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[MBF21 CP] DIY - Getting imaginative with simple colors. [Now on IDGAMES]


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31 minutes ago, ViolentBeetle said:

In January @xvertigox has proposed this project - making maps out of simple flat color textures. Unfortunately, he was unable to finish the project due to health issues. But we got 32 maps and now I am taking over the project management in hope of making to completion. So the compilation is ready for public reveal.

>>>GET THE COMPILATION HERE<<<

 

It's a full megawad and right now it doesn't have the secret exit.

This table contains information compiled by the previous compilation manager who unfortunately also had to step down.

 

Some of the screenshots

  Reveal hidden contents

doom19.pngdoom14.pngdoom15.pngdoom16.pngdoom17.pngdoom18.png

 

To do list:

  • Track down all the MIDI credits. Mappers, if you can message me what you used, it'd be great
  • Make proper map names for the intermission. Default font is kinda ugly. And clean up UMAPINFO
  • Give maps fitting skies. Most right now default to starry sky, it probably not the best pick for each
  • Discuss visibility issues for sprites. Some are hard to identity and I think they could use an otline. However I don't know how to make one. Any help?
  • And, of course, do more testing to confirm it works.
 
List of maps and mappers. Please test your map to make sure the newest version got in and it has the right music and everything.
Actual list pending, the editor doesn't want to play nice.
MAP01: Solstice by @ViolentBeetle
MAP02: C Sector by @CBM
MAP03: Construction Site by @RastaManGames
MAP04: PC-88 World by FellowNoob (Got renamed?)
MAP05: Ultra Doomguy World by

My map has reached version 1.9 so the version 1.7 of my map c-sector in the above link is not the newest...

 

here is the newest version of c-sector:

c-sector_v1.9

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38 minutes ago, ViolentBeetle said:
MAP08: Ant by 7Soul (Can't be tagged, changed name?)
...
MAP16: SCT Praline Study by cuppykeks (Can't be tagged)

7Soul (changed name to @rouge_means_red, not sure what they want creditted as)

cuppykeks (usually wants to be creditted as @SuperCupcakeTactics)

Edited by NoisyVelvet

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Just playing through this now, got signal 11 error on DSDA two or three times picking up the rocket launcher on map 01, but now I can't seem to get it to crash again. 

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8 minutes ago, Napsalm said:

Just playing through this now, got signal 11 error on DSDA two or three times picking up the rocket launcher on map 01, but now I can't seem to get it to crash again. 

I played it and didn't have any of it. Is your version recent enough to support MBF21?

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Yeah I'm on 24.2, not had any more problems yet. Will keep playing through and make any notes if I come across anything else

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14 minutes ago, Pixel Fiend said:

woof0001.png.b0ede288de33812770438519ad031d8d.png

 

I saw a missing wall texture after the cacodemons are released on my map, should we just keep this for aesthetic reasons? 

I have no idea what is happening here, so I dunno

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Speaking of skies, I remembered something I had trouble with in the past, but with DIY theme, I think it would work pretty well. Bright day sky.

DAY_SKY_paletted.png

 

I checked the existing skies, and I don't think they look very well, being overcrunched mek's skies. We could use some gradient for dusk and that would be sufficient set.

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I played through Maps 1-11 this evening. Before I forget etc, had replicable signal 11 errors in:

Map 1

Spoiler

(after the rocket launcher)

, 10

Spoiler

(during the dancefloor fight)

and 11

Spoiler

(after falling into one of the trenches in the blue key area)

so far.

 

Also, map 4 has the secret area as separate tagged secrets for every sector, resulting in 3 of the raised areas being unobtainable secret sectors (unless there's a vile in there? but I think this is unintentional)

 

VOD is here and should be up for a while: https://www.twitch.tv/videos/1535614883

 

Edited by Napsalm
VOD link

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My map is completely ok. Planning to make tweaks later to improve the flow (YK door and other stuff).

Thank you for making this release!

Edited by CblBOPOTKA

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5 hours ago, Napsalm said:

I played through Maps 1-11 this evening. Before I forget etc, had replicable signal 11 errors in:

Map 1

  Reveal hidden contents

(after the rocket launcher)

, 10

  Reveal hidden contents

(during the dancefloor fight)

and 11

  Reveal hidden contents

(after falling into one of the trenches in the blue key area)

so far.

 

Also, map 4 has the secret area as separate tagged secrets for every sector, resulting in 3 of the raised areas being unobtainable secret sectors (unless there's a vile in there? but I think this is unintentional)

 

VOD is here and should be up for a while: https://www.twitch.tv/videos/1535614883

 

It's very odd. I looked through sprites, didn't see anything malformed and now I'm out of ideas. Does DSDA Doom have a crash log?

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@ViolentBeetle The music for map10 (Panic at the Disco) is: Moon Patrol Theme (from the arcade game Moon Patrol), and A Fifth of Beethoven (by Walter Murphy). Map looks correct for the latest beta release. The night time sky is ok for my map.

 

@Napsalm Thanks for the play-testing. Glad that you enjoyed the map, at least up until it started crashing :-/. I had a quick attempt at replicating the crash you are seeing with dsda-doom 0.24.2, but couldn't get it to occur on any of the maps you mentioned. It sounds like it might be a bug in dsda-doom. Could you share your config file and i'll see if that makes a difference.

Edited by ryiron

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Oh yes, I noticed I forgot to clear definition for MAP03. I'll fix it.

By the way, do we actually need MAPINFO? UMAPINFO is supported wherever MBF21 is.

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15 minutes ago, ViolentBeetle said:

By the way, do we actually need MAPINFO? UMAPINFO is supported wherever MBF21 is.

 

As was claimed at the start of project, it's MBF21, so it can broke some maps on another complevel (map05 using bossaction - cyber kill to open exit door, few maps using instant death floors). So we can expect UMAPINFO is supported by player's sourceport. I even thinking that it is a good idea to write in MAPINFO strings for map names something like "this wad is MBF21 compatible, please update your sourceport", it seems like UMAPINFO always overrides MAPINFO, but i'm not sure

Edited by CblBOPOTKA

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IMGONLIN.png

An attempt at seamless overcast sky. The idea works a little better if we don't bother with seamlessness, but I accidentally overwritten that one. I was originally going to pitch it for MAP03 but I think it could stick with starry sky and I will remake the clouds properly that don't need to tile vertically.

 

Update: Roughtly the same sky without vertical tiling:

KLUD_mix.png

Both can, if necessary, translated into different shades like red or blue.

Edited by ViolentBeetle

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8 hours ago, Napsalm said:

Also, map 4 has the secret area as separate tagged secrets for every sector, resulting in 3 of the raised areas being unobtainable secret sectors (unless there's a vile in there? but I think this is unintentional)

Oh wow. Looks like someone just didn't untag the sectors. I'll just make all but one non-secret.

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I had "Signal 11" while working on my entry for "2 Enemy" CP.
There might be something with graphics.
Maybe something is not in Doom format, but in PNG?

 

P.S.: Also, on my maps black starry sky is intended.

P.P.S.: I've updated my map according to @CblBOPOTKA's bug report. Also added 4x2 shotgun shells just in case for every difficulty.

 

(File was removed to resolve some space on my DW account...)

 

Edited by RastaManGames

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5 hours ago, ViolentBeetle said:

By the way, do we actually need MAPINFO? UMAPINFO is supported wherever MBF21 is.

 

We don't. If anything, the MAPINFO lump is just redundant.

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So I'm a colossal fuckup and my map starts in the completely wrong place. I've provided the fix but if you don't feel like recompiling, you can drag the player 1 start in the north BFG secret to the south-east square with the rest of the player starts, where it should be. Apologies.

 

As for the midi, it Journey to Silius stage 03.

Timeandspace1.1.zip

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I'm looking into the crash in dsda-doom right now. It's caused by the face replacements but I'm not sure exactly why yet. Deleting all of them (STFST* etc) prevents the crashing. Is there anything special about these replacements? Are they all the typical size?

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