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JAMAL JONES TRILOGY - Old development thread - [Doomkid's 20 Years Mapping Contest]


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Hey all, just wanted to announce that parts 5 and 6 will be going live on my channel in 10 hours!

 

 

 

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I played through 15 of the maps on co-op last night and had a blast! I hadn't expected all of the maps to be great, truly a very nice experience!!! We couldn't exit one of the maps but perhaps we were just lost. And we found some co-op softlocks on my own map, as is tradition. *cheers all around* 

 

The video of the playthrough is up over here. Thank you for joining me for the playthrough @Vladguy and @LGmaire!

 

My next playthrough will be on the 24th of March, starting at 8:00 AM UTC. I will also stream that live on my twitch channel. Any mappers that would like to join me are welcome to do so: please send me a DM. The order of the next maps in the megawad collection I've made is: @Glikkzy, @NeilJohnRips, @Skronkidonk, @Thatonespymain, @StrangerRanger, @MtPain27, @Large Cat, @mgr_inz_rafal, @joe-ilya, @Majipantsu, @Mark Bloom, @jacnowak, @sectrslayr, @finnks13, @evil_scientist and @Elto Gaming. Not sure if we will be able to play all of those but I imagine we'll play at least the first 10 of them.

Edited by Peccatum Mihzamiz
moved next playthrough date by a week

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@Peccatum Mihzamiz Just had a quick peek at the stream archive, totally forgot this was happening otherwise I would've hopped in chat!

 

Seems like you enjoyed my map!  So I'll leave you with some co-op specific trivia!

 

In the large chamber near the end, through the red door, the Arch-Vile that appears in the window (where the BFG is visible) is co-op exclusive, as is the Baron guarding the exit, there are other co-op additions but those are the ones that probably add the most challenge.

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On 3/11/2022 at 10:16 AM, Peccatum Mihzamiz said:

I played through 15 of the maps on co-op last night and had a blast! I hadn't expected all of the maps to be great, truly a very nice experience!!! We couldn't exit one of the maps but perhaps we were just lost. And we found some co-op softlocks on my own map, as is tradition. *cheers all around* 

 

The video of the playthrough is up over here. Thank you for joining me for the playthrough @Vladguy and @LGmaire!

 

My next playthrough will be on the 17th of March, starting at 8:00 AM UTC. I will also stream that live on my twitch channel. Any mappers that would like to join me are welcome to do so: please send me a DM. The order of the next maps in the megawad collection I've made is: @Glikkzy, @NeilJohnRips, @Skronkidonk, @Thatonespymain, @StrangerRanger, @MtPain27, @Large Cat, @mgr_inz_rafal, @joe-ilya, @Majipantsu, @Mark Bloom, @jacnowak, @sectrslayr, @finnks13, @evil_scientist and @Elto Gaming. Not sure if we will be able to play all of those but I imagine we'll play at least the first 10 of them.

you are gonna hate my map lmao

 

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How do you test for spechit limits?  Nether Chocolate Doom or PRDoom -complevel 2 complain when I run over 9 lineactions so I'm unsure I've fixed it or not.

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7 hours ago, Blue Phoenix said:

How do you test for spechit limits?  Nether Chocolate Doom or PRDoom -complevel 2 complain when I run over 9 lineactions so I'm unsure I've fixed it or not.

Basically, you just need to make sure monsters can't cross 8 separate linedefs w/ actions at the same time. If I had to guess without investigating super hard, I'd assume this is happening in monster teleport closets?

 

Quote

A spechits overflow occurs when any single player or monster crosses and activates more than 8 linedef specials simultaneously. "Spechits" stands for "special hits" and refers to the number of linedef specials that have been "hit" by a player or monster after activating.


A spechits overflow occurs during demo playback when the array that stores the last 8 linedef actions trigger during that tic by a monster or player, cannot hold any more data. This results in any further linedefs specials from being triggered, as well as other linedefs not being checked. Ultimately this can lead to demo desyncs with players or monsters passing through impassible linedefs and such, or vital linedef specials to not be triggered to allow progress through the rest of the level.

 

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A quick update on my level, before the idgames release. This does not affect the single player mode, but only updates both coop play and deathmatch mode. Tested on ZDaemon with OS Deathmatch 1.0 for deathmatch, and NS Coop for coop play.

 

anta_1man_v2.zip

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Hi! I've really enjoyed watching your playthroughs, Doomkid. Thank you so much for playing my map! I took your advice and now the Spider Mastermind teleports behind the player. That was a cool idea! In addition, I've made some minor changes:

  • The big fight at the end has an escape teleport just in case things get too crazy. The player can also use it to revist earlier parts of the map.
  • Minor changes in some monster placement.
  • Minor fixes in textures/a few extra details.
  • 3 more berserk packs have been added in multiplayer.

Here's the link: https://wadhosting.com/Wad/9B563F26A377584B7026D2C3CAC97285A6EB8336

Edited by Anonymous Space Marine

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On 2/27/2022 at 10:50 PM, sectrslayr said:

 

@Doomkid I've updated my earlier submission with the missing things just in time. Ready for judgement!

Download: https://drive.google.com/file/d/10j7DSQ0Grw1sBittzrzXUpkOa_0vWAlh/view?usp=sharing

Version 3 bugfix update to "Corporate Secret": https://drive.google.com/file/d/1MA7YSA2D5mPFM7VpIj8L7P5Gs_gnuQT8/view?usp=sharing

There was an issue with teleporting monsters that did not appear in Chocolate Doom but on Crispy and PrBoom.

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Almost forgot: here's a link with 31 of the maps combined, for testing purposes. I will compile the rest SoonTM.

 

Hoping to play through some maps on co-op tomorrow morning on the 24th of March, starting at 8:00 AM UTC. I will also stream that live on my twitch channel. Any mappers that would like to join me are welcome to do so: please send me a DM.

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On 3/23/2022 at 10:29 PM, Doomkid said:

Part 8 is going live in 9 hours!

 

 

 

I'm glad you liked my map. If you're wondering about the title, mucopurulent means a combination of mucus and pus. A lot of brutal death metal and goregrind bands use that word in their song titles and I thought it sounded cool, so I used it in the title of my map. The barrels around the chaingunners is an homage to Plutonia MAP22. And as for the soulsphere secret, you can access it through one of the monster closets that open up when you grab the SSG.

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Update to my map: https://www.dropbox.com/s/sctfzhmrkip4teh/umrkV2-jamaljones.wad?dl=1

  • Fixed a few minor visual things
  • Minor de-cheesing measure added to one fight
  • Coop-only things improved/expanded throughout.

 @Peccatum Mihzamiz this is the one to use for co-op testing :)

 

-solo-net play now makes for a pretty fun UV+ type experience, you're into that sort of thing. Try it out if you want an extra challenge!

 

previous map post will be updated too

Edited by Big Ol Billy

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@Peccatum Mihzamiz Completely missed all of your playthoughs. Just finished watching the last VOD. Good job!

 

I've noticed an issue with multyplayer when you cannot open some doors after respawn leading to softlock, so I've tried to fix it on my map. I wanted to implement fancy teleport room accessible via multiplayer only teleport destination, but it was too taxing for my blockmap issue. So I took an easier path, and made all doors that can softlock openable at all times from the outside.

 

So, if you're planning to continue your multiplayer playthrough - use an updated version 4.3.

 

>> Download link <<

 

Also. @Doomkid if it's not too late for judging session of my map - please use this version. Apparently there was a visplane overflow in one of the rooms if the door was open. I fixed it and got rid of some janky collision lines near SSG. The rest of the map is unchanged.

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On 3/23/2022 at 10:29 PM, Doomkid said:

Part 8 is going live in 9 hours!

 

 

 

Look, Ma, I'm on TV!!

 

I'm glad you liked the map! The last secret is a tricky one :) Hint:

Spoiler

Take the high ground! And look for a blinking light in the distance... it's a shootable switch.

 

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@Peccatum Mihzamiz Sorry for being spammy. But since I've done version with multiplayer teleporter room - I've decided to upload it too.

My map is huge, but mostly linear, therefore a death midway could result in a minute of running (if not more). So this is QoL improvement for the gameplay format of your streams. But it's up to you to decide which version to use. They are identical besides this co-op teleport system.

This version is NOT vanilla compatible though. I'm not gonna use it in competition, nor in the final version of Jamal Jones wad.

 

>> Download v4.2 Co-op <<

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On 3/23/2022 at 10:29 PM, Doomkid said:

Part 8 is going live in 9 hours!

 

 

Glad you enjoyed my map, I deliberately made it on the shorter side to counter some of the long maps that have been submitted,

I will fix the yellow key secret so a step raises up when you grab the blue key,

the reason it wasn't there to begin with is to make speedruns harder.

Thanks for the feedback, much appreciated.

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On 3/23/2022 at 12:29 PM, Doomkid said:

Part 8 is going live in 9 hours!

 

I've made some fixes to 1world based on your feedback... hopefully the vanilla tutti frutti is gone now... I didnt see any in dosbox

 

the song is from 5 nights at freddies and I came to know about it because my kid likes that show

 

thanks for the kind and helpful feedback, much appreciated! :-)

 

list of changes:

- fixed monster closet

- fixed teleporters (They have all have a seperator now plus I forgot if red is arriving or not but I've used red for gates where the player arrives and grey for those that initiates teleport in this version)

- fixed exit

- added space around the spiral staircase

 

download:

1world v.1.5

 

@Peccatum Mihzamiz

this version also supports co-op and dm

 

Edited by CBM

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@Doomkid Just finished watching your playthrough of my map.

 

I did visplane check, test in DSDADoom comp level 2, and did a playthrough on chocodoom; so, I'm fairly certain I stayed within vanilla limits.

 

However, you did notice that some doors/button actions/etc.. were silent.  I noticed that too, quite late into development.  It happens in choco doom and DSDADoom.  I couldn't quite figure out why.  I first noticed it when the sound of the crusher, at the start, could be heard in far off places all through out the map (as it continued to repeat endlessly as a crusher); so, I set a linedef to have it turn off, as a quick-fix.  However, later I noticed that some times doors wouldn't make their opening sounds.

 

So, I never did figure that one out.  It was so late in the game, and I figured I was within vanilla limits, and perhaps some one would elucidate the problem further on down the line as needed...

 

My best guess, is it has something to do with the way the BSP tool compiles the map, due to the fact there is some very large areas/geometry going on; perhaps some kind of bug gets introduced once everything gets compiled.  It doesn't break anything; but, it is odd.  I spent a decent bit of time trying to figure out why and fix it; but, just didn't get there.  After some short research it could be https://doom.fandom.com/wiki/Sound_cutoffs .  Perhaps all those barrels exploding like that causes some sort of memory overflow breakage.  Still not sure, though... *shrugs*

 

Hopefully I don't get disqualified from the vanilla mapset; there definitely aren't any visplane crashable areas, I'm 99% certain of that.

 

There is one secret area, specifically I know of, where I encountered a drawseg overflow; but, I was right at the deadline and just left it in there.  It didn't crash anything, and I figured it could be fixed up later for wad compile time, if needed.

 

Anywho, yeah I was aiming for an abstract theme and a map31 slot.  Hopefully it isn't too close of a shave and makes it in the vanilla wad. 

---

I made quite a few nooby blunders here and there with the construction of the map; but, was just glad to have submitted something.

 

Hope everyone enjoyed/enjoys it; and a very big thank-you for putting on the project and doing all the reviews, etc., and to everyone else for contributing!

 

Can't wait for the compiled finished version.   There's _A LOT_ of talent to go around in these maps, heh.

 

Cheers everyone!

 

Edited by Goat-Avenger

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Don’t worry, even if you had just slightly broken the limits, I wouldn’t disqualify you over that - we could just get it fixed prior to release!

 

I thought it was a fantastic map. I went to bed shortly after those premiers aired this morning, but I’ll have to check out how to open that yellow key door.. it was the one real chin-scratcher moment I had! Beyond that, the whole concept/execution of the map was super original and enjoyable.

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Oh goody, another post-deadline update!

(Matter of fact, I don't really mind if the older version stays)

This time all I did was fix a bunch of minor texture issues that managed to slip under my radar until now. Hardly anyone would've noticed them, but when you do they'll stick out like a sore thumb.

 

https://wadhosting.com/Wad/CA2ADA64B896BDEA843BBF3539BA0B49B918544D

 

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