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DBP51: Deadly Ritual


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Good stuff! Love the color palette here, gobs of teals accented with golds and reds. Very striking and it works great for the mesoamerican theme. What a nice wad to end the summer on.

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Thanks for playing everyone! The OP has been updated with a tiny bugfix: v1.1

Changelog:
 

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This may be the first time the screenshots don't accurately show how great this one looks. I really like this teal temple theme. I've gotten up to map 4, and that map was like a modern Sandy Petersen map, which is a good thing. Good stuff!

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Just finished. I really enjoyed it! Especially map 11. That was a really cool concept, and the void layout worked very well. I also really like the checkpoint system if you fall into the void. 

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  On 9/6/2022 at 12:25 AM, TJG1289 said:

This may be the first time the screenshots don't accurately show how great this one looks. I really like this teal temple theme. I've gotten up to map 4, and that map was like a modern Sandy Petersen map, which is a good thing. Good stuff!

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I have to agree! I was honored to be one of the shots this time around, but I felt like it would have sold it a lot more if my floating pyramid thing was used as a screenshot.

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The next and possibly final bugfix is here: v1.2

 

The link should be the same. I also agree with @Sonny666 about the pyramid, so I added that screenshot to the OP. Thanks again for playing! 


Changelog:
 

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Man, playing this is like stumbling upon Epic 1.5!

 

Also, tiny nitpick, not sure if intentional or not, but in MAP07, this one SS in particular appears to be stuck to the bed. Was there in the previous version, not sure about the current one.DOOM0049.png.c084d503e71be460445d73f3c840c273.png

 

P. S. Can trample the sand castle, 10/10.

Edited by brightentayle

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  On 9/12/2022 at 8:30 AM, brightentayle said:

Also, tiny nitpick, not sure if intentional or not, but in MAP07, this one SS in particular appears to be stuck to the bed. Was there in the previous version, not sure about the current one.

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I've been enjoying this mapset so far. However I'm noticing some slime trails:

 

Saw this thin line in Map 01:

2022-09-12_19-21-58.png.0dc28799c1bd845a5cd033ccfea8e61c.png

 

And this large line in map 05:

2022-09-12_19-23-23.png.4f4e62e112cd3a524fa33225df5c682e.png

 

I hope it's not too late to rebuild nodes without breaking any built-in demos.

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  On 9/13/2022 at 2:32 AM, L0l1nd3r said:

I've been enjoying this mapset so far. However I'm noticing some slime trails:

 

Saw this thin line in Map 01:

2022-09-12_19-21-58.png.0dc28799c1bd845a5cd033ccfea8e61c.png

 

And this large line in map 05:

2022-09-12_19-23-23.png.4f4e62e112cd3a524fa33225df5c682e.png

 

I hope it's not too late to rebuild nodes without breaking any built-in demos.

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Are you using the latest version (v1.2)? Both of those slime trails should be fixed in that.

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Just finished now. I think I played for about 3 or 4 days.

 

The changed textures give me the feeling of excavating ancient artifacts.
I liked map 4 and map 11 the most.
and map 11 is uh offering? Personally, I think it's crazy. The music selection and the final atmosphere of decorating the text make me feel Doomguy's last fight.
My computer is shit, so my framerates dropped below 30 in wide void castles.
I wish there were more maps like map 11.

 

It was really really fun yeah

I took a lot of pictures, but I don't know the folding and unfolding function.
So I'll just post one of my favorite photos.

 

doom05.png

Edited by rparhkdtp

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  • 3 weeks later...

I've updated the OP with a tiny fix (v1.4) to remove some bugs introduced in v1.3. This should be the final version, barring any new bugs coming to light.

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Up to map 9 and this has been a fantastic set so far. The visuals remind me a lot of Brotherhood of Ruin (wow, what a throwback), which is definitely a good thing.

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  On 10/8/2022 at 7:32 AM, Firedust said:

Map 11, the following switch doesn't change animation upon being activated: https://prnt.sc/WmoZkBl1vzJP

 

EDIT: Actually a problem with all the switches in this area.

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Thanks for the report, but I cannot seem to replicate the issue you are having. What port are you playing on?

 

That particular switch doesn't have much animation other than the lever moving from left to right. Is it making the switch sound when you hit it at least?

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  On 10/8/2022 at 5:41 PM, BiZ said:

 

Thanks for the report, but I cannot seem to replicate the issue you are having. What port are you playing on?

 

That particular switch doesn't have much animation other than the lever moving from left to right. Is it making the switch sound when you hit it at least?

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It does make the switch sound upon activation, but the lever never moves. Oddly enough, in all the other sections of the map and remaining maps, everything works as intended. Using ZDoom.

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  On 10/8/2022 at 6:18 PM, Firedust said:

It does make the switch sound upon activation, but the lever never moves. Oddly enough, in all the other sections of the map and remaining maps, everything works as intended. Using ZDoom.

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That line has a switch texture on mid and lower texture. ZDoom animates upper, then lower, then mid textures, in that order, so with two switch textures, an unseen lower switch would animate before a visible mid-texture switch. Not sure why that was originally decided upon. The problem was fixed in GZDoom. That now animates mid before lower.

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  On 10/8/2022 at 9:51 PM, EffinghamHuffnagel said:

That line has a switch texture on mid and lower texture. ZDoom animates upper, then lower, then mid textures, in that order, so with two switch textures, an unseen lower switch would animate before a visible mid-texture switch. Not sure why that was originally decided upon. The problem was fixed in GZDoom. That now animates mid before lower.

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well thank you stranger, that is actually quite an easy fix.

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