom, I can make a quick checklist of the things to look at.

 

Btw, I didn't get too far in m06 because a cyberdemon spawned on the corridor that's right after the crates room, and taking the lift up without dying is rng. Is that some sort of punishment for grabbing the secret BFG? 

I guess I only had GZDoom ports in mind when making it 

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1 hour ago, galileo31dos01 said:

So I've been checking the maps in crispy-doom, since it's one of the ports listed in the text file, and I'm curious how much of this wad was tested in said port, because there are several boom generalized actions on doors and lifts sprinkled here and there, which so far up to map 06 none have any real reason not being plain vanilla specials. For example, all the colour-coded doors in map 04 are generalized, so they're dysfunctional in crispy, and you can't even get out of the first room in map 06 without noclip.

 

The "good" part is it'd be super simple to change those, because there aren't that many and they wouldn't alter anything substantial in the maps. The odd part is, I'm not sure why you disregarded boom ports in the OP, moreso while using boom actions, from what I've seen there's nothing that'd indicate a red flag on complevel 9, but I can't say much if I'm only 5 maps in. Anyways, back to the other stuff, if you are interested in enabling crispy compatibility, as well as complevel 2 in prboom, I can make a quick checklist of the things to look at.

 

Btw, I didn't get too far in m06 because a cyberdemon spawned on the corridor that's right after the crates room, and taking the lift up without dying is rng. Is that some sort of punishment for grabbing the secret BFG? 

Yeah I guess it's a "punishment" 

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On 4/15/2022 at 7:01 PM, Philnemba said:

Wait there's a new version of Journey To Hell!!??  

I'm fixing some parts per suggestion 

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When I tried running in PrBoom+ it gives me this error:

 

P_CheckForZDoomNodes: compressed ZDoom nodes not supported yet

 

I'm using PrBoom+ v2.5.1.5

Edited by Lingyan203

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