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2022ADO ... Released! (now on idgames)


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2 hours ago, hawkwind said:

2. I was surprised to see that the area leading to the super secret area was not flagged secret.

 

The super secret exits were actually intended not to count as a secret as they rely on tag 666 (after killing all Barons in the map) will not work in sourceports that do not support MAPINFO or UMAPINFO (like older versions of Boom which will prevents 100% secrets). But I might have a think about it and change it back.

 

I have worked very hard on the alignment of MARBLE2/MARBLE3, it may not be perfect though.

 

Shown as 1 sided, I decide on that. I have changed some, but not all.

Edited by pcorf

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3 hours ago, pcorf said:

 

The super secret exits were actually intended not to count as a secret as they rely on tag 666 (after killing all Barons in the map) will not work in sourceports that do not support MAPINFO or UMAPINFO (like older versions of Boom which will prevents 100% secrets). But I might have a think about it and change it back.

 

Shown as 1 sided, I decide on that. I have changed some, but not all.

Regarding the secret, you could have both , i.e. still use tag 666 and have the sector I mentioned show in the secret count.

The one- sided stuff , of course it is up to you, but worth mentioning them if you are not aware.

 

E4M4 ... Line 6277 could be flagged show as 1 sided on automap.

E4M5 ... Line 6623 could be shown as 1 sided in automap.

Edited by hawkwind

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46 minutes ago, hawkwind said:

Regarding the secret, you could have both , i.e. still use tag 666 and have the sector I mentioned show in the secret count.

The one- sided stuff , of course it is up to you, but worth mentioning them if you are not aware.

 

E4M4 ... Line 6277 could be flagged show as 1 sided on automap.
 

 

With E4M4 I probably spent more time on that map fixing little issues than any other map, many issues such as slime trails, deciding on which node builder to use, etc. Maybe E2M9 second. It is so much better now.

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7 minutes ago, hawkwind said:

E4M6 ... Lines 3548 and 3565 could be flagged show as 1 sided on automap.

 

I probably won't be changing them because there is not much visual difference from the outside and all you get inside is a chainsaw. Could also throw a backpack inside for some extra ammo.

 

E4M5 door behind the start made 1 sided. I also fixed a lot of small issues in E5M5 plus lines 4074 5818, 7054 7053 7051 and 4059 made 1 sided on automap. Sector 1261 secret near the final key with improved hint.

 

I will double check the remainder of secrets. E4M7 onwards.

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@hawkwind your testing is as thorough and detailed as ever. Deserves a cacoward for those years of service. :D

Edited by Kyka

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58 minutes ago, JXC said:

Does it have DEHACKED monsters?

No. Stock standard DooM.

 

===================================

 

E4M8 ... Lines 7045 and 2208 could be flagged show as 1 sided on automap.

Edited by hawkwind

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You might hold off using Zokum to rebuild nodes because apparently, ports that support MAPINFO and UMAPINFO hate it.

 

I played through a few vanilla mapsets this year, and in some maps (certain Jamal Jones and What Remains levels come to mind), something went horribly wrong with collision detection when played in ZDoom or GZDoom—I could clip through walls and monsters could walk off ledges. Luckily, the authors of said maps identified the issue and fixed everything.

Edited by Firedust

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E5M1 ...

 

1. I found the secrets at sectors 1005 and 1009 impossible to get. I only managed to see how to

get them in an editor. Even then, I "ran" out of time to reach them after hitting the switches.

Maybe use Boom generalized line types instead to give more time ?

2. Lines 5409 and 1962 could be flagged show as 1 sided on automap.

Edited by hawkwind

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28 minutes ago, hawkwind said:

E5M1 ...

 

1. I found the secrets at sectors 1005 and 1009 impossible to get. I only managed to see how to

get them in an editor. Even then, I "ran" out of time to reach them after hitting the switches.

Maybe use Boom generalized line types instead to give more time ?

2. Lines 5409 and 1962 could be flagged show as 1 sided on automap.

 

The secrets take some figuring out but are not impossible to get. Players like a challenge and you just need to run as fast as you can to the secret and clearing out the monsters helps. Press the switch, and as fast as possible enter the teleport and run to the secret. The teleports take you to each side of the hub and they are there so you don't need to backtrack. I might change the chainsaw side to 10 seconds, but if there was a 8 second option I'd use that.

 

Lines 5409 1962 are fine. In fact I have gone through E5 yesterday and made the appropriate lines 1 sided. I know you will mention them but there may be others still.

 

By the time you get to E5M9 I'll still be waiting for E3M6 anyway (although it should be almost complete by then). And then when E3M6 is completed the PB3 will be released so we can double check E3M6 before the final release to idgames. A big thanks to you of course.

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3 hours ago, Firedust said:

You might hold off using Zokum to rebuild nodes because apparently, ports that support MAPINFO and UMAPINFO hate it.

 

 

I have used Zokum mainly for E1 and E2, less so in the later maps. It worked fine in E3M3, E5M6 (vastly decreasing slimetrails) but not so good in E2M5, E4M4 so I just used BSP-W32. I always double check and if I find a serious issue I go back to BSP-W32. I will do a nomonsters playthrough later before idgames and double check.

 

I could try ZDBSP but worried the Zero Reject will cause the map not to run in certain ports.

 

Is there anything else you could recommend?

Edited by pcorf

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9 minutes ago, pcorf said:

 

I have used Zokum mainly for E1 and E2, less so in the later maps. It worked fine in E3M3, E5M6 (vastly decreasing slimetrails) but not so good in E2M5, E4M4 so I just used BSP-W32. I always double check and if I find a serious issue I go back to BSP-W32. I will do a nomonsters playthrough later before idgames and double check.

 

I could try ZDBSP but worried the Zero Reject will cause the map not to run in certain ports.

 

Is there anything else you could recommend?

I am sorry, I am no mapper, so I can't help you here. However, I did load up the first three maps of the first episode in ZDoom, and no issues described in my post above popped up, so I guess it's somewhat circumstantial.

 

I'll definitely report any bugs I find once the complete beta drops. Did you use ZokumBSP for Zone 400? That mapset didn't have any of those issues, luckily.

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47 minutes ago, Firedust said:

Did you use ZokumBSP for Zone 400? That mapset didn't have any of those issues, luckily.

 

Nope, I only used BSP-W32. Zennode had issues with enemies falling through floors.

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3 hours ago, pcorf said:

 

 enter the teleport and run to the secret.

 

Of course. Apologies for that. I forgot the teleporters. I should have realised.

Edited by hawkwind

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17 hours ago, Firedust said:

You might hold off using Zokum to rebuild nodes because apparently, ports that support MAPINFO and UMAPINFO hate it.

 

I played through a few vanilla mapsets this year, and in some maps (certain Jamal Jones and What Remains levels come to mind), something went horribly wrong with collision detection when played in ZDoom or GZDoom—I could clip through walls and monsters could walk off ledges. Luckily, the authors of said maps identified the issue and fixed everything.

If I'm not mistaken that's an old bug inherited from Boom and only occurs if you play in a Boom or MBF emulation mode.

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6 minutes ago, Andromeda said:

If I'm not mistaken that's an old bug inherited from Boom and only occurs if you play in a Boom or MBF emulation mode.

Nope, played in ZDoom, no emulation mode.

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Just now, Firedust said:

Nope, played in ZDoom, no emulation mode.

Yeah ZDoom doesn't fix it, if you set it to Doom (strict) it shouldn't happen.

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It seems to me that the Tormented Suffering episode would really fit the Death Tormention IV title ;)) In a considerable number of places the simularity and the atmosphere are stinking and rather with the third part - in the first two large maps with such a dense population on them were not so many.

 

But the location of the first secret exit and the way to use it seemed to me have a lot in common with the Simply Phobos episode. Perhaps I again did not guess the source of inspiration - but then I was just lucky that this analogy that came to my mind helped me find a secret exit quickly and without much difficulty ;))

In general, the fourth is awesome!

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11 hours ago, Andromeda said:

Yeah ZDoom doesn't fix it, if you set it to Doom (strict) it shouldn't happen.

 

When I tried Zokum optimized for Vanilla, the monsters could walk off ledges in Zdoom, it was quite funny seeing them drop down. But when I tried Zokum Normal it was fine. It also reduced the smile trails in very detailed areas (hell cracks, etc) that would be obvious in BSP_W32. Is there a way I can build using ZDBSP with reject? (There is only no reject or zero reject options). But anyway all is looking good right now.

Edited by pcorf

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9 hours ago, pcorf said:

 

When I tried Zokum optimized for Vanilla, the monsters could walk off ledges in Zdoom, it was quite funny seeing them drop down. But when I tried Zokum Normal it was fine. It also reduced the smile trails in very detailed areas (hell cracks, etc) that would be obvious in BSP_W32. Is there a way I can build using ZDBSP with reject? (There is only no reject or zero reject options). But anyway all is looking good right now.

I found a post on ZDoom forums and it said to add this to the command line:

-true-reject

The ability to build a REJECT table is there in ZDBSP but it's just unused by default unless you add this in.

Edited by Impboy4

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E5M3 ...

Line 5397 could be flagged show as 1 sided on automap.

 

E5M4 ...

Line 1761 could be flagged show as 1 sided on automap.

 

E5M9 ...

1. The invulnerability sphere at secret sector 982 is only flagged medium and hard.

Easy skill levels just see a bare sector 982.

2. Lines 2028 and 6636 could be flagged show as 1 sided on automap. Those lines

are flagged so that monsters can open sector 397. Intentional ?

3. Lines 4362 and 1869 could be flagged show as 1 sided on automap.

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42 minutes ago, hawkwind said:

E5M3 ...

Line 5397 could be flagged show as 1 sided on automap.

 

E5M4 ...

Line 1761 could be flagged show as 1 sided on automap.

 

E5M9 ...

1. The invulnerability sphere at secret sector 982 is only flagged medium and hard.

Easy skill levels just see a bare sector 982.

2. Lines 2028 and 6636 could be flagged show as 1 sided on automap. Those lines

are flagged so that monsters can open sector 397. Intentional ?

3. Lines 4362 and 1869 could be flagged show as 1 sided on automap.

 

I have 1 sided most of Episode 5 for what I thought was necessary but will of course double check. Thanks for invulnerability sphere in E5M9, it is easy to ruin the skill settings by mistake if you are rushing and can be a disaster if you do it with keys.

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E5M5 ...

Lines 4074, 5818 and 4059 could be flagged show as 1 sided on automap.

 

E5M6 ...

1. Line 8029 - SPFACE2 - needs an X alignment of +28.

2. Invisible blocking at x 2321 y -2993 between vertices 945 and 921. GZDoom. Suspect nodes build

issue.

 


 

Edited by hawkwind

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1 hour ago, hawkwind said:

E5M5 ...

Lines 4074, 5818 and 4059 could be flagged show as 1 sided on automap.



 

Remember I have already 1 sided all these lines. Thanks for E5M6. I actually had some issues in the mastermind cave before, will double check.

Edited by pcorf

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1 hour ago, painelemental667 said:

Good to see some Ultimate Doom megawads. I will wait full release. Im gonna play this one.

 

Give it a few more weeks and she'll hopefully be all done.

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End Beta 2 report ...

 

E5M8 ... Line 4788 could be flagged show as 1 sided on automap.

E5M9 ... Sector 775 or 776 could be flagged secret.

 

... well done.  :) .

Edited by hawkwind

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9 minutes ago, hawkwind said:

End Beta 2 report ...

 

E5M8 ... Line 4788 could be flagged show as 1 sided on automap.

E5M9 ... Sector 775 or 776 could be flagged secret.

 

... well done.  :) .

 

E5M8, all done!

E5M9, super secret exits are not marked as secrets as they will not open in older sourceports. (Killing all Barons in MAPINFO/UMAPINFO ports will lower tag666 at the start)

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