WH-Wilou84 Posted October 2, 2022 Don't know if it's been reported already, but E4M2's secret exit doesn't lead to E4M9. I play on DSDA Doom, public beta 2. 0 Quote Share this post Link to post
Captain Keen Posted October 2, 2022 12 hours ago, painelemental667 said: Good to see some Ultimate Doom megawads. I will wait full release. Im gonna play this one. If you like this I also recommend some other Doom 1 wads from this year like Silence, Stickney and Solar Struggle! The best year for Doom 1 wads in a lonnnngggg time. 0 Quote Share this post Link to post
pcorf Posted October 3, 2022 8 hours ago, Captain Keen said: If you like this I also recommend some other Doom 1 wads from this year like Silence, Stickney and Solar Struggle! The best year for Doom 1 wads in a lonnnngggg time. Yes for sure. Now I await the completion of E3M6. Not sure whether I should release this before or after December 10. 0 Quote Share this post Link to post
Captain Keen Posted October 3, 2022 37 minutes ago, pcorf said: Not sure whether I should release this before or after December 10. Release it… “when it’s ready”. In all seriousness I’d say once E3M6 is ready let it go through at least one more beta phase, since it seems like some people are still catching small things. The wad definitely feels very polished to me, though, so I think you could release right on Dec 10. 0 Quote Share this post Link to post
pcorf Posted October 3, 2022 (edited) 25 minutes ago, Captain Keen said: Release it… “when it’s ready”. In all seriousness I’d say once E3M6 is ready let it go through at least one more beta phase, since it seems like some people are still catching small things. The wad definitely feels very polished to me, though, so I think you could release right on Dec 10. Yes I might do another God mode playthrough in Zdoom just to double check things and there will be a 3rd beta once E3M6 is complete. Kristian told me that E3M6 is about 80% complete. Once it is released I'll be done with megawads I think, but will still make occasional maps from time to time. But all in all I need to focus on real life a lot more. Edited October 3, 2022 by pcorf 3 Quote Share this post Link to post
hawkwind Posted October 3, 2022 (edited) 16 hours ago, WH-Wilou84 said: Don't know if it's been reported already, but E4M2's secret exit doesn't lead to E4M9. I play on DSDA Doom, public beta 2. For DSDA, yes, you are correct. My guess is that this exit is not mentioned in UMAPINFO. Confirmed on testing. Needs UMAPINFO entry. Edited October 3, 2022 by hawkwind 1 Quote Share this post Link to post
Captain Keen Posted October 3, 2022 2 hours ago, pcorf said: Once it is released I'll be done with megawads I think, but will still make occasional maps from time to time. But all in all I need to focus on real life a lot more. Well if that’s the case, you’re going out with a bang. And Zone 400 from… last year? That was also so, so good. 0 Quote Share this post Link to post
pcorf Posted October 3, 2022 (edited) 6 hours ago, hawkwind said: For DSDA, yes, you are correct. My guess is that this exit is not mentioned in UMAPINFO. Confirmed on testing. Needs UMAPINFO entry. My initial thought was that you did not need to include the entry in the UMAPINFO as I thought it was automatically recognized by the engine. I'll just add nextsecret E*M9 to E1M3, E2M5, E3M6, E4M2, E5M4 in the UMAPINFO. I will make sure all is working well when it is complete. Edited October 3, 2022 by pcorf 1 Quote Share this post Link to post
pcorf Posted October 4, 2022 (edited) 21 hours ago, Captain Keen said: Well if that’s the case, you’re going out with a bang. And Zone 400 from… last year? That was also so, so good. I won't be going out completely, will still be around playing Doom for as long as I can and will continue to create/build occasional maps. Now we await E3M6. Edited October 4, 2022 by pcorf 6 Quote Share this post Link to post
IRod54 Posted October 4, 2022 15 hours ago, pcorf said: I won't be going out completely, will still be around playing Doom for as long as I can and will continue to create/build occasional maps. Now we await E3M6. Going to miss your megawads Paul 3 Quote Share this post Link to post
Impboy4 Posted October 4, 2022 15 hours ago, pcorf said: I won't be going out completely, will still be around playing Doom for as long as I can and will continue to create/build occasional maps. Now we await E3M6. Does this mean no Zone 500 CP that you teased a while back? 0 Quote Share this post Link to post
pcorf Posted October 5, 2022 4 hours ago, Impboy4 said: Does this mean no Zone 500 CP that you teased a while back? Cannot be 100% sure yet. I remember after WOS I took a good break only creating 12 maps (mainly for community projects) over the following 3 years before working on Zone 300. I expect the next 3 years to be similar, just occasional maps. 3 Quote Share this post Link to post
Lippeth Posted October 6, 2022 (edited) I've spent the last few days playing through every episode, enjoying the top tier level design with excellent pacing and fantastic MIDI. I did notice a few slime trails here and there in episode 3, most were very minor but the two that were most noticeable are: Spoiler E3M2 - Linedef 5390 - Sort of minor but it's in direct view of the red skull key which makes it more distracting. E3M5 - Linedef 986 - Probably the most noticeable, though it's in a somewhat secluded area. Other than that, the only issue I ran into was a type-o in the UMAPINFO, line 202 "The las Zombieman" instead of "last". It's spelled correctly in MAPINFO. Edited October 7, 2022 by Lippeth 2 Quote Share this post Link to post
Woolie Wool Posted October 9, 2022 Just finished playing all five episodes of this. Definitely some of the best Doom 1 maps I've played in a long time (maybe since No End in Sight), and the monster placement and the use of Skillsaw-style mixed brawl encounters does a lot to counteract the static, repetitive tendencies of Doom 1 combat. My only real gripe is with the E1-E4 midi selections, most of which sounded like remixes of earlier work and, despite being more complex and having a more consistent mood, lacked the catchiness and personality of the 2002ADO music, which was often weird, sometimes inappropriate, but never boring. Well that and the sky in E5 is way too bright, especially considering the darkness of most of the outdoor levels in this mod. Something like the sky from "Skagway" from UAC Ultra or the PSX Doom flame sky would have been more appropriate. Standout maps in this set: E1M7, E2M4, E2M9, E3M5, E3M7, E4M8, and E5M8. 2 Quote Share this post Link to post
pcorf Posted October 10, 2022 6 hours ago, Woolie Wool said: Just finished playing all five episodes of this. Definitely some of the best Doom 1 maps I've played in a long time (maybe since No End in Sight), and the monster placement and the use of Skillsaw-style mixed brawl encounters does a lot to counteract the static, repetitive tendencies of Doom 1 combat. My only real gripe is with the E1-E4 midi selections, most of which sounded like remixes of earlier work and, despite being more complex and having a more consistent mood, lacked the catchiness and personality of the 2002ADO music, which was often weird, sometimes inappropriate, but never boring. Well that and the sky in E5 is way too bright, especially considering the darkness of most of the outdoor levels in this mod. Something like the sky from "Skagway" from UAC Ultra or the PSX Doom flame sky would have been more appropriate. Standout maps in this set: E1M7, E2M4, E2M9, E3M5, E3M7, E4M8, and E5M8. Glad you mostly enjoyed it. I will also add T to last in the UMAPNINFO as mentioned 2 spaces above. I have been told that E3M6 is around 90%, we're maybe 2-3 weeks away from the final beta. Yes E1M7 and E2M4 are my two personal favorite maps. (or favourite if you are from Australia). It is interesting you mentioned the linear maps E2M9, E4M8 and E5M8. Music is staying as is, it is meant to be more moody than the catchy 2002ado songs. 0 Quote Share this post Link to post
pcorf Posted October 10, 2022 On 10/7/2022 at 4:21 AM, Lippeth said: I've spent the last few days playing through every episode, enjoying the top tier level design with excellent pacing and fantastic MIDI. I did notice a few slime trails here and there in episode 3, most were very minor but the two that were most noticeable are: Reveal hidden contents E3M2 - Linedef 5390 - Sort of minor but it's in direct view of the red skull key which makes it more distracting. E3M5 - Linedef 986 - Probably the most noticeable, though it's in a somewhat secluded area. Other than that, the only issue I ran into was a type-o in the UMAPINFO, line 202 "The las Zombieman" instead of "last". It's spelled correctly in MAPINFO. Unfortunately the slime trails in the very detailed maps are very hard to avoid. It is mentioned in the known bugs section. Will fix the UMAPINFO ASAP. 1 Quote Share this post Link to post
Lippeth Posted October 10, 2022 Playing through again because it's very fun and the music rocks and wanted to report a few more minor things as I notice them, just in case they end up being worth looking at. In E2M8, sectors 221 and 222 use different ceiling flats as sector 214 while being the same height. Spoiler In E2M6, a medikit and stimpack occupy the same space. Spoiler Also here's a screengrab of the slime trail in E3M5 because I had it on hand, pay no mind if it's not worth fixing. Spoiler 0 Quote Share this post Link to post
pcorf Posted October 10, 2022 45 minutes ago, Lippeth said: Hide contents Also here's a screengrab of the slime trail in E3M5 because I had it on hand, pay no mind if it's not worth fixing. Hide contents I have never seen that before. Looks terrible. Will take another look. 1 Quote Share this post Link to post
pcorf Posted October 10, 2022 2 hours ago, Lippeth said: Playing through again because it's very fun and the music rocks and wanted to report a few more minor things as I notice them, just in case they end up being worth looking at. In E2M8, sectors 221 and 222 use different ceiling flats as sector 214 while being the same height. Reveal hidden contents In E2M6, a medikit and stimpack occupy the same space. Reveal hidden contents Also here's a screengrab of the slime trail in E3M5 because I had it on hand, pay no mind if it's not worth fixing. Reveal hidden contents All sorted out. Thanks. The Medikit was removed from E2M6, just the Stimpack remains. Also the red key slimetrail in E4M2 is not a big deal I think. Will be a hard one to fix, could Zokum the map later and give it another look over but that won't guarantee anything. Also rebuilt the nodes in E3M5 and gave it a full look around, all good so far. 1 Quote Share this post Link to post
Kristian Nebula Posted October 10, 2022 3 hours ago, pcorf said: I have never seen that before. Looks terrible. Will take another look. What the..? Definitely haven't seen it either, however I haven't tested the maps in Boom. Only with Zdoom and GZdoom and it's not present there. Personally I'd play E3 with GZdoom to avoid all of those, but the maps are in general tweaked to have as little slimetrails as possible. 2 Quote Share this post Link to post
pcorf Posted October 10, 2022 4 hours ago, Kristian Nebula said: What the..? Definitely haven't seen it either, however I haven't tested the maps in Boom. Only with Zdoom and GZdoom and it's not present there. Personally I'd play E3 with GZdoom to avoid all of those, but the maps are in general tweaked to have as little slimetrails as possible. Luckily I was able to rebuild the nodes using ZokumBSP -normal. I took a look around the entire map and all is looking fine to me. Small slimetrails are fine, it is the bad ones you need to fix. 1 Quote Share this post Link to post
Woolie Wool Posted October 10, 2022 Gave E1 another go and I really like the way you did the "flat sectoring" in this wad. Often it looks cheap and tacky but here it's so ubiquitous, consistent, and subtle that at first I thought they were custom flats. The secrets were really great too and had a coherent logic to them rather than being apparently random or ridiculously obtuse like in so many other level sets. Definitely in the running alongside No End in Sight for the best Doom 1 maps ever made. 3 Quote Share this post Link to post
pcorf Posted October 14, 2022 I've also darkened the episode 5 sky slightly making Proxima a little less bright in the sky and I may consider removing the powerlines pixel by pixel from the E5 sky. E3M6 about 2-4 weeks away which will lead to the final beta (PB3) release. I am just glad I made the correct decision to release the betas instead of rushing an idgames release. You have all been such a great help. After 2022ado I will possibly work on new up to date versions of the Death Tormention trilogy and Whispers of Satan with UMAPINFO entries added and built in Prboom-Plus 2.62 demos as well. 2 Quote Share this post Link to post
Devalaous Posted October 14, 2022 21 minutes ago, pcorf said: After 2022ado I will possibly work on new up to date versions of the Death Tormention trilogy and Whispers of Satan with UMAPINFO entries added and built in Prboom-Plus 2.62 demos as well. I'll be happy to donate my patch for the former if you'd like, its got functioning support for ZDoom, Eternity, Doomsday and DSDA Doom, and the three bonus levels from Death Tormention 2. It also has a DMAPINFO lump that ive used to port the main maps to the Unity port, but I havent released that as I'd like to see if I can get the artists in the widescreen thread to widecreen it and 2002 ADO first. 3 Quote Share this post Link to post
pcorf Posted October 14, 2022 1 hour ago, Devalaous said: I'll be happy to donate my patch for the former if you'd like, its got functioning support for ZDoom, Eternity, Doomsday and DSDA Doom, and the three bonus levels from Death Tormention 2. It also has a DMAPINFO lump that ive used to port the main maps to the Unity port, but I havent released that as I'd like to see if I can get the artists in the widescreen thread to widecreen it and 2002 ADO first. Feel free to send it. 1 Quote Share this post Link to post
zokum Posted October 14, 2022 (edited) On 10/10/2022 at 7:29 AM, pcorf said: Will be a hard one to fix, could Zokum the map later and give it another look over but that won't guarantee anything. I've been turned into a verb... That made me smile Paul! If one prefers another node builder than mine, but still want the bad seg angles fixed, Linguica has released an omgiflol script that will recompute all the segs on a map. Maybe I should add this as an option in zokumbsp. Some sort of do not rebuild tree-flag, but still do other stuff like seg angle and boundary box computations. Not sure how useful it would be, but hey, tools are tools! I've also thought about optionally reordering the BSP tree to make it run faster on older machines. Ling posted about how the order of the nodes is less than ideal for older cpus. If people have questions about zokumbsp, the best option is to bug me on irc. I check that loads more often that forums, twitter and mail. Irc will also allow me to give live feedback (conversations). Time wise, I'd recommend 21:00-01:00 CEST, and it might take a bit of time before I reply if I am busy. You get what you pay for I guess. Edited October 14, 2022 by zokum 3 Quote Share this post Link to post
pcorf Posted October 18, 2022 Public Beta 3 released. Changes: Spoiler 27 SEP 2022 - Various texture alignments and architectural enhancments in E4M3, E4M7, E5M5, E5M7 - Some light transfer fixes in E5M6 (yellow key area). - Public Beta 2. 28 SEP 2022 - Slight fix to MAPINFO. - Moved armor bonus off the step near the start of E2M3. - Secret exit puzzle in E2M5 a little more easy. - A few minor touchups in E2M9. 29 SEP 2022 - Minor cosmetic changes and texture alignments in E4M1 and E4M2. - Some texture alignments and various minor fixes in E5M5. 30 SEP 2022 - Some secrets made 1 sided on automap in E4M6, E4M7, E4M8, E5M8, E5M9. 1 OCT 2022 - The invulnerability sphere in sector 982 of E5M9 is now all skill levels. - E5M9 various touchups. 2 OCT 2022 - A few UMAPINFO changes. 10 OCT 2022 - Remove double medikit/stimpack in E2M6 (stimpack retained) - Some retexturing in E2M8. - Fix awful slimetrail in E3M5 by rebuilding BSP. - UMAPINFO typo correction. 11 OCT 2022 - Made Episode 5 sky slightly darker. 18 OCT 2022 - E3M6 completed. - Public Beta 3 DOWNLOAD 11 Quote Share this post Link to post
tmorrow Posted October 18, 2022 I can confirm 100% Kills/Items/Secrets on E3M6 in gzdoom 4.8.0 with public beta 3. The normal and secret exits work as you would expect (to E3M7 and E3M9 respectively). Gzdoom uses the MAPINFO lump. I can also confirm the 2 exits work with dsda-doom (using cheats) which I think uses the UMAPINFO lump. I'll do further testing over the next week or so. Congratulations on getting all 50 maps done, they are amazing. 3 Quote Share this post Link to post
pcorf Posted October 19, 2022 (edited) 7 hours ago, tmorrow said: I can confirm 100% Kills/Items/Secrets on E3M6 in gzdoom 4.8.0 with public beta 3. The normal and secret exits work as you would expect (to E3M7 and E3M9 respectively). Gzdoom uses the MAPINFO lump. I can also confirm the 2 exits work with dsda-doom (using cheats) which I think uses the UMAPINFO lump. I'll do further testing over the next week or so. Congratulations on getting all 50 maps done, they are amazing. There are quite a few minor slimetrails in E3M6, this is due to the extreme detail in the map and there is not much we can do to remove them but in Gzdoom it is all good. During my first playthrough of E3M6 I beat it 100/100/100% using savegames. Bloody hard though. I'm pretty happy with all the other maps. Give or take 2 weeks and will probably upload the final version to idgames. Edited October 19, 2022 by pcorf 1 Quote Share this post Link to post
Captain Keen Posted October 19, 2022 Damn... e3m6 is *GOOD*. The very end reminded me of Hellraiser a bit too (and it flows nicely into the next map). Worth the wait! What a fantastic episode. I did notice one little visual thing with E3M6 specifically. Playing with software rendering in GZDoom 4.7.1, some items clip (in other words, the sides get cut off like a clipping error). Specifically the chaingun on the left near the beginning of the map and a cellpack later on surrounded by rockets. This issue has to do with running GZDoom for multicore (a must for bigger maps to get that sweet, precious FPS) in software rendering. However, I know it can also be fixed within the map... I'm not a Doom mapper myself, so I don't know the exact technical fix, but basically you have to expand the area the clipped item is sitting in so it doesn't hit the edges. With that said, because I'm using GZDoom, I noticed *zero* slimetrails! 2 Quote Share this post Link to post
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