Peccatum Mihzamiz Posted January 8, 2023 @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? 2 Quote Share this post Link to post
Arsinikk Posted January 8, 2023 @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! 4 Quote Share this post Link to post
Death Bear Posted January 8, 2023 Congrats, everyone, on release! Time to give this bad boy a proper spin. 2 Quote Share this post Link to post
CBM Posted January 8, 2023 it was an honor being part of this project and I hope for many more doomkid projects in the future :) 3 Quote Share this post Link to post
ChippiHeppu Posted January 8, 2023 Very happy to be a part of this! This was the first time I contributed to a community project besides RAMP. Congrats, everyone! 2 Quote Share this post Link to post
Daytime Waitress Posted January 8, 2023 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. 1 Quote Share this post Link to post
nickxcom Posted January 8, 2023 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 2 Quote Share this post Link to post
Doomkid Posted January 8, 2023 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) 2 Quote Share this post Link to post
Ennello Posted January 8, 2023 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. 2 Quote Share this post Link to post
OverflowingMocha Posted January 9, 2023 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... 2 Quote Share this post Link to post
Doomkid Posted January 9, 2023 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 :) 2 Quote Share this post Link to post
princetontiger Posted January 9, 2023 Man, you keep pumping out some sweet stuff!!! Nice work. 1 Quote Share this post Link to post
TVdinnermasterchef Posted January 9, 2023 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. 1 Quote Share this post Link to post
stevegohome Posted January 9, 2023 Congrats on the release doomkid, but I am pretty sure this is not suppose to happen in the outside area of the first level of episode 1 lol 2 Quote Share this post Link to post
Doomkid Posted January 9, 2023 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. 1 Quote Share this post Link to post
xX_Lol6_Xx Posted January 9, 2023 (edited) 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 January 9, 2023 by xX_Lol6_Xx 4 Quote Share this post Link to post
Large Cat Posted January 9, 2023 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 1 Quote Share this post Link to post
Doomkid Posted January 9, 2023 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! 2 Quote Share this post Link to post
NiGHTS108 Posted January 9, 2023 This was some of the most fun I’ve ever had with a Doom project and I hope to be a part of future Doomkid endeavours :) 4 Quote Share this post Link to post
Blexor Posted January 10, 2023 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. 2 Quote Share this post Link to post
Ian K Posted January 10, 2023 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. 6 Quote Share this post Link to post
AG64_RX Posted January 10, 2023 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 4 Quote Share this post Link to post
Osmosis Bones Posted January 11, 2023 This has gotta be one of the wads I've been in 2 Quote Share this post Link to post
Doomkid Posted January 11, 2023 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! 7 Quote Share this post Link to post
NiGHTS108 Posted January 11, 2023 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 5 Quote Share this post Link to post
NiGHTS108 Posted January 12, 2023 If anyone happens to be interested, I just made a commentary on E3M17: Scorching Ivy if anyone wants to check that out 3 Quote Share this post Link to post
Large Cat Posted January 14, 2023 @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. 1 Quote Share this post Link to post
sandwedge Posted January 14, 2023 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 :-) 9 Quote Share this post Link to post
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