Xymph Posted November 1, 2022 Please don't use UTF-16 for the .txt file, then it becomes readable and parse-able. UTF-8 (or ASCII) works. 3 Quote Share this post Link to post
Obsidian Posted November 1, 2022 24 minutes ago, Xymph said: Please don't use UTF-16 for the .txt file, then it becomes readable and parse-able. UTF-8 (or ASCII) works. ...holy shit. How even. No, seriously, I have never had a textfile do that on me before. I'll submit an update. Holy shit. Thanks for letting me know. 1 Quote Share this post Link to post
Obsidian Posted November 1, 2022 Ladies and gentlemen and everyone in between, we have made it! Thanks again to everyone who contributed. 10 Quote Share this post Link to post
Firedust Posted November 1, 2022 Grats on the release! This is only Mayhem project I've ever played and it was a great one! Gothic-themed mayhem next year? Pretty please? 2 Quote Share this post Link to post
Obsidian Posted November 1, 2022 Just now, Firedust said: Gothic-themed mayhem next year? Pretty please? I have good news for you. :D 2 Quote Share this post Link to post
Firedust Posted November 1, 2022 (edited) 1 minute ago, Obsidian said: I have good news for you. :D Please forgive my ignorance xD Edited November 1, 2022 by Firedust 1 Quote Share this post Link to post
Terminus Posted November 1, 2022 Congrats on the /idgames release! Will be sure to check this out soon enough. Now would be a probably good time to ask, was MAYhem 2021 ever finished? I think there was a decent number of maps done but I don't ever recall seeing the download link for even a beta. 0 Quote Share this post Link to post
Obsidian Posted November 1, 2022 2 minutes ago, Terminus said: Now would be a probably good time to ask, was MAYhem 2021 ever finished? I think there was a decent number of maps done but I don't ever recall seeing the download link for even a beta. MAYhem 2021 was sadly never finished: a combination of IRL complications and difficulties with the resources resulted in lower turnout and it was decided that what we had wasn't fit for release. It's unfortunate, but sometimes these things happen. 6 Quote Share this post Link to post
Lizardcommando Posted November 2, 2022 Congrats on getting this released onto the idgames archives! 2 Quote Share this post Link to post
DasBoot Posted November 16, 2022 (edited) really enjoyed the wad so far in sp. I tried the wad in co op and noticed a few bugs: in map 14 the entryways to the central spiral staircase have an invisible wall and players cannot enter said staircase in order to progress. this skull door in the beginning room of map 19 wont open upon respawn by the player in co op. in map 8 players sometimes start the map at a inescapable fast conveyer belt spawn. typing kill in console unfortunately doesnt put the player in the correct spawn as well Edited November 16, 2022 by DasBoot 2 Quote Share this post Link to post
wolfie3dfan Posted November 16, 2022 I like level 14, Veteran's Entry, the best so far. Would love to play more like those. On to level 15 now. Thanks for everybody who helped make this map set. Barbara 3 Quote Share this post Link to post
Stroggman Posted December 3, 2022 i'm really digging these 90s like maps, hope mayhem will continue into 2023 3 Quote Share this post Link to post
telefrag c Posted December 18, 2022 On 5/15/2022 at 8:24 AM, Obsidian said: Unfortunately there don't seem to be any permissions around in regards to Requiem, so I have to assume that the authors didn't want their work re-used: I'd have liked to incorporate more Requiem stuff into the resource pack, but I felt like it was more important to respect the wishes of the folks behind it. That being said though, if you come across any textures in a similar style that are free to use you're more than welcome to include them in your submission. Heya, I am the original moderator of Requiem and TeamTNT. I was 15 at the time of release and would work directly with the designers and musicians. It did however, lack cohesion as it was rushed at the last minute, and finished without my final contributions. I have been playing through some official Addons on the Bethesda remaster for consoles, as well as Quake, thinking how great it would be to have some modern portability for Requiem. I'm in the process of trying to gather all the original source materials for the project. 0 Quote Share this post Link to post
telefrag c Posted December 18, 2022 On 5/15/2022 at 5:14 AM, NokturnuS said: Some shots of WIP level, main inspiration is Requiem's MAP06, 'nataS ot etubirT' along with other Requiem maps: By the way, will be nice if next update of the resource wad (if any) include some Requiem textures, I miss some computer textures (specially the green version of COMPBLUE that MAP 06 uses a lot). Resource pack is very nice but there's a lot of quakish textures and not too much green or blue ones. Cya! Heya, I am the original moderator of Requiem and TeamTNT. I was 15 at the time of release and would work directly with the designers and musicians. It did however, lack cohesion as it was rushed at the last minute, and finished without my final contributions. I have been playing through some official Addons on the Bethesda remaster for consoles, as well as Quake, thinking how great it would be to have some modern portability for Requiem. I'm in the process of trying to gather all the original source materials for the project. It's awesome you found inspiration from it - I would also look at trying to do a full modern Requiem 2 in the future. 3 Quote Share this post Link to post
Caleb13 Posted December 18, 2022 (edited) I know it's too late, but there is a game-breaking bug in MAP08: player can become stuck in monster closet sectors 253 etc. It happens because linedefs 1437 and 1441 are W1, not WR. Also, I think those linedefs are too close to walls, so the player can't actually run over them. Another problem may be in MAP14: in GZdoom, it's impossible to climb onto the desk (sector 275) and run over red button. Well, it is possible if you use the small cubicle lift in front of the desk and then run on top of the wall. But that feels too... contrived to be intentional. Or is it? Edited December 18, 2022 by Caleb13 0 Quote Share this post Link to post
Danlex Posted December 18, 2022 1 hour ago, Caleb13 said: But that feels too... contrived to be intentional. Or is it? It is. If you made it that far in the map, you had to notice that there's a lot of puzzles going on, so using that lift to reach the button shouldn't feel like something out of place. 1 Quote Share this post Link to post
Obsidian Posted December 22, 2022 @telefrag c Apologies for how long it took to respond, but that's pretty wild! Be keen to see these contributions you mentioned if you still have them around. 1 Quote Share this post Link to post
Gubber Posted December 22, 2022 The perfect megawad for morons like me :D 0 Quote Share this post Link to post
sapphics Posted December 24, 2022 Grats on the release guys! It's been a blast so far. P.S. i <3 Dubzzz 0 Quote Share this post Link to post
Lingyan203 Posted May 17, 2023 Hi, I have a question regarding map14 where the red skull key switch is to activate the lift, I can't seem to find a way to take the lift back up from the crates. The only way I was able to get through it is by jumping or noclip. Is there another way to do it without jumping nor noclip? I couldn't find a switch and there was no way to hop from the crates to get over there no matter how I tried. It seems impossible to escape that room. 0 Quote Share this post Link to post
Lingyan203 Posted May 17, 2023 Oops... Nevermind I already saw the answer in an earlier post. Sorry for the bump. 0 Quote Share this post Link to post
Lingyan203 Posted May 18, 2023 Sorry for the bump again, is there a way to cross to get the yellow skull key? Every time I try to cross it I always fall into the lava. I saw a video here and at 1:25:10 the guy who was playing here was able to cross without falling into the lava. I have tried everything I could possibly do and I just have no idea how to do it. Any ideas on how to get the yellow skull key? 0 Quote Share this post Link to post
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