Zadeon Posted July 30, 2022 (edited) Hello, I was the author of the map called Checksum that's map11. Sorry for the lack of response earlier but if there's still space for it then I'd love to see it be part of this wad. The music track used is Baked Goods by Lee Jackson. Edited July 30, 2022 by Zadeon 2 Quote Share this post Link to post
lunchlunch Posted July 30, 2022 (edited) On 7/29/2022 at 3:05 PM, ViolentBeetle said: So those are replacement sprites I ran with for a while. I decided to show them off. I think I might have overdarkened the brown, I should check that. Still, visibility improved significantly Edited October 18, 2022 by lunchlunch 0 Quote Share this post Link to post
ViolentBeetle Posted July 30, 2022 (edited) 8 minutes ago, lunchlunch said: Ew, dude, no. The original sprites were dope. It's one thing to take over as lead to compile everything and release it but when you hijack the creative direction, that's pretty lame. These go against the entire design philosophy. Maybe. I was mostly experimenting to see what could be done differently. If there's no support for this, then let's keep the original (Although barons blend with the walls too much at a time, maybe we should do something about them specifically). Keeping them the way they currently are is a reasonable bet. So anyway, is there anything else left to adjust? Edited July 30, 2022 by ViolentBeetle 3 Quote Share this post Link to post
El Inferno Posted July 30, 2022 I would preffer the original sprites, they sure take time to get used to but also give the set a very distictive feeling. One encounter in my map uses monsters blending with the walls feature intentionally so "fixing" it at this point is kind of meh 1 Quote Share this post Link to post
ViolentBeetle Posted July 30, 2022 (edited) 30 minutes ago, El Inferno said: I would preffer the original sprites, they sure take time to get used to but also give the set a very distictive feeling. One encounter in my map uses monsters blending with the walls feature intentionally so "fixing" it at this point is kind of meh That's a good reason not to fix it then. Let's keep the old sprites. I didn't notice this effect on your map. Edited July 30, 2022 by ViolentBeetle 2 Quote Share this post Link to post
RastaManGames Posted July 31, 2022 Can we have "PSX/D64" sounds not only for weapons, but for monsters and doors/lifts/crushers too? (. )(. ) 0 Quote Share this post Link to post
ViolentBeetle Posted August 3, 2022 (edited) On 7/31/2022 at 7:44 AM, RastaManGames said: Can we have "PSX/D64" sounds not only for weapons, but for monsters and doors/lifts/crushers too? (. )(. ) Maybe. Do you know where I can get them to find out? I think monsters should keep original sounds because that works for gameplay, but moving sectors, why not? On 7/30/2022 at 9:36 PM, Zadeon said: Hello, I was the author of the map called Checksum that's map11. Sorry for the lack of response earlier but if there's still space for it then I'd love to see it be part of this wad. The music track used is Baked Goods by Lee Jackson. Should I credit you as Zadeon then? Overall, I'm planning to dedicate some time to testing those maps and see if there's any bugs. Small ones I can fix on the spot, big one I might try to reach the mapper. It might take me a while since later maps seem pretty hard. When I'm done with it, I'll probably take it to idgames already. Updates are still accepted, naturally. Edited August 3, 2022 by ViolentBeetle 0 Quote Share this post Link to post
Zadeon Posted August 3, 2022 3 hours ago, ViolentBeetle said: Should I credit you as Zadeon then? Yeah that's fine. 1 Quote Share this post Link to post
Vortale Posted August 6, 2022 It's come to my attention that most of the skies I've used have been removed from the textures and have defaulted to AASHITTY (which some may argue is indicative to the map itself). While the default sky is supposed to be the starry night, the other areas are busted. I figure it would be easier to adhere to the textures currently in the pack rather than ask for the other skies to be inserted, since it seems my map is the only one with this issue. Plus it gives me the opportunity to fix a couple of small oversights I've seen from testing, mostly a change in progression so that people don't wander in circles 20 times then IDCLEV18 after cursing my name. Unless something else goes horribly wrong, this should be the last time I update this. Timeandspace1.2.zip 1 Quote Share this post Link to post
ViolentBeetle Posted August 6, 2022 1 minute ago, Vortale said: It's come to my attention that most of the skies I've used have been removed from the textures and have defaulted to AASHITTY (which some may argue is indicative to the map itself). While the default sky is supposed to be the starry night, the other areas are busted. I figure it would be easier to adhere to the textures currently in the pack rather than ask for the other skies to be inserted, since it seems my map is the only one with this issue. Plus it gives me the opportunity to fix a couple of small oversights I've seen from testing, mostly a change in progression so that people don't wander in circles 20 times then IDCLEV18 after cursing my name. Unless something else goes horribly wrong, this should be the last time I update this. Timeandspace1.2.zip Ooops, sorry. For whatever reason it didn't occur to me to check if anyone uses sky transfer. I can bring them back easily if this is what you prefer, I still have them backed up. One of the pitfalls of trying to take over someone else's project is that you don't always see everything you need. 1 Quote Share this post Link to post
Vortale Posted August 6, 2022 6 minutes ago, ViolentBeetle said: Ooops, sorry. For whatever reason it didn't occur to me to check if anyone uses sky transfer. I can bring them back easily if this is what you prefer, I still have them backed up. One of the pitfalls of trying to take over someone else's project is that you don't always see everything you need. Nah, don't worry about reinserting them. Thankfully, the skies currently in the pack were close enough to what I had before, they just had different names, so that was the only thing I needed to change. 3 Quote Share this post Link to post
ViolentBeetle Posted August 6, 2022 26 minutes ago, Vortale said: Nah, don't worry about reinserting them. Thankfully, the skies currently in the pack were close enough to what I had before, they just had different names, so that was the only thing I needed to change. Ok, then let's go with the new skies. By the way, does everyone have all 3 difficulties on their maps? I'll be checking this too. 2 Quote Share this post Link to post
RastaManGames Posted August 6, 2022 1 hour ago, ViolentBeetle said: By the way, does everyone have all 3 difficulties on their maps? I'll be checking this too. At least, I've tried to implement them in a fair way. I hope that not messed it up. 1 Quote Share this post Link to post
Stupid Bunny Posted August 7, 2022 I regret not being able to contribute a map to this, I lost steam on three abortive efforts and eventually just had too many real-world commitments to meet. Still, I can't wait to play what you guys have done--I still just adore the concept behind this and am in as much awe as ever at how much creativity is floating around here. And maybe I'll finish up one or two of the maps I started and release them standalone at some point... 2 Quote Share this post Link to post
Peccatum Mihzamiz Posted August 7, 2022 On 8/6/2022 at 11:42 AM, ViolentBeetle said: By the way, does everyone have all 3 difficulties on their maps? I'll be checking this too. Mine does. Plus an additional three difficulty settings for co-op. I recommend everybody to give my map a try on UV co-op (not by yourself because then there is not enough ammo). There's a whole new battle in the map, plus one of the archies Spoiler seems to have multiplied by about 600%. 1 Quote Share this post Link to post
Vortale Posted August 15, 2022 So after doing a playthrough, this is what I found in terms of things that need fixing: Broken sky for map25 Broken texture at the end fight of map10 I believe there's a missing audio track for map28, as it just goes silent once you get to the goose room. One of the cacos plugged the monster teleport closet in map29 (specifically, the 2nd set from the left of the map. The 2nd from the right got jammed for some reason, which was weird as the one on the far right was fine despite being identical). If these are known I apologise, but I figure I'd post to let people know what's happening. 0 Quote Share this post Link to post
ViolentBeetle Posted August 16, 2022 9 hours ago, Vortale said: So after doing a playthrough, this is what I found in terms of things that need fixing: Broken sky for map25 Broken texture at the end fight of map10 I believe there's a missing audio track for map28, as it just goes silent once you get to the goose room. One of the cacos plugged the monster teleport closet in map29 (specifically, the 2nd set from the left of the map. The 2nd from the right got jammed for some reason, which was weird as the one on the far right was fine despite being identical). If these are known I apologise, but I figure I'd post to let people know what's happening. I'll make sure to take a look. those seems minor enough for quick fix. Is the entire sky broken or just some segments? 0 Quote Share this post Link to post
ViolentBeetle Posted August 30, 2022 (edited) On 8/16/2022 at 12:20 AM, Vortale said: I believe there's a missing audio track for map28, as it just goes silent once you get to the goose room. @Spendoragon can you help me out? I know nothing about music and I assume thing type 14101 present at the destination has something to do with music change. How is it supposed to work? Chances are some vital infrastructure got missing during compilation. Update: Nevermind, I tracked what went missing down. Edited August 30, 2022 by ViolentBeetle 1 Quote Share this post Link to post
ViolentBeetle Posted August 30, 2022 Is MAP08 (Ant by 7Soul) broken? Seems like a voodoo script can't be activated that is supposed to do something. I contacted the author but don't know when I get the answer so maybe you all know something I don't? 0 Quote Share this post Link to post
CblBOPOTKA Posted August 30, 2022 16 minutes ago, ViolentBeetle said: Is MAP08 (Ant by 7Soul) broken? Seems like a voodoo script can't be activated that is supposed to do something. Nope, it isn't broken. Tested right now RC1 version on latest DSDA - maxed. Progression is a little bit confusing: Spoiler you need to trigger invisible line to open closet with chaingunners and button thats it, for the rest it's usual key-door hunting 0 Quote Share this post Link to post
ViolentBeetle Posted August 30, 2022 Just now, CblBOPOTKA said: Nope, it isn't broken. Tested right now RC1 version on latest DSDA - maxed. Progression is a little bit confusing: Hide contents you need to trigger invisible line to open closet with chaingunners and button thats it, for the rest it's usual key-door hunting But I did find it. I went all the way until opening the door to purple platform next to blue key. This one seems to be controlled by voodoo doll that in turn is not activated by anything. 0 Quote Share this post Link to post
CblBOPOTKA Posted August 30, 2022 25 minutes ago, ViolentBeetle said: But I did find it. I went all the way until opening the door to purple platform next to blue key. This one seems to be controlled by voodoo doll that in turn is not activated by anything. demo: diy_08_2.rar 0 Quote Share this post Link to post
ViolentBeetle Posted August 30, 2022 10 minutes ago, CblBOPOTKA said: demo: diy_08_2.rar It all makes sense now, I missed the second switch. 1 Quote Share this post Link to post
Nefelibeta Posted August 30, 2022 Hi, can you please adjust the teleport line at the ending of my map(Map30 I believe) so you can't linedef skip? Thanks a lot 0 Quote Share this post Link to post
ViolentBeetle Posted August 30, 2022 5 minutes ago, Nefelibeta said: Hi, can you please adjust the teleport line at the ending of my map(Map30 I believe) so you can't linedef skip? Thanks a lot I'm not sure which one. I did notice there's a stuck monster closet with all the imps and cyberdemon though so I fixed that for now. 0 Quote Share this post Link to post
Nefelibeta Posted August 30, 2022 1 minute ago, ViolentBeetle said: I'm not sure which one. I did notice there's a stuck monster closet with all the imps and cyberdemon though so I fixed that for now. The long ass tunnel at the purple area, there's a line at the end of it. 0 Quote Share this post Link to post
ViolentBeetle Posted August 30, 2022 2 minutes ago, Nefelibeta said: The long ass tunnel at the purple area, there's a line at the end of it. Ok, I added a couple more lines to minimize the risk of the skip. Say, is there a reason why opening shootable line is not the border of the starting box? That would be more intuitive. 0 Quote Share this post Link to post
Nefelibeta Posted August 30, 2022 Just now, ViolentBeetle said: Say, is there a reason why opening shootable line is not the border of the starting box? That would be more intuitive. uhh, I wasn't thinking clearly. :^) 0 Quote Share this post Link to post
ViolentBeetle Posted August 30, 2022 Just now, Nefelibeta said: uhh, I wasn't thinking clearly. :^) I'll just move the trigger there then. 0 Quote Share this post Link to post
Shepardus Posted August 31, 2022 Is there a list of music credits? I'm curious about the music for MAP24 (Harvest Moon) in particular. 0 Quote Share this post Link to post
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