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Gorehounds of Doom RC2 Release Thread - An MBF21 Horror Themed Community Project


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So happy to finally see this release thread! Huge thanks to @Thelokk and @Snaxalotl for leading this community project, and excellent job to all the other mappers who contributed!

 

Found a teensy bug when playing through, you can't get past MAP02 without using IDCLEV (at least on GZDoom - beating MAP02 just puts you on MAP02 again. I found the bug on the MAPINFO file:

Spoiler

image.png.f97edd0e77348172af1f3eb6e8c4b687.png

 

Edited by SirPootis
accidentally a word

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10 minutes ago, SirPootis said:

So happy to finally see this release thread! Huge thanks to @Thelokk and @Snaxalotl for leading this community project, and excellent job to all the other mappers who contributed!

 

Found a teensy bug when playing through, you can't get past MAP02 without using IDCLEV (at least on  - beating MAP02 just puts you on MAP02 again. I found the bug on the MAPINFO file:

  Reveal hidden contents

image.png.f97edd0e77348172af1f3eb6e8c4b687.png

 


Oooo glad you caught that, the file is updated and fixed now

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@Snaxalotl The google drive download doesn't want to work on my end. I get some sort of website's connection not safe error. I've attached a screenshot below for clarification, though it's in my country's language (Slovenian), so you probably won't understand most of it. If I were you I'd just simply replace the download link with the zip file itself.

2022-08-10.png

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1 hour ago, epicyolomaster420 said:

@Snaxalotl The google drive download doesn't want to work on my end. I get some sort of website's connection not safe error. I've attached a screenshot below for clarification, though it's in my country's language (Slovenian), so you probably won't understand most of it. If I were you I'd just simply replace the download link with the zip file itself.

2022-08-10.png

Your RAM is about to commit dead.

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1 hour ago, epicyolomaster420 said:

@Snaxalotl The google drive download doesn't want to work on my end. I get some sort of website's connection not safe error. I've attached a screenshot below for clarification, though it's in my country's language (Slovenian), so you probably won't understand most of it. If I were you I'd just simply replace the download link with the zip file itself.

2022-08-10.png

 

Are you still able to download the file and ignore the warning? I tend to get warnings whenever I download off of Google.

 

I can't upload the wad as an attachment as it's too big and won't allow me too, I can see about finding another place to upload it once I get out of work though.

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47 minutes ago, Snaxalotl said:

 

Are you still able to download the file and ignore the warning? I tend to get warnings whenever I download off of Google.

 

I can't upload the wad as an attachment as it's too big and won't allow me too, I can see about finding another place to upload it once I get out of work though.

I can't because this is what I get when I press the download button (which other than throwing me to this page does nothing - no download even so much as tries to start or registers)

Edited by epicyolomaster420
fixed typo

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I'll be offline for the next few days, but I played through the first 7 maps with a video coming up daily. So check out my channel if you want to watch me play your map.

@Origamyde you're up first!
 

 

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6 hours ago, Pistoolkip said:

I'll be offline for the next few days, but I played through the first 7 maps with a video coming up daily. So check out my channel if you want to watch me play your map.

@Origamyde you're up first!
 

 

 

Hey there, Pistoolkip !

 

Thanks for trying out my submission ! I hope it wasn't too spooky 😉

 

For anyone interested, the song used is part of Clock Tower's soundtrack for the PS1. A staple of old-school survival horror, as well as a wonderful tribute to Italian giallo as well 😊

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Isn't my map not get messed up in any way?..

I mean, @Pistoolkip just run over the cafeteria food stalls, when there is definitely a "block player" flag on these lines... 

image.png.4f09377d5b9782aca6ccb5722e29e919.png

And sad thing that in DSDA-Doom ending is looking nice, but in GZDoom it messed up with visual appearing of explosive barrels. Kinda ruining the immersion...

Entire idea is: Player tried to escape with his small space-ship, but was brutally killed by his fate. Most players rather just shoot the barrels and not try to use control panel...

Edited by RastaManGames

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20 minutes ago, RastaManGames said:

Isn't my map not get messed up in any way?..

I mean, @Pistoolkip just run over the cafeteria food stalls, when there is definitely a "block player" flag on these lines... 

image.png.4f09377d5b9782aca6ccb5722e29e919.png

And sad thing that in DSDA-Doom ending is looking nice, but in GZDoom it messed up with visual appearing of explosive barrels. Kinda ruining the immersion...

Entire idea is: Player tried to escape with his small space-ship, but was brutally killed by his fate. Most players rather just shoot the barrels and not try to use control panel...

 

I downloaded the current RC1 from the OP, and looking at your map there are no linedefs with the block players flag. Is it an outdated version of the map?

 

The barrels at the end being visible seems to only happen in GZDoom when using OpenGL, not software rendering.

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1 hour ago, SCF said:

I downloaded the current RC1 from the OP, and looking at your map there are no linedefs with the block players flag. Is it an outdated version of the map?

I dunno. Then here is an latest version just in case...

 

1 hour ago, SCF said:

The barrels at the end being visible seems to only happen in GZDoom when using OpenGL, not software rendering.

Well... This is good, I guess, but... Nowadays usual Doomers preferring OpenGL more than Software...

 

P.S.: Only ~20 Kb for upload... What big harm I've done?

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Hello! Just popping in to share and report things. Played on UV/PS, dsda-doom cl21.

 

01:

- Secret berserk lift is one-time only, intentional?

- Lines 3146 and 3089 use pink flesh, though I think they should use the pale one.

 

05: 

- Parts of this "transition" room rendered cursed in opengl. In software the thin sectors look okay, so not sure if it's a concern or not.

- There were also some misaligned bricks here and there, specially on the sides of raising/lowering walls and stairs (e.g. lines 1471/1473). If I'm honest, a few of misalignments aren't too bad here, for a scary map (:

 

06:

- This poor stimpack is being sucked by the wall!! (not an issue at all, just found it amusing)

 

08:

- This lowering floor sector 30, maybe make it change to blood?

 

12:

- Most midtex fences (or rather all?) are passable and you can fall into pits you ordinarily shouldn't and get stuck, which I don't know if it's on purpose or not. For example, I pressed the secret switch for the RSK by catwalking around the pillar, because I first thought that was the idea, but later on I tested the fences on the other side of the bridge and fell on the blood. Upon checking in the editor, none use any block properties, so it seems this needs to be revised.

 

- Moreover, several odd things going on in the final section:

    - there doesn't seem to be a way to release the arachnotrons, unless they're meant to be statues?

    - exit pad was free, which added to my confusion

    - there's like a bridge to the north, though sealed off and seemingly unfinished? nothing wrong if it's for scenery!

    - there're monsters inside the blood poles which also never get released

 

- This HK missed the teleport line. I would advise revising the whole setup, by the looks of it there is a conveyor involved, but the setup is prone to cause HKs to skip lines if there's something blocking their destination. 

 

- The sky here renders a huge HOM in opengl, one which doesn't look bad, but in software the effect is gone and looks not quite good. Maybe expand the sector? Also if you fall in the blood, when trying to fall in the secret, there's no way out. 

 

13:

- In the library room, you can easily hit the switches behind the libraries -lines 7029, 6555- long before they become visible. Not sure if it's really a concern, or if there's a benefit - you'd have to know in advance where the switches are, so it's unlikely someone on a first play will notice.

- It's possible to snag the BSK without crossing the teleport line for the transition. It doesn't break anything, so it's a minor observation.

 

15:

- Could use some automap cleanup.

 

16:

- There's a certain group of revenants that only spawn if you step inside the cubicles next to the RL, which other than chaingunners they are empty. Any reason for that lol? 

- The mechanism for the final set of archviles is easily prone to break, and only the teleport back to the middle works - happened once to me by pure accident and to Vile on stream.

- Also, this I just noticed: line 1675 should be extended, because you can walk by next to it and skip the trap. Make it also a diagonal to be safe from line skips.

- In the penultimate silver room, there is a HK that is sent to the hallway to, I guess, punish retreating, but when the door closes it becomes impossible to kill, so that's odd. There is a second line with tag 81 but no sectors with such tag.

- Same deal with the archviles that spawn in the RSK room, after the whole pinkies ambush thing - the set of bars with tag 85 can't be reopened and so both the archviles and whatever they revive can't be killed. 

- These two pinkies couldn't get out.

 

17:

- This SMM is visible in opengl. Silly thing that doesn't affect anything, unless it's supposed to be a "where is it!" case.

- Some automap cleanup would be good.

 

18:

- Automap cleanup if not opposed to.

- This may have been a coincidence, but the turret SMMs in the "epic slaughter" could never hit me while I was on the blood, except only if I hopped on the long platform to get closer to them, so as area denials during the fight they were unfortunately very limited. It might be the hitscan bug though, in which case it's up to the mapper whether to find a solution or leave things as they are currently.

 

 

Well that's all I have. Very well done maps btw, thanks for sharing!

Edited by galileo31dos01

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7 hours ago, galileo31dos01 said:

Hello! Just popping in to share and report things. Played on UV/PS, dsda-doom cl21.

 

01:

- Secret berserk lift is one-time only, intentional?

- Lines 3146 and 3089 use pink flesh, though I think they should use the pale one.

 

05: 

- Parts of this "transition" room rendered cursed in opengl. In software the thin sectors look okay, so not sure if it's a concern or not.

- There were also some misaligned bricks here and there, specially on the sides of raising/lowering walls and stairs (e.g. lines 1471/1473). If I'm honest, a few of misalignments aren't too bad here, for a scary map (:

 

06:

- This poor stimpack is being sucked by the wall!! (not an issue at all, just found it amusing)

 

08:

- This lowering floor sector 30, maybe make it change to blood?

 

12:

- Most midtex fences (or rather all?) are passable and you can fall into pits you ordinarily shouldn't and get stuck, which I don't know if it's on purpose or not. For example, I pressed the secret switch for the RSK by catwalking around the pillar, because I first thought that was the idea, but later on I tested the fences on the other side of the bridge and fell on the blood. Upon checking in the editor, none use any block properties, so it seems this needs to be revised.

 

- Moreover, several odd things going on in the final section:

    - there doesn't seem to be a way to release the arachnotrons, unless they're meant to be statues?

    - exit pad was free, which added to my confusion

    - there's like a bridge to the north, though sealed off and seemingly unfinished? nothing wrong if it's for scenery!

    - there're monsters inside the blood poles which also never get released

 

- This HK missed the teleport line. I would advise revising the whole setup, by the looks of it there is a conveyor involved, but the setup is prone to cause HKs to skip lines if there's something blocking their destination. 

 

- The sky here renders a huge HOM in opengl, one which doesn't look bad, but in software the effect is gone and looks not quite good. Maybe expand the sector? Also if you fall in the blood, when trying to fall in the secret, there's no way out. 

 

13:

- In the library room, you can easily hit the switches behind the libraries -lines 7029, 6555- long before they become visible. Not sure if it's really a concern, or if there's a benefit - you'd have to know in advance where the switches are, so it's unlikely someone on a first play will notice.

- It's possible to snag the BSK without crossing the teleport line for the transition. It doesn't break anything, so it's a minor observation.

 

15:

- Could use some automap cleanup.

 

16:

- There's a certain group of revenants that only spawn if you step inside the cubicles next to the RL, which other than chaingunners they are empty. Any reason for that lol? 

- The mechanism for the final set of archviles is easily prone to break, and only the teleport back to the middle works - happened once to me by pure accident and to Vile on stream.

- Also, this I just noticed: line 1675 should be extended, because you can walk by next to it and skip the trap. Make it also a diagonal to be safe from line skips.

- In the penultimate silver room, there is a HK that is sent to the hallway to, I guess, punish retreating, but when the door closes it becomes impossible to kill, so that's odd. There is a second line with tag 81 but no sectors with such tag.

- Same deal with the archviles that spawn in the RSK room, after the whole pinkies ambush thing - the set of bars with tag 85 can't be reopened and so both the archviles and whatever they revive can't be killed

- These two pinkies couldn't get out.

 

17:

- This SMM is visible in opengl. Silly thing that doesn't affect anything, unless it's supposed to be a "where is it!" case.

- Some automap cleanup would be good.

 

18:

- Automap cleanup if not opposed to.

- This may have been a coincidence, but the turret SMMs in the "epic slaughter" could never hit me while I was on the blood, except only if I hopped on the long platform to get closer to them, so as area denials during the fight they were unfortunately very limited. It might be the hitscan bug though, in which case it's up to the mapper whether to find a solution or leave things as they are currently.

 

 

Well that's all I have. Very well done maps btw, thanks for sharing!

You were playing the old version :o The latest version has 224 enemies and I believe most of the bugs were fixed. I just beat it with saves and didn't run into any problems. You'll have to download the archive again because you probably downloaded it right after this thread was made, it's been updated because there were older versions of some of the maps in the wad :/

Also.

1) They're supposed to make the player waste their ammo on them as a small 'punishment' for hiding in that spot.

2) I probably fixed this in the latest version XD

3) Same as №2

4) This was fixed in the latest version.

5) Same as №4

Thanks for the feedback!

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Had a great time playing the first 5 maps of this on stream!  Some great interpretations of horror in Doom, from very atmospheric, to combat oriented, to interesting gimmicks.  Some really fun stuff done with MBF support too.

 

(linked to timecode)

 

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Ended up playing through the entire megawad on stream (RC2)! Overall I enjoyed quite a bit of the maps (Although I liked some over others).

 

There were quite a few bugs I came across in my playthrough... The biggest problems I found were in MAP12 and MAP16. In MAP12 you could basically walk through all railing midtextures, easily softlocking the map... Also in MAP12, the final fight was borked for me. MAP16 included quite a bit of softlocks and progression breaking bugs.

 

You can watch the entire playthrough here (full six hours):

https://www.twitch.tv/videos/1572942122

Edited by Arsinikk

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7 hours ago, Arsinikk said:

Ended up playing through the entire megawad on stream (RC2)! Overall I enjoyed quite a bit of the maps (Although I liked some over others).

 

There were quite a few bugs I came across in my playthrough... The biggest problems I found were in MAP12 and MAP16. In MAP12 you could basically walk through all railing midtextures, easily softlocking the map... Also in MAP12, the final fight was borked for me. MAP16 included quite a bit of softlocks and progression breaking bugs.

 

You can watch the entire playthrough here (full six hours):

https://www.twitch.tv/videos/1572942122

I actually stopped playing Hell Revealed after playing like first four maps and only played a handful of HR2 maps. Also you didn't skip any linedefs, you broke the map by using IDDQD (all of the monsters in out-of bounds closets are joined with the sector where you need to shoot a switch).

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1 hour ago, CittyKat112 said:

Also you didn't skip any linedefs, you broke the map by using IDDQD (all of the monsters in out-of bounds closets are joined with the sector where you need to shoot a switch).

Do you mean IDCLIP? I assumed that most things broke when I idclipped through the door to the final room, which imo is a softlock that should be fixed, since it's really easy to backup from it before the door closes behind you.

 

1 hour ago, CittyKat112 said:

I actually stopped playing Hell Revealed after playing like first four maps and only played a handful of HR2 maps.

I'm kinda surprised since I think the gameplay of this map really encapsulates HR2. That's what made me think it was inspired from it, especially with the visuals. I guess it's just a coincidence. :)

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16 minutes ago, Arsinikk said:

Do you mean IDCLIP? I assumed that most things broke when I idclipped through the door to the final room, which imo is a softlock that should be fixed, since it's really easy to backup from it before the door closes behind you.

 

I'm kinda surprised since I think the gameplay of this map really encapsulates HR2. That's what made me think it was inspired from it, especially with the visuals. I guess it's just a coincidence. :)

I'm a bit fuzzy right now, but if I recall correctly you had to use IDDQD in that room with 3 revenants. You were at 6% health and got hit by a rev rocket I think.

Too bad you didn't like the map. Though it is probably the weakest entry in the wad, I really had to struggle to get it finished and didn't have much inspiration. Idk when and if I'll get around to fixing the softlocks and cheese strats but thank you for pointing them out! Will your stream be uploaded on youtube? The video stopped playing a few times when I was watching and I had to reload it.

 

Edited by CittyKat112

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@Snaxalotl isn't my map wasn't updated in the compilation?


I mean... @sandwedge is ran over food stall in cafeteria and @Arsinikk was crushed under window shutter in the living area.

I've opened my map in UDB and there is definitely a "Block Players" MBF21 flag that was used on these lines. 

 

Then I checked out my map in RC2 via UDB and... Why?

image.png.1543a2c8ab59a0d67e5cecfb17f80e7a.png

Why my map became Boom, when it was MBF21?

>>> Here is a proper version of my entry in MBF21 format with proper blocking player lines... <<<

Edited by RastaManGames

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3 hours ago, CittyKat112 said:

I'm a bit fuzzy right now, but if I recall correctly you had to use IDDQD in that room with 3 revenants. You were at 6% health and got hit by a rev rocket I think.

Yeah I did use IDDQD for a second just to jump back up to 100% health. I'll admit I wasn't really feeling the combat of this particular map... But that shouldn't affect progression in anyway. Obviously noclipping to get back in the door that closed in front of me, would be something that could break progression.

 

From what I recall there were 2 Revenants in Out of bounds closets that were set to "ambush only", so they would never end up teleporting in. As for the end room, I'm not really sure, but that door that locked me out seemed to break progression for me.

 

3 hours ago, CittyKat112 said:

Too bad you didn't like the map. Though it is probably the weakest entry in the wad, I really had to struggle to get it finished and didn't have much inspiration. Idk when and if I'll get around to fixing the softlocks and cheese strats but thank you for pointing them out!

Did I ever say I didn't like the map? I mean I'll admit the map's combat isn't really my cup of tea, but I don't think it's a bad map nor do I think it's a weak entry.

 

3 hours ago, CittyKat112 said:

Will your stream be uploaded on youtube? The video stopped playing a few times when I was watching and I had to reload it.

Usually I don't upload my streams to YouTube, but I may make an exception in this case since you've been having issues.

You can watch it on YouTube here (with chapters):

 

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1 hour ago, Arsinikk said:

Yeah I did use IDDQD for a second just to jump back up to 100% health. I'll admit I wasn't really feeling the combat of this particular map... But that shouldn't affect progression in anyway. Obviously noclipping to get back in the door that closed in front of me, would be something that could break progression.

 

From what I recall there were 2 Revenants in Out of bounds closets that were set to "ambush only", so they would never end up teleporting in. As for the end room, I'm not really sure, but that door that locked me out seemed to break progression for me.

 

Did I ever say I didn't like the map? I mean I'll admit the map's combat isn't really my cup of tea, but I don't think it's a bad map nor do I think it's a weak entry.

 

Usually I don't upload my streams to YouTube, but I may make an exception in this case since you've been having issues.

You can watch it on YouTube here (with chapters):

 

I thought you got a bit frustrated because of the combat XD Good to hear you enjoyed the map! IDDQD is definitely to blame here, it broke the progression because when you die monsters stop being alerted so they become idle even when you resurrect. They won't be alerted again unless they see you or you make a sound in that room with the switch again (that's why the revs that were supposed to teleport in the plasma rifle / red key room were idle). Also I just checked to be sure and they were not set to ambush haha.

Spoiler

image.png.923a84558bdc09feda2113875a29eb08.png

I'll be sure to fix that stupid door that prevents you from entering the last room if you don't go there right after opening it and the arch-vile cheese in the red key room. Idk why I set that door to 'Door Once' XD

As for the bars that prevent you from killing the arch-viles in the corridor... I'll leave it as it is because the player is supposed to run back to the rocket launcher room, get ambushed by two hell knights (they teleport in front of you once you're near the door and you're supposed to kill them with a plasma rifle and use rocket launcher to kill the chaingunners and go for the arch-viles next while they resurrect them). I think that making the player miss 100% kills is a good punishment for not playing as intended XD Oh damn, I forgot to say that the reason these bars go up is because at least one of the arch-viles used to teleport back in the plasma rifle room. I mean they're intended to teleport in there if you decide to cheese the fight by staying in the doorway but if you decide to use the intended strat, then the arch-viles wouldn't pose much of a threat in the corridor because one of them would be busy resurrecting stuff in the red key room... Again, thanks for your feedback!

I'll be sure to watch the whole video in chunks on youtube XD Will leave a comment under the video once I'm done watching it.

 

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  • 10 months later...

I do not want to be an arsehole right now, but how far are we from /idgames release, after all?

Also additional poke to be sure that in my entry there is MBF21 map format and not Boom, since I used MBF21's line flags for blocking player only in few places.

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The game configuration for the map isn't stored in the .wad itself; it's stored in the .dbs file (which isn't something that's distributed to other folks since it's just local metadata). UDB will do a best-guess at picking the correct format if there's no .dbs, but it's not foolproof. If it's defaulting to Boom, that doesn't mean that your map has been altered in any way.

 

Now, if you're worried about your map being out of date, a super-quick way to check is to open both versions the wad in SLADE and look at the sizes of the lumps; in the vast majority of cases, modifying something in the map will change the lump size, so if they're different then you know for sure they're not the same.

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On 6/30/2023 at 10:53 PM, RastaManGames said:

I do not want to be an arsehole right now, but how far are we from /idgames release, after all?

Also additional poke to be sure that in my entry there is MBF21 map format and not Boom, since I used MBF21's line flags for blocking player only in few places.


I'll be uploading it to idgames within a few days but I will be removing your submission from the project since you want your own release.

Edited by Snaxalotl

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18 minutes ago, Snaxalotl said:


I'll be uploading it to idgames within a few days but I will be removing your submission from the project since you want your own release and because of how you've treated me.

 

The fight had already happened, it is not necessary to write the last part of the sentence... to avoid a new conflict i think the sentence would be better like this: 

 

"I'll be uploading it to idgames within a few days but I will be removing your submission from the project since you want your own release."

 

It's just my personal opinion..

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3 hours ago, Snaxalotl said:

...I will be removing your submission from the project since you want your own release.

 

I never said that I didn't want to be a part of this community project at the first place.

But since you are the boss now and you want to act like an arse - do as you wish, I guess.

Edited by RastaManGames

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