Jump to content

JAMAL JONES TRILOGY - Version 1.1 RELEASED! May 12, 2023 - [Doomkid's Mapping Contest]


Recommended Posts

@Doomkid One more bridge broke on my map (MAP19) in the set. First time it ever happened. Might there be something going on with the nodebuilder with which I made the map being different from the one you used to add the boxes? And might that also be a way for me to fix all of the bridges? Which nodebuilde did you use and should I use?

Share this post


Link to post

@Doomkid I'm glad this finally released a year ago! :D (title says Jan 8th, 2022)

 

Anyway congrats to everyone involved with the project! Glad I was able to be a part of this!

Share this post


Link to post

it was an honor being part of this project and I hope for many more doomkid projects in the future :)

Share this post


Link to post

Very happy to be a part of this! This was the first time I contributed to a community project besides RAMP. Congrats, everyone!

Share this post


Link to post

I was greatly enjoying the handful of maps I tried back in the early development phase, along with 'Kid's YT playthroughs, but I don't regret having waited until the release to see them all. Congratulations and thank you to everyone involved in its construction.

Share this post


Link to post
3 hours ago, brick said:

Well this turned out to be in some ways even easier than I thought, but I kept stumbling on stupid little things like forgetting " at the end of a string. I tested all 3 lumps but I didn't go through every single map change. I think I caught most of the bugs (certainly all the ones that break ports) but if I also let some slide I apologize in advance! If anyone catches anything I'll fix it ASAP.

 

UMAPINFO works a bit different from the others. You only need to define properties that you are changing from default behaviour. Since this is a vanilla-compatible wad, there's no need to redefine things like music and par times, since they can't be changed in vanilla anyway. Still, I kept them as is just in case, just wanted you to be aware that the lumps could be trimmed if this is desirable. I don't think keeping the extraneous definitions changes anything (it didn't seem to in my testing).

 

I ran into problems in GZDoom with the story text music. If I define it explicitly with intermusic, then D_READ_M gets used for both the intermission tally and the story. If I don't define it, then D_DM2INT gets used for both. I just couldn't find a way to get GZDoom to keep them separate. I ended up not defining intermusic, which seems to work the way it's supposed to in DSDA-Doom. I think this is better, since GZDoom shouldn't use UMAPINFO anyway since you've included a regular MAPINFO, so everything should work fine in both ports this way. Just to be safe I threw in ZMAPINFOs too, because why not. I don't think they will do much more than your MAPINFO as they are, but they do allow more properties, in case you decide to take advantage of that you'll have the base.

 

I started work on OMGWTFROFLLMApinfO and I should have it ready by the wad's anniversary.

JJINFO.zip

This works great! Thanks a ton @brick

Share this post


Link to post
4 hours ago, brick said:

I started work on OMGWTFROFLLMApinfO and I should have it ready by the wad's anniversary.

JJINFO.zip

Thanks so much for doing this, seriously!
 

4 hours ago, prfunky said:

The Flamecaco's recolor really brings out the the secondary eyes so

depending on your focus on the above pic, the flamecaco has one, two

or maybe all three eyes!

Blue Phoenix did SO well with that recolour, I love it.
 

4 hours ago, Gez said:

The last two are jokes, but you did forget about DMAPINFO (used by the official, so-called "Unity" port) and RMAPINFO (used by Doom Retro). ;)

I honestly did forget them.. 😳
 

3 hours ago, Peccatum Mihzamiz said:

@Doomkid One more bridge broke on my map (MAP19) in the set. First time it ever happened. Might there be something going on with the nodebuilder with which I made the map being different from the one you used to add the boxes? And might that also be a way for me to fix all of the bridges? Which nodebuilde did you use and should I use?

You know, I’m not at my PC right now, but I think my Doom Builder uses zennode by default, ancient as it is. I’ll check for sure later though (and if you’re OK with my “box method” for preventing the hard-but-possible softlock, I’d ask if you could please recreate it in your own build of the map to avoid the node conflicts :))

 

EDIT: Just confirmed, when I save a map, the nodebuilder set in DB is "ZenNode - Normal".
 

3 hours ago, Arsinikk said:

@Doomkid I'm glad this finally released a year ago! :D (title says Jan 8th, 2022)

 

Anyway congrats to everyone involved with the project! Glad I was able to be a part of this!

We did SO much work in just 3 short days!! How am I not gonna brag about that?! (lol..fixing now)

Share this post


Link to post

Oh this is exciting. I've been following the contest a little over on youtube and was impressed by some of these efforts! Congrats on the release.

Share this post


Link to post

What, a release? 8 hours before I woke up? That's cool.

Congrats on the release, words can't really describe how happy I am to contribute to this project and how things ended up for me with this, really. Thanks to everyone who helped out for this too!

 

I would probably say more if I didn't woke up just now at the time of typing this...

Share this post


Link to post

Along with two very minor typo fixes in the textfile, the addition of the new MAPINFO variants by brick (thank you again), and a fix for Peccatum's map (whenever he's able - no rush), I just realized that I totally forgot to record 4 demos for each of the three episodes - D'OH. I specifically recall @xX_Lol6_Xx asking to record these demos when the time came, and well, it has finally come! Let me know when you have those recorded, if indeed you still want to :)

Share this post


Link to post

Thanks for introducing me to mapping and giving me the impetus to give it a go. Had a blast working on the map and honestly, thanks to the talented mappers involved in this project, the WADs have turned out absolutely fantastic.

 

Congrats to all involved, can't wait to download these and give them a whirl.

Share this post


Link to post

LOL. Fuck. I think when I popped the extra multiplayer starts in the map, my node builder completely mangled this area of the map, and I didn't notice (beyond a bit of visual bleeding) when zipping through.

 

@Rykz is there any chance you have the latest build you ever made of To The Site, that also has 4 coop and DM starts (just to be 100% sure)? I have a feeling this was all introduced through node conflicts.

Share this post


Link to post
3 hours ago, Doomkid said:

I just realized that I totally forgot to record 4 demos for each of the three episodes - D'OH. I specifically recall @xX_Lol6_Xx asking to record these demos when the time came, and well, it has finally come! Let me know when you have those recorded, if indeed you still want to :)

Oh my, this was a bit unexpected, and actually the demo suggestions were for Ray Mohawk 2, but sure, I'd be glad to help with this one. I'll post the demos in a bit :>

 

Edit: Here they are, the relevant info is in the .txt file, all of them should stay in sync but if anyone happens to detect any desyncs, please notify me.

DEMOS.zip

Edited by xX_Lol6_Xx

Share this post


Link to post

Endless thanks to @Doomkid for facilitating one of my first public appearances! I'll say the same thing that's been said countless times already: absolutely wild how much quality stuff came out of a crowd with so much new blood. I wonder if Rudy's going to make a comeback to avoid getting upstaged by his older brother...

 

This release also reminded that I had some changes I was making to map that I never seem to have finished off...whoops. In the event of a new version, could you include this update E2M17: Final Contact? The changes are minor, but hopefully all for the better of the map.

 

final_contact_v4.zip

Share this post


Link to post
3 hours ago, xX_Lol6_Xx said:

Oh my, this was a bit unexpected, and actually the demo suggestions were for Ray Mohawk 2, but sure, I'd be glad to help with this one. I'll post the demos in a bit :>

 

Edit: Here they are, the relevant info is in the .txt file, all of them should stay in sync but if anyone happens to detect any desyncs, please notify me.

DEMOS.zip

Oh god, my memory is going.. It's getting to the point where all the community projects are becoming one entity in my mind, LOL.

 

Thank you for recording these!

 

2 hours ago, Large Cat said:

Endless thanks to @Doomkid for facilitating one of my first public appearances! I'll say the same thing that's been said countless times already: absolutely wild how much quality stuff came out of a crowd with so much new blood. I wonder if Rudy's going to make a comeback to avoid getting upstaged by his older brother...

 

This release also reminded that I had some changes I was making to map that I never seem to have finished off...whoops. In the event of a new version, could you include this update E2M17: Final Contact? The changes are minor, but hopefully all for the better of the map.

 

final_contact_v4.zip

You're very welcome Large Cat, I already liked your map even though it kicked my ass, but I've come to be better and it and like it even more over time, and am really happy to have it as a part of this wad. Also, there's no way Rudy is going to take this sitting down..!

 

Glad to have the updates, I was actually hoping the release thread would prompt a few people to submit some last-call fixes. Will be included in the 1.0 release in probably just under a week's time!

Share this post


Link to post

You know I never did play all of those new Ep3 maps. What better time than now?

 

And yeah, I'll just parrot others and say that I had a blast making a map for this one. It was a great learning experience, and I'd like to say that I've improved a lot in my mapping ability, both since and as a result of making it. I'd gladly do this again in another 20 years, if we're not all too decrepit by that point and/or are enslaved by the alien mushroom men of the Myconar System.

Share this post


Link to post

On Episode 1 MAP04, on Skill 3 there's no red key, and the teleporter in that room doesn't work, resulting in you becoming stuck. Skill 4 works.

Share this post


Link to post

I can confirm on Episode 1 map 4 on easy normal and hard there's no red key and the teleporter does not work but if your on extreme difficulty the red key is there and teleporter does work 

Share this post


Link to post
13 hours ago, Osmosis Bones said:

This has gotta be one of the wads I've been in

Of all the community projects I've hosted this was definitely one!

 

22 hours ago, nickxcom said:

Needs more Lutin

WHERE ARE MY LU-TIIINS

 

On 1/11/2023 at 1:40 AM, Ian K said:

On Episode 1 MAP04, on Skill 3 there's no red key, and the teleporter in that room doesn't work, resulting in you becoming stuck. Skill 4 works.

22 hours ago, AG64_RX said:

I can confirm on Episode 1 map 4 on easy normal and hard there's no red key and the teleporter does not work but if your on extreme difficulty the red key is there and teleporter does work 

 

Thank you both very much, got this alongside some other (minor) bug reports to be fixed with the next build!

Share this post


Link to post

Just saying, the next Doomkid project NEEDS to include the iconic Lutin enemy, not even as like a frequent enemy or whatever just have it as an easter egg in a map or something

Share this post


Link to post

@Borpo The Wizard @Doomkid It looks like E2M3 has one room which is problematic for vanilla limits. The central blue room's pits are liable to cause VPO's, and that room is pretty much always bathed in HOM's. The room is skippable, but it's also easily accessed and required to 100% the map.

VPO.png

Share this post


Link to post

Had an awesome time with everyone while streaming this!  Was able to get through up to map 15 and the secret levels after quite some time, so this is definitely gonna be a long term playthrough for sure.  But I had an absolute blast with this.  Of course the project has some fantastic assets - the altered textures make everything look familiar yet fresh in a really pleasing way.  The dehacked changes to weapons are subtle, just enough to amp up vanilla gameplay a bit, and the new monsters do the same to give old enemies new threat levels.  I found the quality and fun to be consistent throughout too, things never really dipped - chapters are up for those who want more feedback.  Thanks doomkid and everyone for joining me!  Hope to at least finish episode 1 soon :-)

 

 

 

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...