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


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44 minutes ago, IRod54 said:

Yeah Im not sure how to fix that 

I'd recommend rebuilding the nodes with a different nodebuilder. I use BSP-W32 for all of my maps. You can change it in Doom Builder in the testing section.

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2 hours ago, Lingyan203 said:

I'm using PrBoom+ v2.5.1.5

 

I've had no problems running this in the latest version (2.6.2), unless there have been updates since the first release as that's what I have. In any case you'd probably want to hold your playthrough for the time being, since I've been sending feedback to IRod54 lately about opening accessibility for prboom+ users and I'm not sure if it's been sorted out yet in all maps or not.

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I have played through the first 5 maps today on PrBoom+ and really enjoyed them. However, I noticed a weird bug on map 4.

In the room after the red key door, there are 4 sets of bars, but the one to the southeast of the room is bugged.

How it is supposed to look:

Spoiler

doom07.png.65c3516be6bd74356a8d1a5a589096b3.png

How it actually looks:

Spoiler

doom08.png.a5d96ffc7e91fef969e9ceeb10caa32c.png

 Also, if you look between the 2 rightmost bars, there's a HOM:

Spoiler

doom00.png.e0822d9229ddf848a21ddf9972c67cdb.png

Finally, if you shoot where the 2nd leftmost bar should be, it doesn't work as there's an invisible wall.

 

Outside of that, like I said, what I played

was great.

Edited by tonytheparrot

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So I gave map 25 a run, since it's the only map I didn't comment on before. Some notes:

 

Spoiler

- The RL trap is still completely anti-RL if you don't immediately switch to the SSG and shoot the switch to escape. This is, umm, alright I guess. The archvile is what I'd suggest to get rid of, or else make sure its arrival is delayed enough so you're not unfortunate to tank an unavoidable blast, during the whole switch-shooting part.

 

- That said, the megasphere and plasma gun trap could be so much more interesting if the room was wider and had pillars to switch cover, because as it is currently, you may leave in worse state than how you got into, except with a new gun. The punishment could be from your own mistakes rather than obligatorily taking no less than 4 blasts, is what I'm saying.

 

- Ah, I'd suggest raising the delay of the lift -sector 1995- to 5 seconds, since it's slightly annoying to be constantly lowering the lift to finnish the revenants.

 

- The chaingunners -things 470, 471 and 607- are stuck because of not enough space. You could either expand their alcoves, or replace with lost soul, for which you'd have to remove the block lines. 

 

- The invisible wall behind the fences here displays a HOM if you're standing where I was. A solution would be to link the sector to a line with action 242 - you could use line 16385 for that.

 

- The switch on line 147 should be repeatable.

 

- The spiderdemon -thing 606- that is supposed to spawn in the T-shaped nukage room is unable to move, there's not enough space so might just replace with something else or make adjustments in dehacked if you actually want to keep it.

 

- I really felt the lack of an armor past the red room with the pentagram, to the point of not being able to proceed much further. There was no radiation suit to fight the two cyberdemons on the L-shaped nukage (not outside of the ludicrous BFG secret), and then the next area had hitscanners everywhere, a massive teleporting trap with the two turret cybs and more shotgunners. It may all be doable but I couldn't be arsed to die on loop til I'd get somewhere...

 

That said, the secret megasphere -thing 88- could be accessible for the teleporting trap instead of much later, because past the YK door you can gain two secret megaspheres in chain if you know where they are, and two is a bit superfluous at that point. 

 

I called the BFG secret "ludicrous" because how do you expect a player on 100 hp to consistently survive 4 archviles with nothing to block line-of-sight? I guess if you were lucky enough to carry armor from some megasphere several traps before, but even then that trap seems more prone to end up in a death loop. A more fair alternative: have them spawn one by one with perhaps 4 seconds of delay in between, maybe a series of one-one-two (give 3 seconds of delay when players grab the BFG to account for weapon switch), could even add another pair to justify the 30 seconds wait -- basically a test of reactions rather than plain rng.

 

- An arachnotron got stuck here. The teleporting spot should be a bit more further from the walls.

 

- If you happened to kill both turret cyberdemons before the switch -line 26943- is revealed, you can get softlocked if you're playing without free aim. This is complex, because with SSG you can hit the switch by aiming to one of the cybs, as a stray bullet makes the check. If you know that in advance, it's a matter of not screwing it up, so not sure what's your stance on this...

 

- The switch on line 22709 is practically impossible to shoot from the berserk trap room, it's too far away for autoaim to make a check, and the spiderdemon is in the way too, which also requires freelook to kill (or two hundred SSG shots...). There doesn't seem to be a way to return to the courtyard, so getting closer isn't an option. Cool solution: add a telefrag option, especially after overcoming the berserk trap, how about that!

 

- The exit plate was so random, maybe place an exit sign floating or something, since it's tempting to BFG the barons and you make exit too soon.

 

I also noticed that you changed the midi in a few maps, 25 for example. Would you make a list of midis used in the text file? I quite enjoyed several tracks I never heard before and it'd be great to know where they come from.

Edited by galileo31dos01

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The button that lowers the bars after the RK door doesn't lower them, tested in both prboom and dsda doom.

 

Started playing today up till that on hmp. Some pretty mean, in-your-face traps and fights, but I like it.

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14 hours ago, TeK (⌐■_■) said:

 

Oops lol, map 04

Fixed the problem, hopefully now this whole project with all the suggested changes made in each map is flawlessly good to go

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6 hours ago, IRod54 said:

Fixed the problem, hopefully now this whole project with all the suggested changes made in each map is flawlessly good to go

Sweet, I'm def continuing my playthrough, loved the somehwhat oldschool look/feel to the levels and encounter design, interested to see where it all goes.

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Have been running into numerous other issues, big and small, all in prboom.

 

 

Spoiler

In map 6 the teleporter that opens up when you grab the RL on the crate doesn't work. Also a mancubus got stuck on the red bars in the central area with the 3 key doors when it teleported in.

 

In map 7 all of the arachnotrons were stuck and unable to shoot.

 

In map 8 the yellow key is only tagged for hard.

 

In map 9 These bars lowered before I had passed under them and I couldn't find any way to open them and had to idclip through, I assume they're supposed to lower behind the player.

 

doom03.png.9bcbda1493ef422b65884747e9dd36de.png

 

The spider mastermind on the exit teleporter is also stuck.

 

 

At the beginning of map 10 the player is stuck and can't move.

 

 

 

 

I really am loving the oldschool approach to gameplay, monsters stuffed into hallways and rooms, and the mean, in your face, 'fuck you player' ambushes and traps. I aim to finish playing through this in the next couple days in prboom, and I'll post any more bugs I come across. 

Edited by TeK (⌐■_■)

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Yeah that's obviously to be a trap in map 9 after you pass the linedef, the pinkies attack you and then there's a switch to repoen the barriers 

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In map 4 the closets with chaingunners (sectors 309, 310, 313 and 314) won't open for some reason. I checked the map in the editor and the trigger linedefs appear to be on the two staircases but nothing seems to happen when I walk over them. I tried going slowly, rocketing myself across the step but still nothing...

 

EDIT: Man, this megawad is awesome. So far the biggest sleeper hit of the year. Combat reminds me a lot of Requiem - so many monsters to blast through. Great texturing as well!

Edited by Firedust

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If you bear with me, I'll try completing this within a week's time. I'll report any more issues I'll find but so far that's the only problem I've stumbled across over the course of 5 maps. Playing on UV.

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Map 7: Top left Arachnotron in sector 20 didn't teleport in - tried the map several times, still the same result. It's just that one, the rest of the teleporters are working fine.

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Map 10: Sector 4343 is deaf, so no monsters teleport in for the final fight. You just pick up the red skull key and wait for the doors to open again.

 

EDIT: Also, the pinkies in the rightmost lane in the same sector are stuck so even if you fix the problem above, a bunch of monsters won't teleport in regardless.

Edited by Firedust

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Map 17: The cacos in sector 2488 are deaf so they never teleport in.

 

I take back what I said about Requiem. This megawad plays like a very solid homage to HR and Alien Vendetta - a lot of the maps follow similar aesthetic, like The Path, Misri Halek, the secret maps. To someone like me, whose first custom Doom wads were MM and AV, this is a real treat. Yes, this megawad is grindy but I guess that's part of the charm. It's basically a classic megawad wrapped in a modern detailed texturing package and I'm loving it.

 

Apologies if this is taking me longer than expected, the levels are pretty long lol

 

EDIT: To avoid cluttering the thread with my posts, I will just edit this post should I find any more issues. I hope that's okay.

 

EDIT2: Map 20, the teleporter closet with the lost soul in sector 559 is broken.

Edited by Firedust

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18 hours ago, Firedust said:

Map 17: The cacos in sector 2488 are deaf so they never teleport in.

 

I take back what I said about Requiem. This megawad plays like a very solid homage to HR and Alien Vendetta - a lot of the maps follow similar aesthetic, like The Path, Misri Halek, the secret maps. To someone like me, whose first custom Doom wads were MM and AV, this is a real treat. Yes, this megawad is grindy but I guess that's part of the charm. It's basically a classic megawad wrapped in a modern detailed texturing package and I'm loving it.

 

Apologies if this is taking me longer than expected, the levels are pretty long lol

 

EDIT: To avoid cluttering the thread with my posts, I will just edit this post should I find any more issues. I hope that's okay.

 

EDIT2: Map 20, the teleporter closet with the lost soul in sector 559 is broken.

That's intentional because the soul is needed to operate the lift with the yellow skull key 

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10 minutes ago, IRod54 said:

That's intentional because the soul is needed to operate the lift with the yellow skull key 

So there's no way to kill it? Should probably add a crusher for when you are about to exit or something. I know technically they don't count as kills but in GZDoom, they do.

 

Map 21: Why on earth would you add a crusher with explosive barrels and a voodoo doll haha. It seems there's no way to avoid the damage, meaning if you don't find the megasphere secret, you're pretty much screwed...

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Surely there's another way to do it? The current method makes secrets obligatory and that's not a good look.

 

Map 22: In the crate room if you fall down by the first baron, you'll get permanently stuck.

 

Map 23: Sectors 6926, 3866, and 1220 are all deaf, making 100% kills impossible because those monsters never teleport in.

 

Also, the same issue with the voodoo doll as in map 22 is present. How are you supposed to even survive the explosion? And right off the bat, you're stuck inside the cistern (if that's what it is) and have to deal with a fight with practically no health even if you come in 150/150.

Edited by Firedust

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