aRottenKomquat Posted February 14 On 1/17/2024 at 11:01 PM, Keyboard_Doomer said: Hello, we're going to play the wad, or at least the first half of it, for Thursday Night Survival today, first blazing through it with standard settings and then with more painful ones for the subsequent rotations. The session starts 14 hours from the time of this post and you can expect it to be fairly active for 4+ hours. I found a couple YouTube videos of this stream. Here they are for everyone's enjoyment: 5 Quote Share this post Link to post
Insaneprophet Posted February 15 (edited) I love how the archvile raising its hand to ask/answer a question lights the teacher on fire 😝 Edited February 15 by Insaneprophet 8 Quote Share this post Link to post
Ar_e_en Posted February 15 11 hours ago, Insaneprophet said: I love how the archvile raising its hand to ask/answer a question lights the teacher on fire 😝 I had that idea pop into my head after making my map for the project and that's why I decided to draw that picture. 3 Quote Share this post Link to post
Donowa Posted February 15 haven't played this yet, but S N Z and H seem like they'd be awful due to how the characters are written 0 Quote Share this post Link to post
aRottenKomquat Posted February 16 Alright, tomorrow I'm going to get all the latest updates rolled together and get a new release candidate posted. 1 Quote Share this post Link to post
Proxy-MIDI Posted February 16 I think the B map has a glitch because it played the intermission music whereas it was supposed to play the one that I made for this map. :rofl: 0 Quote Share this post Link to post
aRottenKomquat Posted February 16 8 hours ago, Proxy-MIDI said: I think the B map has a glitch because it played the intermission music whereas it was supposed to play the one that I made for this map. :rofl: I don't think that particular release candidate has your music in it, so it should have just played the stock MAP02 music. I'm not familiar with TNS, but based on all the weird random sounds and shenanigans I assumed they had some scripting/events that overrode the music on that one. Pure speculation on my part, though. 1 Quote Share this post Link to post
bunnytummy Posted February 17 It's fun seeing people not understanding how my map plays lol 1 Quote Share this post Link to post
aRottenKomquat Posted February 17 Here is Release Candidate 3! Last chance for feedback. This will be the final release candidate, so any changes/fixes after this one will get rolled into the final /idgames release. I was not able to use MAPINFO to change monster telefragging on MAP30. Turns out the flags are for enabling telefrags on other levels, not for disabling on MAP30. :shrug: https://www.doomworld.com/applications/core/interface/file/attachment.php?id=286453 5 Quote Share this post Link to post
WorldMachine Posted February 17 (edited) On 1/7/2023 at 1:27 PM, aRottenKomquat said: I left the secret maps off the list, but if anyone has ideas, go for it and I'll add them in. Map 31 is all the main Vowels of the alphabet, You would find the entrance to MAP32 by finding a secret teleporter that would take you to Y (because sometimes Y is a vowel too). Then map 32 would be the Quake symbol (which looks a "Q" funnily enough)! Although this mapset is basically finished, I just wanted to add my 2 cents, y'know? Edited February 17 by WorldMachine 0 Quote Share this post Link to post
Ar_e_en Posted February 18 8 hours ago, aRottenKomquat said: Here is Release Candidate 3! Last chance for feedback. This will be the final release candidate, so any changes/fixes after this one will get rolled into the final /idgames release. I was not able to use MAPINFO to change monster telefragging on MAP30. Turns out the flags are for enabling telefrags on other levels, not for disabling on MAP30. :shrug: https://www.doomworld.com/applications/core/interface/file/attachment.php?id=286453 I'll do a quick run through tomorrow. Do you happen to have a list of changes between RC2 and RC3? It might be useful for my tests. 0 Quote Share this post Link to post
aRottenKomquat Posted February 18 13 minutes ago, Ar_e_en said: I'll do a quick run through tomorrow. Do you happen to have a list of changes between RC2 and RC3? It might be useful for my tests. I think three maps changed and we added a MIDI to MAP02...? Sorry, I haven't kept any detailed notes. But it'll involve any maps re-posted after the RC2 announcement. 0 Quote Share this post Link to post
Ar_e_en Posted February 19 On 2/18/2024 at 3:21 AM, aRottenKomquat said: I think three maps changed and we added a MIDI to MAP02...? Sorry, I haven't kept any detailed notes. But it'll involve any maps re-posted after the RC2 announcement. From what I can gather - Map 08, 30 and 32 have had some changes made to them, so I'll focus on them for the most part, but I'll also do very quick runs through all the other maps as well. I'll make a report some time this week. 1 Quote Share this post Link to post
Ar_e_en Posted February 20 Alright, I did some quick runs and some more thorough runs for 08, 30 and 32. Map 08 seems to be fine as far as I can tell, the other two have some problems. I also found a few texture mistakes in map 23 that were probably unnoticed for some time. Spoiler Map 23 --- Lines #2677 and #2709 don't have textures, needs to be set to MARBLE2. Map 30 --- Lines #1323 and #2677 have the wrong texture (CRATE1), needs to be set to BROWNHUG. --- Lines #3834 and #2266 also have incorrect textures (CRATE2), needs to be set to CRATE3. Map 32 --- In the previous version of this map - the forest on the right side of the house (northern direction on the automap) had some impassable lines among the trees that prevented the player from squeezing through the trees to skip the red key door. These lines are missing in this newer version, making it possible for the player to skip the red key door again. 2 Quote Share this post Link to post
S3M_XM Posted February 22 I gave it a playthrough today and I've recently finished it. I wasn't expecting to have some puzzle maps later on, but I didn't mind those. Here's a few things I've spotted in Nugget Doom 2.3.1. in HMP. Spoiler MAP08 Floating stimpack (Thing 429). MAP12 The Hell Knight can get stuck under the exit door. MAP29 Floating box of ammo (Thing 215). 0 Quote Share this post Link to post
aRottenKomquat Posted February 22 3 hours ago, S3M_XM said: I gave it a playthrough today and I've recently finished it. I wasn't expecting to have some puzzle maps later on, but I didn't mind those. Here's a few things I've spotted in Nugget Doom 2.3.1. in HMP. Hide contents MAP08 Floating stimpack (Thing 429). MAP12 The Hell Knight can get stuck under the exit door. MAP29 Floating box of ammo (Thing 215). Weird. I'll take a look when I have a chance, but I wonder if that's a bug in Nugget? MAP29 was mine and I continuously tested it in Crispy Doom, DSDA-Doom, and GZDoom, and never saw anything like that before. 0 Quote Share this post Link to post
lokbustam257 Posted February 22 ADCP_MAP30_v8.zip v8 of MAP30. Most things changed here are just minor stuff like texture misalignment and incorrect texture placement. Thanks to Ar_e_en for pointing it out. Please report if there's any bug or glitches left in the map. 2 Quote Share this post Link to post
Insaneprophet Posted March 4 (edited) On lvl 2 the lava just to the left of the start doesnt hurt and all the other lava does. On lvl 17 at almost the exact top of the Q, the marble textures are missalligned right where they meet the stairs and behind you where you step out of the blood. On lvl 30 at the bottom inside of the right leg of the M there is something not textured through the grate and is creating Homs Edited March 7 by Insaneprophet 0 Quote Share this post Link to post
Insaneprophet Posted March 7 Great job everyone. This was a really fun little premise that was pulled off in many different ways to varying degrees of success. Some of them were pretty simple and some a little more complex but all of them were enjoyable and all told, it was a stellar good time. Thanks to everyone who worked on this! 5 Quote Share this post Link to post
Ar_e_en Posted March 9 On 3/4/2024 at 10:54 PM, Insaneprophet said: On lvl 30 at the bottom inside of the right leg of the M there is something not textured through the grate and is creating Homs @lokbustam257 I checked out that spot in the 8th version of the map that you posted, and I can confirm that there is a missing texture there (On Lines #3462 and #3464). 0 Quote Share this post Link to post
aRottenKomquat Posted March 12 Sorry for the lack of updates, been really busy these past few weeks. I hope to get the last set of changes/fixes wrapped up this weekend, and that will be the final build so we can officially get this out the door. 7 Quote Share this post Link to post
lokbustam257 Posted March 13 ADCP_MAP30_v8_hotfix.zip Hotfix for v8. Fix the HOMs mentioned. Thanks for the report Insaneprophet and Ar_e_en! 3 Quote Share this post Link to post
Jovian D. Ragon Posted March 15 (edited) Dayum, yall were not messing around with the difficulty on ultra violence. Map04's got me good and stuck. It's fun though! Kudos to spineappletea big time Edited March 15 by Jovian D. Ragon 3 Quote Share this post Link to post
aRottenKomquat Posted March 18 Okay, release topic plus download is over at And here's a release trailer. Thank you so much to everyone who contributed and tested! idgames upload is pending. 7 Quote Share this post Link to post
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