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/idgames - Interlude [limit removing]


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  • 4 months later...
  • 2 weeks later...

Give it a whirl: 12pm Break rc1

 

Please post if you have questions, comments, feedback, bugs, anything.

 

Screenshots of the 6 maps in order.

doom77.png.bf087705729a8c27adcb3c15eccc681b.png

doom78.png.22840c623b0bc5ddc53d8f62978b99a7.pngdoom82.png.f30af092649337e41de47de599cc8967.pngdoom83.png.da7166d6bb918acd716a73c1d451f363.pngdoom84.png.3c632c53a49f8d330122c459f6ab3565.png

Edited by Decay

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From my playthrough so far I do like the short map times, and while the engagements can be tough I imagine that was part of the point for UV.  I like that the combat is more centered around thinking and progression and not so much just gunning down enemies all day with mechanics that force you to hurry up so you can't turtle too much it's an interesting take and it's nice to see in a limit removing WAD.

 

Aesthetically it's a trip and I like it, PURPLE! and the maps look cool even if they are short.  It somehow manages to look like old school vanilla but modern at the same time with the schizophrenic texture use (but not schizophrenic in a bad way).

 

One note the messages seem to have a mix of the original letter colors and the weird new palette, is it supposed to be that way or is it supposed to be the whole message?

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49 minutes ago, Eric Claus said:

One note the messages seem to have a mix of the original letter colors and the weird new palette, is it supposed to be that way or is it supposed to be the whole message?

That's a great question and it's a bug I have yet to figure out.

 

Glad you are enjoying it so far!

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Played everything, and then played through a couple times after. 'Puzzle-y' maps are hit or miss for me, but I haven't anything negative to say here, texturing, layout, enemy placement etc.. is all on point. Have had a blast running through and routing these maps, I'll drop some crummy uvmaxes for all the maps in a few days.

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Played through Woof on HMP, pretty fun short maps, but there's a softlock in the first map.

Using the MARBFACE (Linedef 317) that rises up after pressing the skull switch (Linedef 402) (which only does once) causes to lower down the lift switch (Sector 94) resulting in a softlock.
Pressing the switches on that lift doesn't work either.

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Thanks for that catch - a poorly realized fix for a potential multiplayer softlock. I'll get this covered, thanks for giving it a play-through!

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  • 2 weeks later...

Here's RC3

 

I think that will be the last, barring any issues. Does it boot in chocolate/crispy? There is a dehacked included so that might need to be external as well, but otherwise if there are issues in your port of choice, please let me know ASAP.

 

Rc3 also includes a new map by @Synami as the new map01, bringing the total to 7 maps now

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1 hour ago, Decay said:

Does it boot in chocolate/crispy?

For Chocolate Doom, no. Maps 1,2,4, & 6 have W_CacheLumpNum errors, maps 5 & 7 have R_ProjectSprite errors (invalid sprite frame 81), and map 3 crashes with no error messages when starting up the map.

For Crispy Doom, yes. Booted all the maps to make sure it works.
But there is no exploding barrel sound (DSBAREXP). (All the other source ports seems to have that same issue.)
I gave MAP01 a full run, nothing out of the blue other than not having an exploding barrel sound. But all for the others, I just started it up at the beginning area and moved to the next one to make sure it works properly.

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Blessed. The lack of barrel explosion would be a carry-over from bourgeois megawad, that can be solved.

 

Those errors for chocolate doom sound like excellent mysteries to me. Guess I'll have to look into those. Thanks so much for trying it out in those ports!

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  • 6 months later...

Very cool maps! Was thinking a couple of these may be cool to dm on til I recognized the final one lol. It was cool to see the sp progression added to the remixed orbiter(?) here.

 

Maybe it has to do with playing on mobile here, but I could have done with a bit more ammo. Finished all with at least some to spare in each map but also heavily used infighting to get through.

 

I really liked the enemy and arsenal changes; they complimented the flow of the maps and the punchy encounters nicely, as well as cleanup afterwards. I liked the teeth that many of the trap/encounters had, although being on mobile I def nope'd out of a couple, which may have made them hit a bit softer and more chaotically for me.

 

Much as I do like what I suppose others may consider "dick-ish" design, I did feel the tp'ing rev in map06 was a bit on the harsh side lol, especially considering the rng between him deciding to fire vs move and tp, which also may be followed by another immediate attack within punching distance as he tp's just behind the player. That's not to say I found it over the top though. Given the context it appears in within a small map and at a time the player is fairly well equipped/armored, a smack or two from a rev isn't too big a deal... but I did bat an eye to it as I laughed at my sudden unforeseeable death there.

 

The only bug I noticed was with the final mancubus (paired with an av) in map06. It seems the mancubus gets stuck if he teleports instead of the av. I played in gzdoom; perhaps that's not an issue in other ports.

 

Good maps, fun times 😄❤️

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I can't promise anything but if you'd like I can see if I can solve the vanilla/chocolate errors this weekend. I have a good track record of fixing other people's stuff.

 

Most maps work in git version of chocolate doom as-is.

A bunch of tutti-frutti which is harmless, but looks ugly, and probably a pain in the ass to fix all of them.

 

either way, barrels still don't make an explosion sound.

Edited by plums

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7 hours ago, plums said:

I can't promise anything but if you'd like I can see if I can solve the vanilla/chocolate errors this weekend. I have a good track record of fixing other people's stuff.

 

Most maps work in git version of chocolate doom as-is.

A bunch of tutti-frutti which is harmless, but looks ugly, and probably a pain in the ass to fix all of them.

 

either way, barrels still don't make an explosion sound.

Soooooooooo I forgot about the barrels. My biggest problem is that I usually play with no music, no sound. I haven't uploaded to /idgames yet, that is something I should probably rectify because it's probably as simple as removing a sound lump in the wad.

 

As for vanilla compatibility, I appreciate the offer, you are welcome to try. There are some textures that are too tall causing the tutti-fruitti and some issues with the sprites. Ultimately many of these maps have been sitting completed for a long time and it was just time to spit them out. If you don't have the opportunity this weekend to solve the issues, that's fine, thanks for the offer, but next week I'll upload it to /idgames because it's been long enough for them.

 

@Fonze thanks for the playthrough! On the whole the maps are supposed to be tougher in the sense of more traps and ammo starvation so I'm not surprised that's what you encountered. Glad you mostly enjoyed it though!

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Coolio! Love the weapons and bestiary additions, some of the more combat puzzle-y maps like 02 and 03 took me a bit to figure out but this is pretty easygoing and fun to play with. Love the segment in the final map where you get a berserk to go ham on some imps. Chainsaw is great too. Good to play on a day like today where there's not much going on. Favorite maps probably 05 and 06 but I have to respect 02 and 03 for making me think, 04 was pretty good, and 01 is well... 01. Played on HNTR pistol starts max'd every level except 03 because I am bad at videogames. Cheers Decay!

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1 hour ago, bioshockfan90 said:

Cheers Decay!

Glad you enjoyed it! I can't actually remember if the set ups are much different between skills, I think there are some slight differences. Same with Coop support, I think there are some multiplayer monsters only but I can't remember. Most of these maps have been sitting around for many months.

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7 hours ago, Decay said:

Soooooooooo I forgot about the barrels. My biggest problem is that I usually play with no music, no sound. I haven't uploaded to /idgames yet, that is something I should probably rectify because it's probably as simple as removing a sound lump in the wad.

 

No sound at all? Weirdo. Anyhow your Dehacked has this in it, removing it will probably fix it:

Thing 31 (Barrel)
Death sound = 0

 

7 hours ago, Decay said:

As for vanilla compatibility, I appreciate the offer, you are welcome to try. There are some textures that are too tall causing the tutti-fruitti and some issues with the sprites. Ultimately many of these maps have been sitting completed for a long time and it was just time to spit them out. If you don't have the opportunity this weekend to solve the issues, that's fine, thanks for the offer, but next week I'll upload it to /idgames because it's been long enough for them.

The problems are mostly that your texture resources are a bit messy, with duplicate entries, patches and flats with the same name, etc. As I'm sure you know, vanilla can be very picky about all sorts of things. Anyhow it looks like you have some critically important memes in your textures that are too high for vanilla, among other stuff, so rather than try to rework everything I'll just leave it.

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2 hours ago, plums said:

Anyhow it looks like you have some critically important memes in your textures that are too high for vanilla, among other stuff, so rather than try to rework everything I'll just leave it.

Absolutely critical, probably the most important part of the wad, definitely not to be altered in any way shape or form

 

No problem! I do appreciate the offer in the first place.

 

36 minutes ago, Delisk said:

insert video here

Thanks for playing! Do note this is not just my work, also @Synami @Argent Agent and accidentally @BiZ's.

Edited by Decay

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