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THEME-GAWAD: A Doom II Megawad


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I wonder if Mt. Pain would do a episode on this lol.

 

But yea i wanted to mention that haven't seen much on this lately, but yet again i have been busy with my solo project so i kinda forget stuff from time to time.

 

Can't wait for it to be uploaded on the archives.

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3 hours ago, Ofisil said:

Will update the megawad in a few days and wait for about a month in case someone needs to send me an update - then I'll upload to to the archive.

I checked the maps I did and made a couple of fixes in 10 and 29, notably some unkillable monsters in 29. 01 is fine. By the way, could I be credited under my new name?

M10 M29 Final.zip

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1 hour ago, Michael Jensen said:

I checked the maps I did and made a couple of fixes in 10 and 29, notably some unkillable monsters in 29. 01 is fine. By the way, could I be credited under my new name?

M10 M29 Final.zip

 

I'll mention it in the text file. In the wad I'll keep the names as we started the project for the simple reason that many have changed their names a couple of times, and I can't keep up with said changes.

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  • 2 weeks later...

Been awhile since anything happened in here. Just wanted to check on things see how it was going and if the final version is getting ready to sent off on Idgames archives.

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  • 4 weeks later...

Unless there is some really obscure progression I'm missing, map 15 isn't completable in either dsda or prboom.

 

I assume this switch is supposed to lowers the bars on the little bridge/dam thing below, but it does nothing that I can see.

 

doom00.png.bd47fb7b4c8e1e0cff185bcc6c044c9f.png

 

doom01.png.2c937c1b9fb55b79d4c82c471df94fab.png

 

 

IMHO the health could stand be more generous for HMP as well

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14 minutes ago, TeK (⌐■_■) said:

Unless there is some really obscure progression I'm missing, map 15 isn't completable in either dsda or prboom.

 

I assume this switch is supposed to lowers the bars on the little bridge/dam thing below, but it does nothing that I can see.

 

doom00.png.bd47fb7b4c8e1e0cff185bcc6c044c9f.png

 

doom01.png.2c937c1b9fb55b79d4c82c471df94fab.png

 

 

IMHO the health could stand be more generous for HMP as well

Might need to get @Ofisil to take a look at it. But he wanted to upload this to Idgames when he got around too it.

 

I do want to ask, are there issues with other maps as well or is it Map15?

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Ok i took a look at Map15 where @TeK (⌐■_■) was having issues. I play tested it in DSDA Doom and for some reason the line def that triggers the bars and the switch are using the same tag sector, now i do not know if @eLeR Creative wants to fix this map or if they totally forgot but i believe that was the issue here.

 

 

Screenshot 2023-10-10 101407.jpg

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15 minutes ago, xScavengerWolfx said:

Ok i took a look at Map15 where @TeK (⌐■_■) was having issues. I play tested it in DSDA Doom and for some reason the line def that triggers the bars and the switch are using the same tag sector, now i do not know if @eLeR Creative wants to fix this map or if they totally forgot but i believe that was the issue here.

 

 

Screenshot 2023-10-10 101407.jpg

 

I don't understand why you think this is undesirable.
The map is co-op friendly. If you die behind the collapsed bars, you will be able to return there after respawning.
As for the button on the rocky ledge, it also serves to open the grates to get out of this ambush. We need to find the red key in this sublocation. When you return to the open area by the river, there is a cave where you use the key and then find a button that opens the passage beyond the bridge. The pattern of moving through subsequent sublocations is very similar.

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17 minutes ago, eLeR Creative said:

 

I don't understand why you think this is undesirable.
The map is co-op friendly. If you die behind the collapsed bars, you will be able to return there after respawning.
As for the button on the rocky ledge, it also serves to open the grates to get out of this ambush.

 

I think they are saying that the bars do not open...

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The bars do open. Tek was wondering why the switch wasn't working when hitting it.

 

I though it was the tag sectors that caused it since i play tested it in DSDA Doom.

 

But i thank you though eler for commenting on it.

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I just played map 15 again, and it turns out I was just being a dingus. I just never noticed the red skull key there in the 3 times I played the map....

 

sorry for the confusion heh.

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I understand that some players may be confused at this point because logic dictates that the button at the very end of this sublocation opens the passage beyond the bridge. However, I used backtracking here to lead to additional encounters with monsters. The whole purpose of this approach was to extend the gameplay on a limited map.

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k top stuff team!

Now... can I have a volunteer for the uploading, as my work barely leaves me any time to visit the forum?

PM me if you want so I can send the files.

 

If not it's fine, I'll TRY uploading next week.

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1 hour ago, Ofisil said:

k top stuff team!

Now... can I have a volunteer for the uploading, as my work barely leaves me any time to visit the forum?

PM me if you want so I can send the files.

 

If not it's fine, I'll TRY uploading next week.

Uploading stuff to idgames is now easier than ever, since they finally ditched the FTP-only thing, so not really sure what you need help with. I can probably help you, although I can't really test ATM.

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3 hours ago, Demonic Meatball said:

Bumping the Thread to say the OST is on youtube now !

Hype. Although the way you uploaded it seems to have start in the middle of the video, you might want to look into this.

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I've said it before but i'll say it again, i am still glade i got the chance to work on this community project. It gave me a chance to met other mappers and learn when i was still a green thumb at mapping. Overall i feel like this should get more attention for all the hard work we all did for it and everything.

 

And the OST is great as well, i still like Awaken for map 31, it fit the mood of the map i was going for when making it.

 

Anyways like beetle said it started at the middle of the video not the start, other wise this is amazing to listen to the midis used in this community project.

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