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Morior Invictus (Vanilla-Compaible 32+ Level Megawad)


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34 minutes ago, thelamp said:

couple more maps, this time it is the correct video haha!

 

are you 100% certain that the video you posted isnt just another wad that happens to have exactly the same maps at exactly the same spots with exactly the same name, but isnt this wad?

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Hi, cool stuff... observations:

 

Spoiler

- Map 03: aside from what's been mentioned already by Keyboard_Doomer, there was a group of pinkies that I almost missed entirely if I didn't look around the map at last minute. Upon checking in the editor, they are linked to the RK when you go grab it, but on the way back I took the teleport to the RL secret and so skipped the pinkies by accident... so basically not a bug per se but I think that can be tweaked in some way to make sure you don't miss them?

 

- Map 09: in the big blue squared area to the south, it's worth noting that the revenants that are supposed to spawn in the cage can actually miss the teleport lines for an undetermined period of time, due to the ample space in their closets, which lead to delays and random timing... which isn't ideal for a fight where you rocket stuff in and out of the arena, although you can tell where they spawn so that's good for awareness. Still may advise to adjust those closets, place more teleport lines or whatever.

 

- Map 10: The plasma gun secret includes three sectors flagged as such, with sector 492 being, possibly, impossible to register, or well I only had the message pop up two times. I guess the other hidden blue goodies are for the real eagle eyed players, aka IDDT and map editor users, which honestly I respect a lot.

 

- Map 11: Noticed some midtex bleeding in the ground, here and here

 

- Map 21: The cyberdemon thing 317 can't teleport out because the room is too short, so the sector malfunctions.

 

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I'm overjoyed to see this project finally all wrapped up. Having playtested every single map since the project started, I can assure folks not to underestimate this megaWAD by any means. The mappers involved all came here as newbies and sharpened their teeth to the nth degree on this set and it will leave you bruised, bloody and begging for more. I feel like a proud father finally seeing this thing done and ready to harvest the blood of its players.

 

Well done, forgettablepyromaniac and company!

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More observations:

 

Spoiler

Map 24

- Minor issue, this armor sitting on the lift is kinda in the way. While you can softly stand on the edge without touching it, maybe moving it somewhere else would be advised.

 

Map 25

- Not so minor issue, this armor on the other hand is forced and a waste if you found the one behind the starting shelter. 

- Depending on where you stand, this midtex will appear floating in the air. It even shows up in the next part with the RL. Not sure if there's a fix to that, unless adding vertices on the lines with the midtex, or moving them idk.

 

Map 26

- Some of the hanging corpses in this area are of blocking type and can cause a player to get stuck below and, possibly, take damage without it being their fault, so I feel they should be swapped to non-blocking variants.

- It seems the trap in the tech room needs rework, because I could just grab the key and leave while no monsters would prevent me to do so. I'm not sure what was the point of the raising pillars, if the switch will lower them anyways. Yeah...

- Chaingunners 891 and 892 can't move at all.

- Mancubus 563 won't wake up unless you remove the ambush flag.

 

Map 29

- Any reason why sector 134 is flagged secret? There's nothing there lol

- It's extremely rare that I suggest "more ammo" but in this case particularly for the last trio of archviles, some rockets or cells would support the idea if you spent everything before, which you may reasonably do according to the fights in place. By that point I only had mostly bullets, and there was also a cyberdemon lost on the other side of the start for whatever reason, but three archviles in the open do demand good ammo situation imo. 

- Ah, the teleporting spectres, would suggest tweaking that huge closet because it takes a looong time for all to spawn in. Mind that I let the whole situation clear itself and still struggled with ammo by the end, heh.

 

Map 30

- HUGE glitch here, the one Obsidian already reported.

- Sector 806 is missing both a tag and an action that raises it up, because otherwise you can't kill the barons.

- In the red cave with the battery, the teleporting monsters frag each other since it's map 30, I point it out because I'm not sure if it's part of the idea or an oversight.

 

Map 33

- Automap shows Betray instead of the actual map name. In dehacked I think it's the string for Plutonia map 01 that you have to modify so map 33 shows the intended title.

 

MI-EXTRA:

 

Map 07

- There are lots of hanging corpses with the blocking property throughout the map that are hard to notice in the dark or even outside, and getting stuck on them isn't cool when you're trying to dodge things. Would suggest using non-blocking variants instead.

- When I pressed on this torch, it revealed missing textures. I think it's because only sector 114 lowered, so you want to use control sectors for the other bits.

- The sides of sector 1307 are untextured. 

- It'd be great if there was a way to lower back this wall once you got the battery and all, since it prevents you explore the map in case you're ready to exit but missing a secret or something.

 

Map 17 (not finnished yet)

- Sector 411 malfunctions in vanilla because of the spectres, they need at least 60 units of space for the sector to work, or in this case smaller sectors for each spectre. 

- Noticed that you can get softlocked in this water pool, there's no way out and it doesn't damage you. Same thing in another cave, I guess you shouldn't jump on the water?

- Also serious question, is this really entirely only shotgun and chaingun? Because if so, that's not a fun joke dude

 

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Ah, another WAD with pre-defined start and end area, it reminded me of Hellevator. The maps were enjoyable, but sticking the "final release" label on them was quite premature. Here is list of problems I've encountered on UV in Gzdoom 4.10.0, although now I see that some of the were already reported by Obsidian and galileo31dos01.

 

MAP02: there is a fatso in a closet, but it never became active. And even if it did, it can't teleport out in Gzdoom, because the teleport linedef is too close to wall.

 

MAP03: what's the deal with dummy red switch in the backpack secret?

 

MAP09: isn't plasma gun near start supposed to be secret?

 

MAP10: sectors 491 and 492 shouldn't be secret.

 

MAP22: ammo boxes 85 and 90 appear in the air in Gzdoom.

 

MAP23: game-breaking bug: when follow the path towards the battery, sector 154 lowers down. But if you then go for the berserk and back to the starting room, you can't return, there is no way to rise sector 154 again. Thus you can't get the battery and finish the map.

 

MAP26: chaingunners 891 and 892 are stuck. 100% kills is impossible because fatso 563 is deaf.

 

MAP29: this map is a huge ammo drain and virtually unplayable from pistol start on UV, unless the player has non-stop luckfest with the archviles. Sector 134 shouldn't be secret. Also, 100% kills is impossible because fatso 285 is deaf.

 

MAP30: what's the deal with sectors 158 and 160, they look like somebody made a bad mouse move in an editor? Also, monster riser sector 806 doesn't work because it has no tag.

 

MAP32: cellpack 298 appears in the air in Gzdoom, you need to place it farther from sector 198.

 

And... is there a a way to reach MAP33 without cheating?

 

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4 hours ago, Caleb13 said:

Ah, another WAD with pre-defined start and end area, it reminded me of Hellevator. The maps were enjoyable, but sticking the "final release" label on them was quite premature.

And... is there a a way to reach MAP33 without cheating?

 

I meant inital, but final as in like... it's finally done? idk.

Also, no, warp only :)

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Rounding up...

 

Spoiler

(MI-EXTRA)

 

Map 17: 

- I got my response when I found the first SSG at minute 30. That's insane, for what reason lol... anyways, lots and lots of floating items in many places, far too many keep track of all (sorry!). Gotta recheck every item in the map isn't overlapping a high sector.

 

Map 20:

- Line 2809 is flagged impassable for some reason. You can still slide around it to get on the stage.

- Multiple monsters don't wake up because no sound reaches to the closets.

- I couldn't see a way to grab these potions. I say this because there are steps to get on the other table. It's okay if those are unobtainable though.

 

Map 27:

- Just curious, is the blue armor archvile jump only?

 

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Ive worked out all the math and play tested every one of the options, there are 8,958,392 different ways to fail the platforming piller section on map 18. As far as I can tell there is only 1 way to do it correctly but I havnt play tested that yet. 😀

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I tried the extra maps and I noticed some more problems:

 

Extra MAP07: teleport linedefs around sector 385 should be WR, not W1. There are HOMs all around sector 1037. But more importantly, I couldn't finish the map without cheats. I found no way how to re-open the big door sector 260, nor I found any other way back towards the "time machine". It's odd sector 260 is tagged 666, which is a special tag for Commander Keen. But there are no Keens in the map. Well, whatever the idea behind it, it doesn't work in Gzdoom, although I did switch the compatibility as recommended. The player has only one chance to get the secret soulsphere?

 

Extra MAP17: there is no way out of 2 water pits, sectors 357 and 1673. I couldn't find any way to get into the automap secret, maybe except archvile jump.

 

Extra MAP20: 15 monsters in 3 closets (sectors 1035 etc.) never became active and thus 100% kills is impossible. There is no way to get health bonuses on sectors 512 etc.

 

And... did you do something with berserk or pinkies? They felt much harder to hit with the fist.

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On 2/18/2023 at 4:22 PM, Caleb13 said:

.. did you do something with berserk or pinkies? They felt much harder to hit with the fist.

Did not touch them, unless you include the PLAYPAL edit to make seeing through the red screen much easier.

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Finished this up and I really enjoyed it. Not a stinker in the bunch. Alot of really fun maps and cool ideas. Was going to give the extras a try but it would appear that I need to add the texture pack to it and I couldnt be bothered at the time. I will definately get back to that though as I really like Blexor maps and Pyromaniacs maps arent quite as forgettable as his name would imply 😀 (just took a look at the read me and it would appear I was confused as to who had made the extra maps but everything I said still stands) Thanks to everyone involved in making these!

Edited by Insaneprophet

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mic was accidentally turned off for this recording augh. really sucks cause I really liked this level! Didn't mind replaying the first first a few times to figure out the layout, was a well balanced enjoyable experience

 

 

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