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Doom -1 | Negative One: Beyond the experiment [Release Thread]


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About time! I just hope some people will make some videos of the final product, now that its all been said and done!

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Yes! We finally managed to get this one out! I'm so glad now. Thanks to all the people that helped with this project and thanks to @AtticTelephone for coming up with the idea and providing the opportunity.

 

I hope all of you will have as much fun playing this wad as we had making it.

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Using Nevander's Blood Fixer mod as a basis, I made a blood color fix for the Baron of Hell replacement (the Baphomet?):

 

Spoiler

ACTOR FuzzyBlood : Blood
{
    Alpha 0.50
    RenderStyle OptFuzzy
    -ALLOWPARTICLES
}

ACTOR FixedSpectre : Spectre REPLACES Spectre
{
    BloodType "FuzzyBlood"
    BloodColor "40 40 40"
}

ACTOR FixedLostSoul : LostSoul REPLACES LostSoul
{
    +NOBLOOD
    +NOBLOODDECALS
}

ACTOR FixedBaronOfHell : BaronOfHell REPLACES BaronOfHell
{
    BloodColor "gold"
}

For those who are new to editing, all you have to do is to open Nevander's BloodFixer.pk3 with SLADE and replace the content of 'Decorate' with the code above.

Edited by Rudolph

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Alright, after only one and half year, we're done!!! Woohoo! Hurray and congrats to everyone!

 

(Why am I not in the participants?)

Edited by Roebloz

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That's been a long wait but glad to finally see the release of the final version.

 

We're taking the opportunity and going the play the first third of the wad for Thursday Night Survival today.

The session starts less than 10 hours from the time of this reply and you can expect it to be fairly active for 4+ hours.

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12 minutes ago, Keyboard_Doomer said:

That's been a long wait but glad to finally see the release of the final version.

 

We're taking the opportunity and going the play the first third of the wad for Thursday Night Survival today.

The session starts less than 10 hours from the time of this reply and you can expect it to be fairly active for 4+ hours.

 

Great! I'll join this one fur sure. :-)

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The original Doom -1 thread was Posted July 18, 2020

This thread is posted the 11th of April 2022

 

Total development time = (14 + 31 + 30 + 31 + 30 + 31) + 365 + 101 = 633 days = 1.7 years

 

:-)

 

original thread that started it all:

 

 

Edited by CBM

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I've been thinking about it, just can't dedicate any time to do anything for other projects and I know if I did contribute I'd want to do a lot more there than the small bits of linedef movement I did for -1

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6 hours ago, Firedust said:

Is it too late to report a bug...?

what bug did you find?

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6 hours ago, Firedust said:

Is it too late to report a bug...?

report it, then i will see when i can fix it

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Okay, I'll try to describe the issue to the best of my ability.

 

Map 14, Sector 471. There appear to be two mancubi stuck inside one another inside the lava. I was playing on UV, source port - Zdoom 2.8.1.

 

I am sorry for taking so long to get through this mapset, it's a lot of fun, but some levels are just huge and take almost an hour to complete.

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5 hours ago, Firedust said:

Okay, I'll try to describe the issue to the best of my ability.

 

Map 14, Sector 471. There appear to be two mancubi stuck inside one another inside the lava. I was playing on UV, source port - Zdoom 2.8.1.

 

I am sorry for taking so long to get through this mapset, it's a lot of fun, but some levels are just huge and take almost an hour to complete.

I have tested it on ZDoom UV, also opened it on UDB, and there is no stuck mancubi. Maybe a bug with doom collisions?

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3 hours ago, URROVA said:

I have tested it on ZDoom UV, also opened it on UDB, and there is no stuck mancubi. Maybe a bug with doom collisions?

I literally tested it before posting (even restarted the level) and the same problem occurred. I tested it AGAIN after reading your post just now, and everything was fine. I'm very sorry for wasting your time. I know nothing about the technical side of Doom engine/builder shenanigans, and I hazarded a guess it was a nodebuilder issue or something...

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1 hour ago, Firedust said:

I literally tested it before posting (even restarted the level) and the same problem occurred. I tested it AGAIN after reading your post just now, and everything was fine. I'm very sorry for wasting your time. I know nothing about the technical side of Doom engine/builder shenanigans, and I hazarded a guess it was a nodebuilder issue or something...

No problem, is better checking if there is a bug than not checking and the bug existed and remained in the wad. But the monsters should not get stuck, maybe is an issue on the sourceport or something.

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Playing it now, there are places in MAP 04 that should have had more 'Icicles' in the ceiling. I have a long way to go before having completed negative one :-)

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Just finished map 21, really cool concept! What is the purpose of the cacodemon in sector 650? Is there a way to kill it?

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