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I've found a soft-lock bug in the submarine map (specifically the NG+ one but I think it would be the same in the normal version). If you run too fast into the lift which takes you out of the sub, you might skip the linedef which raises it. I teleported to the lift but it didn't raise and I was stuck at the bottom. I think if you double up the walk over linedef which raises the lift then that should fix it. It might be worth doubling up any other single walk over linedefs in the maps as well because it's pretty easy sometimes to just strafe run over single linedefs without them triggering.

 

(Also, the NG+ maps are fantastic! For some reason I expected them to just be a few extra monsters and that's it, kind of just to add a bit more challenge in multiplayer, but they really do transform each map into a completely different experience)

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31 minutes ago, Grimosaur said:

I've found a soft-lock bug in the submarine map (specifically the NG+ one but I think it would be the same in the normal version). If you run too fast into the lift which takes you out of the sub, you might skip the linedef which raises it. I teleported to the lift but it didn't raise and I was stuck at the bottom. I think if you double up the walk over linedef which raises the lift then that should fix it. It might be worth doubling up any other single walk over linedefs in the maps as well because it's pretty easy sometimes to just strafe run over single linedefs without them triggering.

 

right, i guess i never strafe run so never experience this. I'll put it on the list of fixes, cheers

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Not a criticism but rather a neutral comment I guess, but I think the NG+ versions of map 04 and 05 might be weirdly easier than their counterparts because of having an early BFG. Map05 NG+ does have the archvile wave to spice things up, but I thought that this certainly applies to Map04. On the whole I think this is fine and I don't want to relay this as "criticism" because the levels are so fun, but I think that after hitting a sweet spot in difficulty with Maps 01, 02 and 03 (03 is amazing in NG+), on the whole 04 and 05 delivered a bit less in that sense.

 

06 was crazy and really fun in NG+ though. I would say that what the best NG+ maps have in common is that they give you the BFG later or you have to claim it with some effort.

 

The big problem with the BFG is that you can just delete archies. It more easily neutralizes an otherwise serious threat.

 

But nonetheless once again I don't think this is real criticism or something to be fixed. This is just an observation I guess. Certainly wouldn't want to impose my opinions on difficulty upon a wad.

Edited by taviow

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38 minutes ago, taviow said:

Not a criticism but rather a neutral comment I guess, but I think the NG+ versions of map 04 and 05 might be weirdly easier than their counterparts because of having an early BFG. Map05 NG+ does have the archvile wave to spice things up, but I thought that this certainly applies to Map04. On the whole I think this is fine and I don't want to relay this as "criticism" because the levels are so fun, but I think that after hitting a sweet spot in difficulty with Maps 01, 02 and 03 (03 is amazing in NG+), on the whole 04 and 05 delivered a bit less in that sense.

 

06 was crazy and really fun in NG+ though. I would say that what the best NG+ maps have in common is that they give you the BFG later or you have to claim it with some effort.

 

The big problem with the BFG is that you can just delete archies. It more easily neutralizes an otherwise serious threat.

 

But nonetheless once again I don't think this is real criticism or something to be fixed. This is just an observation I guess. Certainly wouldn't want to impose my opinions on difficulty upon a wad.

 

I think you are right, I've come to that conclusion myself. I'm going to adjust those maps, along with map 6 ng + which is also trivialised a bit with the bfg.

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I'm amazed how well balanced the first six maps are on Nightmare. Easily my favorite mapset. Great work!

Spoiler

 

Also I'm hoping this is on your fix list lol

86698036_bruhbrick.png.9f24d8bddf64ee1d9f6fb4deaa8c5867.png

 

 

Edited by GamingGargoyle

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41 minutes ago, GamingGargoyle said:

 

  Hide contents

 

Also I'm hoping this is on your fix list lol

86698036_bruhbrick.png.9f24d8bddf64ee1d9f6fb4deaa8c5867.png

 

 

 

Heh, that was on my "hope no one notices" list. Great nightmare run, almost makes me wish I added a way to speed up map 4.

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23 hours ago, Grimosaur said:

I've found a soft-lock bug in the submarine map (specifically the NG+ one but I think it would be the same in the normal version). If you run too fast into the lift which takes you out of the sub, you might skip the linedef which raises it. I teleported to the lift but it didn't raise and I was stuck at the bottom. I think if you double up the walk over linedef which raises the lift then that should fix it. It might be worth doubling up any other single walk over linedefs in the maps as well because it's pretty easy sometimes to just strafe run over single linedefs without them triggering.

SR40 or SR50?

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2 hours ago, Ar_e_en said:

SR40 or SR50?

 

SR40 is just regular strafe running right? Sometimes I flick my mouse a little while strafing because that feels like it gives a momentary speed boost, maybe that's like a split-second SR50? I went back and tried to line skip the lift again and I found if I was only strafe running with no other input then I would trigger the lines as normal, but if I moved my mouse just a tiny bit just before the lines then I would sometimes skip over them.

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22 minutes ago, Grimosaur said:

 

SR40 is just regular strafe running right? Sometimes I flick my mouse a little while strafing because that feels like it gives a momentary speed boost, maybe that's like a split-second SR50? I went back and tried to line skip the lift again and I found if I was only strafe running with no other input then I would trigger the lines as normal, but if I moved my mouse just a tiny bit just before the lines then I would sometimes skip over them.

 

SR40 is a normal strafe run, SR50 is "forward walk" + "side strafe" + "side turn" + "strafe modifier". As for the mouse movement flick - I'm not sure if that has an effect on the combined movement speed, maybe it does add a bit of speed to your SR40 (making it a brief SR50). It would not surprise me if an SR50 caused the lines to skip, it's not a common movement trick (unless you're a speedrunner or a long time professional player).

 

Although, now I wonder - is it possible to combine an SR50 with a mouse movement flick to create the mythical SR60? 

Spoiler

Probably not, it probably cancels one of the movement tricks out and just gives you a normal SR50.

 

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2 hours ago, Grimosaur said:

 

SR40 is just regular strafe running right? Sometimes I flick my mouse a little while strafing because that feels like it gives a momentary speed boost, maybe that's like a split-second SR50? I went back and tried to line skip the lift again and I found if I was only strafe running with no other input then I would trigger the lines as normal, but if I moved my mouse just a tiny bit just before the lines then I would sometimes skip over them.

The mouse flick probably isn't making you any faster, but rather is adjusting your position slightly so that you pass entirely over the linedef between tics instead of touching it on one tic. Linedef skips aren't purely about speed, you need to be in the right position too.

 

You can't turn during SR50 so mouse movement during SR50 wouldn't do anything, unless of course you're using the mouse to do the turn left/right input.

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5 hours ago, Shepardus said:

The mouse flick probably isn't making you any faster, but rather is adjusting your position slightly so that you pass entirely over the linedef between tics instead of touching it on one tic. Linedef skips aren't purely about speed, you need to be in the right position too.

 

You can't turn during SR50 so mouse movement during SR50 wouldn't do anything, unless of course you're using the mouse to do the turn left/right input.

 

Ok thank you for shedding light on the mouse flick thing.  I started doing that just out of trial and error without really consciously thinking about it, I guess because it seemed to help me strafe onto certain ledges, but I wasn't sure if the flick was doing anything or just felt right.  I suppose it might be adjusting my position right at the end of jump to get a slight extra bit of distance? Interesting, but I agree with people talking about correcting at least the worst linedef skip softlocks because I've occasionally done that accidentally with SR40.  Though you can't really blame the mapper if that happens imo.

Edited by sandwedge

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Updated original post with version 08-08

 

version 08-08

 

changes: fixed general bugs, soft-locks and cheese. Also adjusted the difficulty of maps 11 and 13 to make them a little less friendly.

Edited by mouldy

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32 minutes ago, mouldy said:

Updated original post with version 08-08

 

version 08-08

 

changes: fixed general bugs, soft-locks and cheese. Also adjusted the difficulty of maps 11 and 13 to make them a little less friendly.

 

Hey, Mouldy - just want to say that I've had a stupid grin on my face for every map I've played so far from this set.

 

This and Going Down are some of the best DOOM content in existence, so thanks for it all :D 

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One other thing I haven't seen people mention - I laughed out loud at the opening of map02. Without spoiling it, look back at the sinking ship from the previous level. You might see a little surprise. 

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47 minutes ago, nobleflame said:

One other thing I haven't seen people mention - I laughed out loud at the opening of map02. Without spoiling it, look back at the sinking ship from the previous level. You might see a little surprise. 

You may be relieved to hear that the imp was rescued by a passing boat and delivered safely to the shore of a nearby island, along with its cargo of angry skeletons

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3 hours ago, mouldy said:

You may be relieved to hear that the imp was rescued by a passing boat and delivered safely to the shore of a nearby island, along with its cargo of angry skeletons


Mate, I was slightly worried he’d mess up my kill count haha

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Great! Now you just have to fix the other side of the bricks.

259399768_thisdamnbrickagain.png.2a1be8522274e565d9aff8b522cdc96f.png

Also, I have played MAP11 for like 4 times and this last Arch-Vile never seems to open for me. I'm really not sure why.

bruh.png.538c6acb68e2a770592aaee7795af8f8.png

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17 minutes ago, GamingGargoyle said:

Also, I have played MAP11 for like 4 times and this last Arch-Vile never seems to open for me. I'm really not sure why.

bruh.png.538c6acb68e2a770592aaee7795af8f8.png

 

Yeah, I just watched SoBad stream the NG+ maps and he had the same problem with this Archvile on map 11.

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40 minutes ago, GamingGargoyle said:

Great! Now you just have to fix the other side of the bricks.

259399768_thisdamnbrickagain.png.2a1be8522274e565d9aff8b522cdc96f.png

Also, I have played MAP11 for like 4 times and this last Arch-Vile never seems to open for me. I'm really not sure why.

bruh.png.538c6acb68e2a770592aaee7795af8f8.png

Fixed and updated the link. Doombuilder sometimes decides to unjoin my joined sectors for some annoying reason.

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5 minutes ago, mouldy said:

Doombuilder sometimes decides to unjoin my joined sectors for some annoying reason.

 

I'm not an expert but apparently when you mess with them too much such as copy and pasting stuff or drawing something on them they tend to unjoin.

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4 minutes ago, taviow said:

 

I'm not an expert but apparently when you mess with them too much such as copy and pasting stuff or drawing something on them they tend to unjoin.

Yeah messing with the sector in any way tends to unjoin them, but I'm fairly sure I didnt do anything to that one. Maybe I nudged it with my elbow or something

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I had a blast with this. It's action packed, fast paced, hard to predict, and so charming. Love that you can see the bottom of your boat through the submarine window in MAP03. NG+ is such a fun idea too. I was jazzed to see you put something out again after so many years. Going Down was a banger too. You're a genuine talent, and I really hope you keep mapping (at your leisure)! 

Also, looks like someone already bug-reported that MAP11 archie. Thanks for patching that so quickly.

 

Great stuff!

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Oh, this looks excellent! Downloaded it and played 3 rooms, but my son wants my attention, so I'll have to get back to it tonight. Looking forward to that!

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1 hour ago, SoBad said:

I had a blast with this. It's action packed, fast paced, hard to predict, and so charming. Love that you can see the bottom of your boat through the submarine window in MAP03. NG+ is such a fun idea too. I was jazzed to see you put something out again after so many years. Going Down was a banger too. You're a genuine talent, and I really hope you keep mapping (at your leisure)! 

Also, looks like someone already bug-reported that MAP11 archie. Thanks for patching that so quickly.

 

Great stuff!

Cheers! I watched your stream and it gave me some ideas for tweaking the difficulty of a couple of the NG+ maps.

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I got rained in so did another one this morning. I got to tell you I am supremely enjoying these. Hope you don't mind me taking these on one at a time but I find I play better that way -- I get sloppy when I try to do a whole set at once

 

I will definitely be back. The theme and doom cute stuff is on point I spent a lot of time in the bathroom. 

 

And the combat is amazing and surprising but well thought out and frantic which is what I like

 

Splendid times

 

 

 

Edited by Clippy

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Having completed this, I've noticed some things:

 

- Yes, Cyriak really loves toilets

- He also loves Arch-viles and Arachnotrons

- This could be an expansion of the mouldyverse

- Imps are occasionally suicidal

- Imps are occasionally Californian

- The "chaotic evil" gameplay style is back

- Cyriak hates using Mancubi (sad)

 

Overall, really enjoyed it. The Arch-vile trap in the submarine map was for me the hardest part (of the first set), funnily enough. All the maps were very fun. Honestly, I'd be happy even if mouldy contributed a map or two to community projects. Anything for more mouldy maps!

 

 

Spoiler

My OCD dictates that Map14 has a missing texture... behind the left window of Doomguy's bedroom window. No one would see it without cheating, but because I'm a prick, I felt like mentioning it. :P

 

Edited by Poncho1

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