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Xerxesia - My Wadography in 32 Maps


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X, y, z are the cooler letters and my name has none of them :^)

 

BTW, Happy birthday.

 

EDIT: Feels the years of the maps should be put in bottom left. Now they are blocked by IL time and total time. Don't know whether it's too much to change it though.

Edited by GarrettChan

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16 minutes ago, GarrettChan said:

EDIT: Feels the years of the maps should be put in bottom left. Now they are blocked by IL time and total time. Don't know whether it's too much to change it though.

Thanks for the wishes!

 

And yeah, I didn't really care for the placement of that since it also takes the place of the optional secret map symbols, so it's fine c:

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For the record I fixed a bug that caused MAP03 (and potential later maps) to have incorrect things spawning in Eternity. I don't have the time to test the full set, but it should all work in Eternity now starting from today's DRDTeam devbuilds.

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40 minutes ago, Altazimuth said:

For the record I fixed a bug that caused MAP03 (and potential later maps) to have incorrect things spawning in Eternity. I don't have the time to test the full set, but it should all work in Eternity now starting from today's DRDTeam devbuilds.

I decided to give MAP03 a spin and ran into a couple issues in Eternity Engine. I'll list them below, but if you'd rather that I open an issue on GitHub I can do that as well:

Spoiler
  • The player can walk through these walls in the room before the yellow key corridor, while in dsda-doom and GZDoom they cannot:etrn00.png.e71156081210abd3f3f59b7bbb1f54ad.png
  • No monsters teleport into the yellow key corridor. There's also a big monster that shows up when you return to the starting area after getting the yellow key, that doesn't show up in Eternity.
  • The big enemy that lies beyond the yellow door shoots projectiles too high, and they just sail over the player's head.
  • The gate leading to the exit at the center of the map does nothing when used, instead of slowly lowering.
  • The enemies around the ring near the start of the map seem to wake up all at once, while in dsda-doom they don't seem to do anything until you get closer to them.

 

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Eh don't worry about it. Proper support would more have been an accident than intentional, to be honest. People shouldn't really use Hexen-in-Doom right now as an exact cross-port standard. There's probably some ZDoom-specific bits Eternity is missing or something.

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Bump. I've been slowly drifting away from Doom, WAD-making in particular as the text screens late in this mapset suggest. The pressures of life and what I wanna do with it as I'm getting older are a bit much for me at the moment. It may be an incredibly long while before you get anything substantial outta me, so enjoy the idgames release of what I consider to be a good personal stopping point for this hobby. Here's hoping I return with that "Stella" project depicted in this WAD's ending someday!

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