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[Community Project] Cleanout – A slaughterish Boom compatible Ultimate Doom megawad [ALL SLOTS TAKEN!!!]


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@epicyolomaster420 Hello there. I checked all of the tracks since a long long time ago. So everything's okay. Except for the new E3M6 track. I fixed the track and here it is. The one that you put into the wad actually will be the "album version" that I'll release for the "original soundtrack". ;) 

Cleanout Map 3.zip

 

Oh, and you put twice one of my tracks (for E2M6 and E2M7). You can keep the Decino's MIDI file if you want for E2M6, I found this track really cool ! <3

Edited by R0rque.
Forgot something.

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17 hours ago, epicyolomaster420 said:

@noob_killer012345678 I've finished up your map in case you want to see it. You'll find it in the wad of this file:

https://www.dropbox.com/s/ln9597baefluqxz/Cleanout_39.zip?dl=0 (update 39)

 

This is also going to be the last update before the RC1 release (which will be the same as update 40 on this thread...), so @R0rque. if you can still find any maps that I may have forgotten to assign any of your songs into (aside for P3M9, BLM1 & BLM2 which I'm still finishing up & are going to get their music changed before release - I haven't decided which of your songs yet unused songs would fit into these yet) or that have your songs but with mixing issues, now is the time to speak up!

Just a quick mention on one thing i noticed while playing the map. You changed the trap in the middle of the castle. I had made it so it looked like a floor and then the monsters appeard without any teleport fog by instantly going up, but you made it less of a suprise by making the mosters visible from the start. Any way you could revert that?

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1 hour ago, noob_killer012345678 said:

Just a quick mention on one thing i noticed while playing the map. You changed the trap in the middle of the castle. I had made it so it looked like a floor and then the monsters appeard without any teleport fog by instantly going up, but you made it less of a suprise by making the mosters visible from the start. Any way you could revert that?

I'll look into it. What about the rest of the map? Did you like it?

Edited by epicyolomaster420
fixed typo

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11 hours ago, epicyolomaster420 said:

I'll look into it. What about the rest of the map? Did you like it?

Loved it. Also noticed that the yellow key room has a soft lock because the vodoo doll opening the door doesnt permanently open the door

 

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7 minutes ago, noob_killer012345678 said:

Loved it

That's great to hear. Also

7 minutes ago, noob_killer012345678 said:

Also noticed that the yellow key room has a soft lock because the vodoo doll opening the door doesnt permanently open the door

I'll look into fixing this. Thanks for pointing it out!

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OK So it is april 30th i.e. the supposed release date of this project and as expected I wasn't able to get everything done on time. I still have 4 maps left to finnish, 16 cyberhellbaron sprites to make, an RC1 release post to write & a whole megawad's worth of maps to test for the final time.

 

I can't say how long it's going to take for me to get all of this done or make any promises, but I will try to pull an all night-er tonight & get all this done ASAP (maybe even by this time tommorow...), so wish me luck...

 

Here is what I have so far:

https://www.dropbox.com/s/jzqqvweiloe9gjp/Cleanout_40.zip?dl=0

(update40 but still not the RC1 version I promised in my previous post... - I decided they won't be the same afterall)

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On 4/1/2023 at 6:50 PM, epicyolomaster420 said:

@Herr Dethnout I've just finished your P1M1 map. You'll find it here in case you want to see it:

https://www.dropbox.com/s/p0c11tpoelveavr/Cleanout_37.5.zip?dl=0

P.S.: Just like Philnemba's map this map was quite fun to work on... It's starting to make me think that maybe I should work on making just the combat part of things work for other people's map's more often...

Oh great, I will look it and P3M1 on the last update.

Maybe in a near future (I hope to get a new pc for my birthday in May :P) we can work together, me the layout and you the combat... jk xddd

Anyways, good luck to you and everybody involved in the project, hope for the RC1 release soon :P
 

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Wanted to post up a bit of a progress update as well as also an explanation on why things are taking this long. I've been hard at work finishing the last 4 maps (though I'm not yet done with them...) and well... let's just say they're ambition got a bit out of hand... (they've all got thousands of monsters, are almost late Sunder map like in detailing (or at least are going to be when I'm done) and have each got more than 30k sidedefs with the last one even pushing 50k...).

Here is the wad so far: https://www.dropbox.com/s/et0zz1ydf5iqmhx/Cleanout_40%2C875.zip?dl=0

Spoiler

 

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Edited by epicyolomaster420
forgot to include some information...

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Hello there, first off just wanted to say I have been looking forward to this wad for a long time.  I tried to run the wad in the latest version of DSDA and I got a gazillion errors all about missing textures.  I assume its because the wad uses OTEX but the textures aren't currently packed with the wad?  I'm a noob when it comes to wad making/editing so I have no idea how to correct this.  

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1 hour ago, jgs1989 said:

Hello there, first off just wanted to say I have been looking forward to this wad for a long time.  I tried to run the wad in the latest version of DSDA and I got a gazillion errors all about missing textures.  I assume its because the wad uses OTEX but the textures aren't currently packed with the wad?  I'm a noob when it comes to wad making/editing so I have no idea how to correct this.  

Use GZDooM for now

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14 hours ago, jgs1989 said:

Hello there, first off just wanted to say I have been looking forward to this wad for a long time.  I tried to run the wad in the latest version of DSDA and I got a gazillion errors all about missing textures.  I assume its because the wad uses OTEX but the textures aren't currently packed with the wad?  I'm a noob when it comes to wad making/editing so I have no idea how to correct this.  

That's because you're suppose to run it with OTEX, though it's currently not working on my end either so I'll have to have DavidN look into it (he's the guy responcible for making sure there's compatibility...).

Also the reason why the textures aren't in the wad now and also won't be in the future is because the texture names you see in the editor are not the same as the texture names in the OTEX wad when you open it up in SLADE (as these are the patch names) and because there is no way (at least that I'm aware of) to match up the texture's in-editor names with their patch names other than manualy locating each one in the thousands of others (like looking for a needle in a haystack...), which I'm sure you can imagine would take ages... (and that's just for one texture - Cleanout uses like dozens if not hundreds...)

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Ah I see...Thanks for the info.  If I can do anything to contribute (such as play testing or anything like that) count me in.  Of course I know that would first require getting the wad running, but if and when you guys get that far I would love to help in any way I can.

 

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On 3/13/2023 at 1:04 PM, epicyolomaster420 said:

   a) I would like to ask (if this is not too much to ask - please ping me if you feel like it is) those of you that have sky textures in these now moved levels (Herr Dethnout and noob_killer012345678) if you gave your levels one of the sky textures currently already present in the episode in which they now reside or at least a sky texture that fits the theme (so for noob killers level this would mean a space-y sky  texture like the ones in phase1, which the level already had to start with AND for Herr Dethnout's level a hell-ish sky texture like the ones present in phase3)? AND

I had a sky in one part of the second map I did at least, but it doesn't matter at all tbh. Both levels are kinda Peterson-esque eclectic blends of whatever visually, and as long as the maps fit in their slots, whatever barely-visible sky bits they get should fit with each level too if they work for the episode.

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Cleanout's final map is progressing nicely and is currently almost finished, but god damn has this sidedefs count gone out of control. I'm gonna have to start slimming things down... (as of now it's got even more sidedefs than Sunder's map11: The furnace & Sunlust's map30: Godmachine, is refusing to build properly on ZenNode normal - the nodebuilder I've been using for all the other maps & is forcing me to use a no reject nodebuilder that's used & has been sent to me by Insane_Gazebo (the guy who made Sunder, who I've been getting advice & playtesting from for my Cleanout maps for a while now...))

Spoiler

2023-05-14.png.323dc2dcf2116b636c1cb227085e2f44.png

Also @jgs1989 I've fixed the texture problems so if you want to run the wad select OTEX first, the wad second & if you're using DSDA, Ultimate Doom third:

https://www.dropbox.com/s/0dai91di11cbuya/Cleanout_40.8.zip?dl=0

Edited by epicyolomaster420
fixed typo

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@epicyolomaster420 thank you.  I've been playing and it works.  Having fun so far, but I would like to report an issue with E1M5...the blue switch requires a blue skull key but there is only a blue card on the map.  Unless I am missing something, which is entirely possible because this level is confusing as hell for me.  I can't find a blue skull key anywhere on the map so I believe the blue card was intended to be a blue skull.

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5 hours ago, jgs1989 said:

@epicyolomaster420 thank you.  I've been playing and it works.  Having fun so far, but I would like to report an issue with E1M5...the blue switch requires a blue skull key but there is only a blue card on the map.  Unless I am missing something, which is entirely possible because this level is confusing as hell for me.  I can't find a blue skull key anywhere on the map so I believe the blue card was intended to be a blue skull.

Thanks for pointing that out. I'm not suprised you encountered something like this as this level (along with a few others) was recently overhauled and then not tested at all after that (I ran out of time...), so I'll look into it!

 

Also I'm glad to see you're having fun with the WAD. Hopefully I'll be able to wrap the remaing 3 maps up soon so more people will be able to...

Edited by epicyolomaster420
fixed typo

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No problem, I will keep playing through and report any issues I find as I want to help make this wad reach its full potential.  E1M6 has quite a few issues, there are numerous missing textures that create the hall of mirrors effect and the blue key room ends up with invisible glitchy walls here and there once the room fully opens up and sections lower.  I can post screen shots if need be.  Is there a certain comp level this needs to be played on?  Also, just curious as to why most of the monsters have been slowed down and their behavior altered.  I personally prefer the vanilla monsters, but I do acknowledge that this is not place to say as I did not design this wad, I'm sure you had a certain vision in mind.  Just curious as to why.

Edited by jgs1989

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13 hours ago, jgs1989 said:

No problem, I will keep playing through and report any issues I find as I want to help make this wad reach its full potential.  E1M6 has quite a few issues, there are numerous missing textures that create the hall of mirrors effect and the blue key room ends up with invisible glitchy walls here and there once the room fully opens up and sections lower.  I can post screen shots if need be.  Is there a certain comp level this needs to be played on?  Also, just curious as to why most of the monsters have been slowed down and their behavior altered.  I personally prefer the vanilla monsters, but I do acknowledge that this is not place to say as I did not design this wad, I'm sure you had a certain vision in mind.  Just curious as to why.

The hall of mirrors issue in E1M6 is due to a problematic stock doom2 texture called MARBGRAY, that I copy pasted into the wad and has for some reason been appearing in the editor under both it's patch name and it's texture name of MARBGRAY, but that only works properly in boom ports under it's patch name. This is something I already had problems with before I learned of this and is something I forgot to warn my Cleanout mappers off (this map is one of the few in this wad not made by me...). I'll replace the MARGRAY texture with it's patch equivalent and things should work just fine.

Compatibility for this wad is boom (comp level 9).

As for the changed monster behaviour & sprites, the reasons for the changes are twofold:

1) I realized about mid-way through this wad's development that quite a few of the maps I had made for the project up to that point were not fun due to the only 2 mid-tier monsters in doom1 (the cacodemon & especially the baron) being too tanky and a bit overused. I then brainstormed the problem a bit and found out I only had 2 options: either I comprehensively redesign the combat of all of these maps to try and make things fun & because of this risk never getting this wad done in any reasonable amount of time or I change these two problematic monsters via dehacked to be less tanky. As is evident I choose the second option. As for the other monsters that got modified and the sprite changes, those came about after I started messing with those problematic two monsters, because I was bothered by the fact that these monsters now have changed stats but no sprite or attack change to go with them (mostly because these were ideas I was already flirting with before even starting the project...)

2) I had always wanted to have a mini-boss monster akin to the Hive mother of Sunder in one of my mapsets and when I realized I could actually manage to include one into this project, just couldn't help myself. The only problem for it's implimentation was that the monster needed states (essentialy lines of doom code represented neetly in WhackEd4 - the program I used to write this wad's dehacked, as combinations of sprite frames, actions & durations, that as far as I know you can't add any more of to the game but can only change those that already exist) and that the only place I could get them from without breaking anything were from the doom1 monster's walking animation states (some of which - the ones I ended up using for this monster, I thought were redundant, due to having the same properties as other walking animation states before them, but actually weren't). That's why there is an unintended but unavoidable slowdown...

Edited by epicyolomaster420
fixed typo

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Also I just realized that E1M6 also has a bunch of unknown textures created by me deleting a redundant OTEX texture out of the WAD and not telling the Cleanout mapper who made this map about it and that I wouldn't have realized this or the MARBGRAY usage thing without you pointing it out so thanks for that!

Edited by epicyolomaster420
forgot to include some information...

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Well I played my maps (and yours now :P).

It was interesing the changes that you made, I was planing to make P1M1 longer than that (I'm not really good planing short maps :P), but it was good the change (Although didn't like that you removed the glass windows, but its fine xd)

The other map was a surprise the changes and how big it was, more that I was thinking originally. Anyways I liked it, although I got a pair of HOM (Idk where lol)

Hope the best for this project and everybody involved. :)

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2 hours ago, Herr Dethnout said:

Well I played my maps (and yours now :P).

It was interesing the changes that you made, I was planing to make P1M1 longer than that (I'm not really good planing short maps :P), but it was good the change (Although didn't like that you removed the glass windows, but its fine xd)

The other map was a surprise the changes and how big it was, more that I was thinking originally. Anyways I liked it, although I got a pair of HOM (Idk where lol)

Hope the best for this project and everybody involved. :)

I'm glad you liked both of them.

Also I didn't remove those glass textures for no reason as they were (for some reason I still cannot explain) causing just as many problems in the wad as they did originaly (with gzdoom complaining about them being unknown in the console and boom ports getting a flat out unknown texture error & refusing to load the map...) & I therefore had no choice but to remove them!

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OK so remember that big 70k sidedefs map I was posting about a week & a half ago? Well I've now decided to split that map into 2 parts - maps (the first combat part of the map on BLM2 which should now be finished (though still untested) & BLM3 (the credits map) which is now also almost complete):

https://www.dropbox.com/s/z5onmqlpnlyp6ed/Cleanout_40.85.zip?dl=0

Besides this I have also created a simple but rather good looking thanks for playing map (which you'll find in BLM4 - E4M4 and is also finished), so that the mapset will have a nice full doom2 stack of levels at the end (32 maps)!

Edited by epicyolomaster420
forgot to include some information...

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OK So I wasn't really able to finish everything by this last days end as I'm still not done with the last remaining map (E3M8), but I did at least manage to finish the cyberhellbaron sprites (finaly...) and was also able to finish sorting out some other problems this monster had with it's sounds due to me not coding the states properly: https://www.dropbox.com/s/0v7km1na3hokxx0/Cleanout_40.95.zip?dl=0

Also even though I wasn't able to push the release by the end of this last day, I will try to push it by the end of today (so that this gets released on the end of may...)

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2 hours ago, noob_killer012345678 said:

Dont overwork yourself. HEalth is more important than finishing

Sadly that ship has sailed months ago. I've already overworked myself with this like you wouldn't believe...

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All and all I'd say this project (maps, dehacked creation, sprites, leadership, thread maintenance & all) has probably consumed somewhere between 700 and 800 hours of my life, but more on that in the RC1 thread OP...

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  • 2 weeks later...
On 6/1/2023 at 6:32 AM, epicyolomaster420 said:

I literally stayed up all night to bring you all this. I really hope it was worth all this & that this gets recieved well.

 

Well... It was a good attempt. :/

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