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


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Unfortunately I don't have time to look at this now but I was using ZokumBSP as far as I remember. I tested the map with Crispy Doom (5.10.1) quite extensively and didn't encounter any clipping issues. (just to clarify - I tested the map BEFORE it was included in the compilation but I guess it is included unmodified so that shouldn't matter)

Edited by jacnowak

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Started playing this today and found this small bug in MAP02. That stimpack starts floating in the air after you get back in that area after obtaining the yellow key. Not sure if you pointed it out in your video as it's been awhile since I watched it, but I felt like I should mention it anyway. I'm only two maps in as of writing this, pistol starting every map on UV trying not to use saves YET and I'm really liking this wad so far. Will probably play Rowdy Rudy part 1 and 2 sometime after I'll finish this mapset. Looking forward to idgames release as I really want to record a demo for one of the maps :D 

dsda-doom 2022-06-10 17-57-19-97.jpg

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Hey everyone, just wanted to post a quick update with all the latest map updates that have been posted:

 

DOWNLOAD - https://doomshack.org/uploads/All_3_JJ_Eps_B3.zip

 

Both of my maps are 99% finished at this point, and not only are other author updates now included, but some sweet sprite re-touches by Blue Phoenix are now in place for the Cacos and Hell Nobles. They compliment the other new sprites by Chronoteeth really well!

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4 hours ago, CittyKat112 said:

Started playing this today and found this small bug in MAP02. That stimpack starts floating in the air after you get back in that area after obtaining the yellow key. Not sure if you pointed it out in your video as it's been awhile since I watched it, but I felt like I should mention it anyway. I'm only two maps in as of writing this, pistol starting every map on UV trying not to use saves YET and I'm really liking this wad so far. Will probably play Rowdy Rudy part 1 and 2 sometime after I'll finish this mapset. Looking forward to idgames release as I really want to record a demo for one of the maps :D 

dsda-doom 2022-06-10 17-57-19-97.jpg

Yeah honestly I can't even anymore, I noticed that before and I didn't really care alot about that, but

SCREW IT

OKAY THIS IS THE FINAL VERSION https://doomshack.org/uploads/Running_Down (v6 FINAL_2).wad

Edited by Vladguy

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12 hours ago, Vladguy said:

Yeah honestly I can't even anymore, I noticed that before and I didn't really care alot about that, but

SCREW IT

OKAY THIS IS THE FINAL VERSION https://doomshack.org/uploads/Running_Down (v6 FINAL_2).wad

Just checked this version and I almost thought the map is broken because the last eight enemies didn't teleport in. But then I pressed an exit switch...

Also, MAP04 has a broken secret teleporter that can only be accessed from one side. I'm sure it's a bug and wasn't intended as it's not telegraphed in any way. I watched the vid and Doomkid couldn't find this secret as well. I had to open the map in UDB to learn how to get to the last secret XD

I'm currently on MAP10...

 

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6 hours ago, Doomkid said:

The FINAL 2 parts will be going live in about 7 hours!

Spoiler

 

 

 

 

 

Maaaaaan, I need to get some sleep. But this IS the big finale... okay, worst case scenario - I'm sleeping under the desk

Edited by Sneezy McGlassFace

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Here comes Version COKE of Pollution Plant!

 

https://wadhosting.com/Wad/895415A3A2FADD60AAD5499398200AE9D1F797E8

 

Version COKE Changelog:

- The workers in the Pollution Plant no longer have to drink polluted water (added three Coke vending machines throughout the map)

- Lighting pass on a few barebone areas

- Texture variety in a few barebone areas

 

The gameplay and feel of the map is the same, but there were a few areas I felt desperately needed just a little visual polish to keep them in line with the rest of the map. So yeah, just a little late polishing update!

 

Spoiler

T0xZveY.png

 

Edited by Glikkzy

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On 6/12/2022 at 11:56 AM, Glikkzy said:

Here comes Version COKE of Pollution Plant!

 

https://wadhosting.com/Wad/895415A3A2FADD60AAD5499398200AE9D1F797E8

 

Version COKE Changelog:

- The workers in the Pollution Plant no longer have to drink polluted water (added three Coke vending machines throughout the map)

- Lighting pass on a few barebone areas

- Texture variety in a few barebone areas

 

The gameplay and feel of the map is the same, but there were a few areas I felt desperately needed just a little visual polish to keep them in line with the rest of the map. So yeah, just a little late polishing update!

 

  Hide contents

T0xZveY.png

 

nice of you to think of the workers

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Small bug point: Episode 1 map 5 crashes Chocolate Doom from the start

Edit: it loads perfectly in Dosbox tho

Edited by INfront95

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Ok sorry for next follow up but im really curious what can cause it. E1M1 Same thing, works in Dosbox, works in DSDA, crashers in Chocolate when you look here. You can walk in this area as long as you not look to the left crates. Error message W_CacheLumpNum: 3411328>=numlumps

Spoiler

doom02.png.3e21e0e89829dd78c681f564b8a7c558.png

 

Edited by INfront95

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53 minutes ago, INfront95 said:

Ok sorry for next follow up but im really curious what can cause it. E1M1 Same thing, works in Dosbox, works in DSDA, crashers in Chocolate when you look here. You can walk in this area as long as you not look to the left crates. Error message W_CacheLumpNum: 3411328>=numlumps

  Hide contents

doom02.png.3e21e0e89829dd78c681f564b8a7c558.png

 

behind the crates is a STEP1 flat.  This is a big no-no because One Man Jury has a STEP1 patch/texture.  When I run the map with chocolate it just displays the flat as garbage instead of crashing though.

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The Cauldron v5 - Release candidate

 

As I said in my previous post - I've made cybermaze more spooky. But level geometry alteration caused blockmap overflow again, so I "squished" the area where final battle takes place. It's not too drastic of a change, so the combat is unchanged for the most part. With that said, I've had no crashes during my playtests and I cannot find any visplane overflows with UDB. I hope it'll stay that way.

 

- Slightly altered geometry of cybermaze area

- Changed light levels of cybermaze area

- Minor texture fixes, light level fixes and sector height fixes

- Removed 2 useless arachnotrons from lava pits

- Altered final fight area to fit blockmap limits

- Added a few decorations

 

I've also come up with a small story for my map (sorry for grammar, english is not my primary language)

Spoiler

During his furious fight with the hellspawn, Jamal Jones has discovered that some of the demons were more resilient to his weaponry, thanks to the magic potion being brewed by the most cunning cyberdemon somewhere inside the hell keep, buried deep beneath lava lake in the middle of the void. If Jamal wants to defeat this devilish army, he need to venture into the void, get into the most hazardous labirynth he's ever been in, fight his way througn cinder and brimstone, locate the Cyberdemon alchemist, defeat him and neutralize the cauldron with unholy brew... by pissing in it.

 

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Hey folks,

 

@b0n3 and I have been playing through the Beta.  We were keeping an eye out for any bugs or issues we ran into along the way.  I'll just paste it here.  If a map isn't listed, we didn't notice any issues.  Most of the issues are just texture alignment issues, or little odd irregularities.  There are a small number of little bugs; but, overall, I don't think there was anything major.  Anywho, here's some notes on stuff we noticed for episode 1.  I  don't know if this info will be helpful or not; but, if we continue to play through E2 and E3, I'll probably keep taking notes as we go, and post again.  Some of my notes might be a little vague, it was the best I could do to describe what was visually noticed, just during a playthrough.

 

Unfortunately we didn't do any Complevel 2 testing; but, playing through on Zandro, we noticed the following...

 

Anywho, cheers.  Here's the list. 
 

Spoiler

map01 - ToTheSite - Rycuz
--May want to change textures used in the vents to "SHFL1" rather than "FLAT23".

 

map03 - Earnesttrout - Dark Secrets
--There is a switch that is directly behind a light post decoration that sort of blocks the switch.

 

map4 - Astronomical - Initialisation
--There are several texture misalignments with the Brick texture, near doors, and room changes and such.
--suggestion--blue door and perhaps other doors work a bit weird (might be intended, not sure).

 

map05 - Majipantsu - ShoppingSpree
--The first main switch, at the top area with a view of the buildings, raises from the ground.  As it is raising, you can use it to jump over the ledge and stuck permantly out of bounds of the map.  It's a pretty cool bug, actually; but, technically, is a bug.  It could be turned into a pretty sweet secret, with the addition of some goodies and a teleporter down there...


map07 - Evil_scientist - PACKIN HEAT
--needs coop starts
--right before red key, there is a spot where u can jump out to the floor of the map.  My wording here is a bit vague; but, basically if you do some clever doom parkour, in an area right before the red key, you can break the flow of the map, and in single player, possibly break the map.

 

map08 - Origamyde - Wheel of Misfortune
--There is a secret berserker in a wall that clips through the wall and can be picked up through the wall, without having to activate the secret

 

map09 - HrnekBezucha - Smells_like_cordite
--hexagonal metal texture misalignments in corridors

 

map10 - Doomkid - Base of Consequences
--When we played this, I think it wasn't finished yet.  Dunno if still needs work...

 

map11 - Valkiriforce - The Escapist
--hexagonal metal texture misalignment in corridor ++ gate at exit texture (unfixed use of a step texture that was changed probably to address tuty frooty


map13 - Jacnowak - damneddam
--Many walls in this map allowed you to clip through them.  The map was essentially broken due to this.  My guess was it had some kind of compile time errors (node builder issue?) or something.  Needs to be looked at, if it hasn't been already.

 

map15 - Weird Sandwich - SINISTER SLUDGE
--minor texture missalignments (steps near the blue door, some by the metal fences)

 

map18 - Anonymous Space Marine - Vile Streets
--texture alignment issue with hole to the sewer area

 

map19 - Peccatum_Mihzamiz - Inner City Evil
--coop starts, if player 1 dies very early, everyone is trapped.
--invisible bridge floor texture problems by BFG room

 

Edited by Goat-Avenger

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On 6/18/2022 at 11:26 PM, Goat-Avenger said:

map03 - Earnesttrout - Dark Secrets
--There is a switch that is directly behind a light post decoration that sort of blocks the switch

It was ment to hide it slightly as it makrs life easier if you press it. But if it is annoying i will move it away

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After playing through my map again to make sure everything is working, I noticed the exit room doesn't have the correct sky.

 

Spoiler

Screenshot_Doom_20220618_135428.png

 

 

Edited by Yumheart

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5 hours ago, Earnesttrout said:

It was ment to hide it slightly as it makrs life easier if you press it. But if it is annoying i will move it away

So, I went back and checked out the map.  I think it's fine if you leave it.  It's dark enough in there, in default brightness, that it might go unnoticed, with or without the light stick.  I believe when we played through I didn't even notice the switch myself.  That switch might be better suited to opening the yellow key secret, however, now that I play through it, and see what it does looking at it in slade.

 

Your call though, we were just playing through and making notes of various things.  :)  Very nice map, also.  Faithfully 90's, visually appealing, and played smooth.  And, no bugs, so no worries..

Edited by Goat-Avenger

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On 6/19/2022 at 8:26 AM, Goat-Avenger said:

Anywho, cheers.  Here's the list.

 

Thank you both so much for testing this out in co-op and listing all your findings here. It is IMMENSELY helpful. A small handful of the things you mentioned have been addressed with the new-ish build, but there's plenty that haven't as well (In other words - new beta should be coming in a few days!)

 

5 hours ago, Yumheart said:

After playing through my map again to make sure everything is working, I noticed the exit room doesn't have the correct sky.

 

Hmm, that shouldn't be happening. All of the 3 episodes are meant to be loaded "alone", just to be clear/in case you were loading the resource pack alongside it. Using just "!E2v3.wad" alongside "1ManDeh.deh" shows a much cooler sky, with yellow mountains and overcast brown/red clouds. (I couldn't use the bright orange sky due to vanilla limitations, but rest assured it's still way cooler than the simple "dark grey clouds" in that pic!)

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4 hours ago, Doomkid said:

Hmm, that shouldn't be happening. All of the 3 episodes are meant to be loaded "alone", just to be clear/in case you were loading the resource pack alongside it. Using just "!E2v3.wad" alongside "1ManDeh.deh" shows a much cooler sky, with yellow mountains and overcast brown/red clouds. (I couldn't use the bright orange sky due to vanilla limitations, but rest assured it's still way cooler than the simple "dark grey clouds" in that pic!)


Oh, alright, that explains it. I made stupid the mistake of loading "!E2v2.wad", since there's still a download link to V2 which caused me to think that V2 was the newest version. The new sky looks really cool when you get to catch a glimpse of the mountains, even though the clouds are more brown than I would like, considering how the rest of the map is already pretty brown.
It's alright though, I'm happy to see all of this take shape and understand that vanilla mapping requires the occasional sacrifice :>

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Oh crap, obviously my version here is more updated than the current DL link and I totally forgot to account for that.. D'OH. (I'll also make sure the orange sky is there for ports that can read MAPINFO, at the very least!)

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yes, no matter what i do, i'll know that I am always winner.

 

congrats to the winners!

and @Doomkid, thanks for the vids, playthroughs, contest, and the eventual bundling of all these yummies into 3 phat (and fat) wads!

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