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[Community Project] - Release candidate 3 available! Alphabet Doom, for Doom 2 limit-removing


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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:

 

 

 

 

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I love how the archvile raising its hand to ask/answer a question lights the teacher on fire 😝

Edited by Insaneprophet

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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.

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haven't played this yet, but S N Z and H seem like they'd be awful due to how the characters are written

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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:

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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.

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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

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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 by WorldMachine

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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. 

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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.

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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.  

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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. 
 

 

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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).
nugg0190.png.72ba2013e5bba7ed3105cd6fa48871a3.png

MAP12
The Hell Knight can get stuck under the exit door.
nugg0191.png.2d25fed65ff4b08c74acb3d9ff615d67.png

MAP29
Floating box of ammo (Thing 215).
nugg0193.png.afd2db5785cbcb2b45d70f8f17671235.png

 

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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).
nugg0190.png.72ba2013e5bba7ed3105cd6fa48871a3.png

MAP12
The Hell Knight can get stuck under the exit door.
nugg0191.png.2d25fed65ff4b08c74acb3d9ff615d67.png

MAP29
Floating box of ammo (Thing 215).
nugg0193.png.afd2db5785cbcb2b45d70f8f17671235.png

 

 

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.

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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.

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  • 2 weeks later...
Posted (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 by Insaneprophet

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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!

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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).

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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.

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Posted (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 by Jovian D. Ragon

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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.

 

 

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