Lunar Sovereign Posted April 4, 2023 Nobody else has mentioned it but maybe you've caught it on your own. I played through MAP33 for the heck of it on ITYTD and these pain elementals didn't teleport in with their neighbors. (I noclipped over to look which is why the lost souls are gone.) Looks like their teleport linedefs are just tagged to the wrong destination. Played on prboom plus if that matters. 2 Quote Share this post Link to post
nobleflame Posted April 5, 2023 How close is this to being done? I see there are only four remaining maps to finish? Is that right? 1 Quote Share this post Link to post
Chookum Posted April 28, 2023 Fresh from the oven, it's MAP23: 4-5: Mars Base. A most techy of bases and the most tech per 64 unit square in Headless Chicken! While Mars has been the ground zero for many a Demon invasion in the past, the UAC just keeps building bases and conducting odd experiments there. This is one such base, well stocked with logistics, offices, landing pads, waste disposal, a science dynamo, and even a little garden in the middle! Shame the demons have yoinked it all for their own nefarious ends. Spoiler Additionally: DSPISTOL sound reduced by a couple of decibels. Megasphere is now aesthetically pleasing. A couple of small changes to MAP26: 5-2: Unreal Tech to highlight the Blue Skull's location and some small monster placement changes. MAP33 Bug-fixes as found by @Lunar Sovereign addressed: Pain Elementals were not teleporting to where they were meant to be, and Cacodemons were teleporting in well ahead of time. There's only three maps left to create for this chicken flavoured megawad, all of them in the Heck episode: 5-4: Hotpot 5-5: Bisch-Bosch FINAL: Bop on the Nose (1/3 complete) Keep your eyes peeled for the the next release! 11 Quote Share this post Link to post
Clippy Posted May 1, 2023 Alright map 23 done so I can pick up where I left off woo! Great times - a few times I struggled with ammo but that could have been me. I missed the final yellow key switch but when playing it back I see the indicator goes all the way up the wall so I must be aloof - but also running around trying to survive and stuff So fun to be back here the sounds and sights and colours - all the changes you made make it such a fun experience even tho the maps are getting long Beautiful glorious stuff buddy 3 Quote Share this post Link to post
Firedust Posted May 1, 2023 So excited for this to drop (this year hopefully?)! CC4 tex cities need more love and maps! 1 Quote Share this post Link to post
bnbhehe Posted May 5, 2023 (edited) Great WAD, looking forward to it's finalization. Been playing and on map21 in the final room elevator I saw this issue:Technically when monsters start walking on this elevator it breaks completely and goes up and down in different parts even. Dunno if my compatibility settings are wrong or this is intended. Using dsda-doom v0.25.6 -complevel 9 on Ubuntu20.04. Thanks again for this great WAD, this is also my first post so, hope it was helpful. Edited May 5, 2023 by bnbhehe 2 Quote Share this post Link to post
nobleflame Posted May 11, 2023 How do you get to map 33? Is it the usual way (i.e idclev)? Cheers, Chookum! 0 Quote Share this post Link to post
Chookum Posted May 22, 2023 On 5/11/2023 at 7:04 PM, nobleflame said: How do you get to map 33? Is it the usual way (i.e idclev)? Cheers, Chookum! There is a secret exit in MAP32, but you can IDCLEV your way there too. In addition I have been making smaller changes and uploads to fix bugs and try to tune small things. In particular I'm looking for a good set of sectors/actions to make the skydive of MAP01: 1-1: Touchdown work consistently between GZDoom on Default and DSDA-Doom and similar ports. In GZDoom the player gets yote so hard they can end up mounting a ledge and starting further in and close to the cyan switch - early on in development I put a fence up just to stop this from happening. While I'm here, preview shots of MAP28: 5-4: Hotpot. I wanted to have a go at doing tall natural features that look intimidating from a distance - in Heck. Spoiler It's extra spicy! 3 Quote Share this post Link to post
FEDEX Posted May 22, 2023 Hi Luca :) These uploads and bux fixes are included in the last download build? 1 Quote Share this post Link to post
Clippy Posted May 23, 2023 Nice shorter map to end the episode. I feel like I had an easier time than usual and might have got a little cheezy here n there lol 1 Quote Share this post Link to post
Clippy Posted June 5, 2023 Nice to finally have ya on for an adventure and other buddies too - colorful hell chaos good times - love the HECKYWOOD lol 2 Quote Share this post Link to post
Clippy Posted June 19, 2023 Cool map - blind run and may have played it a little wrong lol but was fun - that opening was especially fun 4 Quote Share this post Link to post
Clippy Posted June 20, 2023 Map 27 great map - right up my alley - interesting to find this was the firstish map you made for this and it ended up in such a high hell slot Fun hanging out good times look forward to more 2 Quote Share this post Link to post
Chookum Posted June 30, 2023 (edited) Who ordered the 5-4: Hotpot with additional spices? Watch out, as grabbing skulls adds more ingredients to the bowl! Spoiler In addition: Fix to MAP13 to ensure all enemies teleport into final sequence. Fix to MAP33 to properly time to events after getting the red and blue skull key switches. Some additional ammo added to MAP32 and the Blue Key room given much more bite. Other additional little fixes to other maps too... Invulnerability on old-school ports (DSDA, Woof) now Magenta/Gold. New Script for ZDoom Ports: All Kills/Secrets Announcements. New Option under Mod Options to disable Announcer Tallying all kills/secrets. MAPINFO/UMAPINFO added with new intermission music for episode finishes and finale. Full versions of MAPINFO/UMAPINFO added. Project's close enough to completion. MAPINFO Game namespace fixes to fix title on ZDoom ports. Announcer on/off code updated to be more robust. "Bubblegum" text colour added to approximate AAliens gold-magenta colour gradient. MAP29, 5-5: Bisch-Bosch is the next on the list. MAP30 is about halfway done already. I will try to release both together. Edited June 30, 2023 by Chookum forgot magenta/gold invuln colours 10 Quote Share this post Link to post
Bolaum Posted July 3, 2023 We are getting there, really excited for this one. I played it last year and hopefuly by the time you finish it I'll have forgotten everything. 1 Quote Share this post Link to post
Auron Posted July 11, 2023 I made a widescreen status bar for this one: HDLSCHKN_uwide.zip 7 Quote Share this post Link to post
Clippy Posted July 22, 2023 @Chookum fun stuff - was nice to have all the resources to go to town - regretfully I couldn't figure out how to get golden invuln to work and I really wanted to experience that - way she goes I guess friggin GZ and it's 1 billion settings 5 Quote Share this post Link to post
|Raph| Posted July 24, 2023 Well, I played all the maps available right now and it really is a great Megawad you've been working on! Can't wait to play map 29 and 30! Keep up the good work! 0 Quote Share this post Link to post
invictius Posted August 3, 2023 Why do the serious sam sprites on map 7 slow down framerates on a modest pc? 0 Quote Share this post Link to post
Chookum Posted August 4, 2023 18 hours ago, invictius said: Why do the serious sam sprites on map 7 slow down framerates on a modest pc? I'm unsure if the reason is because of the complex animated textures that surround the arena, or if my jank DEHACKED implementation of the Realm667 Kamikaze does not play nice with modern ports like GZDoom and needs a ZSCRIPT adaptation. The open nature of the map with few true walls leading everything to be rendered at once could also compound the issue. 1 Quote Share this post Link to post
nobleflame Posted September 23, 2023 Hey, Chookum, just wanted to say that I can't wait to play this wad :D 1 Quote Share this post Link to post
Chookum Posted November 20, 2023 Quote FR: Captain Chicken (chickenc@command.uac.com) TO: Doomguy #72 (doomguy72@dguys.uac.com) SUB: NEW COMBAT ZONE ASSIGNMENT: SOUTH AMERICA (CONFIDENTIAL) MSG: DOOMGUY 72, Satellite Imaging from the UAC's Aerospace Earth program has discovered more demon holdouts between the countries of Bolivia, Paraguay, and Argentia. Actions by these demons include the wholesale slaughter of towns and villages, the appropriation and subsequent mutilation of temples and cultural artifacts, and the occupation of the city of Tarija where we have a UAC Starport. This wholesale slaughter of humans, destruction of relics, and theft of UAC property is obviously heinous, and is not tolerated by our customers, shareholders, and the board. Therefore, we have engaged you at doubled rates to continue your mission of killing the demons and closing their portals on Earth and beyond. DOOMGUY 72, you have been chosen for this mission for your exceptional prowess displayed in the Ballistic Rapid Refire Training program, superiors noting exceptional pistol marksmanship and chaingun control. For this reason, you have also been authorised to wear the UAC Ballistic Capacity Trousers instead of the standard UAC Marine Trousers. We have also fitted your helmet with an incoming warning sensor for the 'Revenant' missiles. We'll be shipping you to French Guiana to rendezvous with our airdrop team, and the flight will take a few hours to reach the dropzone in the alps. Thankfully, we discovered you and your colleagues are immune to fall damage, so we're making a mint saving on parachutes. Silver linings and all. Remember: If the threat escalates beyond your given mission parameters, you have tacit approval from the UAC brass to be discretionary. If you have to go into space, so be it. If you have to go back into Heck to deal with this, then we put our faith in you, DOOMGUY 72. Regards, Captain Chicken, UAC Command HQ With your mission in hand, it's time to take the plunge, and fight like a Headless Chicken! The final two maps are here: MAP29: 5-5 Bisch-Bosch, and MAP30: FINAL: Bop on the Nose, and that makes 33 out of 33 maps, ready for Singleplayer! Spoiler But what else have I been working on this whole time? How long can two maps take? Well, what if I told you there's something else, too? That's right: You're getting Nuggets of Many Difficulty, or UV+ - in addition to Multiplayer placements! Currently I have done multiplayer placements for Episodes 1, 2, 3 and 4. Episode 5 and the secret levels (9 maps in total) are still in need of examination and one last tune-up. Naturally, testing these maps by myself is a little bit much even if I have the resources necessary to support four very shooty marines. I will need a second, third, fourth, fifth, and perhaps more sets of eyes to see if it's good for multiplayer, and I am unsure if these maps are complete-able in singleplayer without some persistence. The final, full release with all multiplayer placements will be ready in December or early 2024 if the holiday season proves tumultuous. For now, get some chicken on your fork, all the way from start to finish! 22 Quote Share this post Link to post
PsyDOOMer Posted November 20, 2023 Congrats on completing HC! Ever since I saw decino play some levels of the wad for the viewer submission series, this project has remained in the radar, and keeping up with it has been wonderful. I'll be sure to play it soon! (Also, damn, now I'm hungry for chicken nuggies.) 1 Quote Share this post Link to post
Firedust Posted November 20, 2023 I will gladly try to solo Nuggets Of Many whenever it becomes available. 1 Quote Share this post Link to post
Deadwing Posted November 20, 2023 Congratz for finishing the wad! Loving all the colors and psychodely :D 1 Quote Share this post Link to post
Bolaum Posted November 20, 2023 It's here! I've been waiting a long time for this, thank you for your hard work! 1 Quote Share this post Link to post
nobleflame Posted November 20, 2023 (edited) Awesome stuff! Can't wait to play it through :D Edited November 25, 2023 by nobleflame 1 Quote Share this post Link to post
TJG1289 Posted November 20, 2023 Congrats on finishing this! Ever since Decino played through a few maps of this, I've been keeping an eye out for it to be finished. It looks fantastic. I'm still in a mild case of Doom burnout, but I'll probably play through this once I finish the non-Doom game I'm currently playing. Maybe the final release will be up by then! (Also, I just realized I kinda said the same thing PsyDOOMer did, lol.) 1 Quote Share this post Link to post
nobleflame Posted November 21, 2023 Quick question. With the Ancient Aliens item pick up noise, sometimes I get a popping sound when picking up multiple items in a row. Any way to fix this? Thanks! 0 Quote Share this post Link to post
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