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PUSS XXIV: Lover's Quarrel - [cl2] Deathmatch, Single Player and Co-op (now on idgames!!!)


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Deep from the bottom of my heart in this Valentine's Day it was a pleasure to be part of the project!

So many beatiful maps made here in this project. Hope I can have time and inspiration in speedmapping to work with PUSS again soon!

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Hello,

 

we're going to play the first half of the wad for Thursday Night Survival today for one more test before the final release. The filename had to be changed because of spaces and apostrophe and we'll use a small coopfix because of a few issues I'll report later.

 

The session starts 13 hours from the time of this reply and you can expect it to be fairly active for 4+ hours.
 

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Hey thanks for reminding me, had lots of fun with these in deathmatch and would like to play the singleplayer maps sometime!  As was pointed out I guess this was just some of the maps as there was an issue with server setup, but they all worked well in dm.

 

 

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Hello again,

 

we're finishing up the wad on TNS today.
The session starts 7 hours from the time of this reply and you can expect it to be fairly active for 4+ hours.

 

Much of this might be addressed in the upcoming RC2 but there's a longish report coming up after we've played through all the maps.
 

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On 2/23/2023 at 1:03 PM, Keyboard_Doomer said:

Much of this might be addressed in the upcoming RC2 but there's a longish report coming up after we've played through all the maps.

 

Looking forward to your report!

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I've finished this wad today. It was beautiful to see a Valentine's Day-themed megawad that's action-packed with love.

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Sorry for the delay, the full report is finally done (less thorough testing for the first half of the wad but I did UV Max all maps in the second half):

 

MAP03:
    - two player 2 starts and no player 3 starts (this results in a voodoo doll instead of a player start)

MAP07:

    - line 1360 can be pressed from the sides without crossing line 2616 or 2619 and it's then possible to get stuck by falling into the unraised tag 35 sectors (388, 392 and 393)
MAP12:
    - Players that drop down to the mastermind (thing 938) area can get stuck if they don't have the pink key. Since the key already had to be used to get there you could just make the bars (sector 951) here raise with a walk-over action.
MAP15:
    - Not exactly sure what's going on here but the sector 653 sometimes, at least temporarily, doesn't react when a player tries to open it. It think it's related to the fact that the sector is lowered as a ceiling by line 3032 and not as a door and seems to happen when there's a monster or player under or close to the sector while it's lowering. It seems it could be solved by lowering the sector as a door instead.
MAP17:

    - crossing line 2657 closes access to sector 474 and players in the previous area can't progress
    - sectors 766 and 767 are tiny sectors needlessly marked as secrets
    - missing apostrophe in "were" in the DEHACKED map name
MAP18:
    - Visual glitch coming from line 3502 (also there in the corresponding place in the deathmatch area) if software rendering is used. Should be solved by rebuilding the nodes with a different node builder or different settings.
MAP20:
    - A player can end up in sector 623 either by jumping through sector 626 or archvile jumping through sector 625. It is then possible to get stuck by falling into sector 565
    - monsters in sectors 858, 865 and 872 don't teleport in
    - Monsters can get stuck on bars (sector 418) because of the red door action from the inside. You could make the bars openable with a switch or add a monster-blocking line before the monsters reach the bars.
    - the map has 15 deathmatch starts, the maximum allowed in vanilla-compatible source ports is 11
    - misalignment on lines 4384 and 4385
MAP24:
    - 34 monsters are inaccessible - there are several sectors with tag 18 but no corresponding line with the same tag
    - additionally 3 arachnotrons (things 811-813) never woke up so they wouldn't have teleported in anyway
    - archvile jumps could potentially get you stuck in sectors 598, 798 and behind thing 614
MAP25:
    - it's possible to get stuck in sector 595 or 881 after getting blasted there by a stray archvile
    - a torch (thing 216) starts floating after opening the door next to it
    - small misalignments on the ground level on line 3414 and 7327
MAP26:
    - 2 secrets (sectors 171 and 263) are in the deathmatch-only area of the map and thus impossible to get in singleplayer
    - It's possible to press the exit switch immediately at the start, it can even be pressed accidentally if someone decides to test if sector 531 lowers. It would be good to have something blocking it before it's actually meant to be accessible.
    - doesn't seem to actually be a problem but there's a voodoo doll (thing 0) in the deathmatch area
MAP28:
    - misalignment (the seam is between lines 7736 and 7835)
MAP29:
    - visual glitch coming from line 3397 if software rendering is used, similar to the one in MAP18
MAP30:
    - missing coop starts - this was unaddressed when I previously mentioned it but I would like to reiterate that there are situations in which it's important to have them there, including speedrunning since the map does have an exit despite having no monsters
MAP31:
    - large HOM coming from sector 631 if software rendering is used
    - the lowering of the lifts (lines 5524 and 5677) in this map is very slow which is particularly problematic on public servers in online multiplayer

 

SKY1 is defined in TEXTURE1 twice and the 2nd definition makes the wrong sky appear in ZDaemon.
I did mention this before but the spaces and apostrophe in the filename don't play well with some hosting options and thus it might be impossible to make a server for the wad without renaming the file.

 

I don't suppose you care enough to fix this but here's a list of maps that have items counting towards item % in deathmatch areas without them being marked as deathmatch/multiplayer only and it's thus impossible to get 100% items:

 


---MAP03
thing 26 (Health Potion)
thing 27 (Health Potion)
thing 28 (Health Potion)
thing 29 (Health Potion)
thing 31 (Health Potion)
thing 33 (Health Potion)
thing 34 (Health Potion)
thing 35 (Health Potion)
thing 36 (Health Potion)
thing 37 (Health Potion)
thing 38 (Health Potion)
thing 39 (Health Potion)
thing 40 (Health Potion)
thing 56 (Armor Helmet)
thing 57 (Armor Helmet)
thing 58 (Armor Helmet)
thing 65 (Soul Sphere)
thing 77 (Armor Helmet)
thing 78 (Armor Helmet)
thing 79 (Armor Helmet)
thing 80 (Armor Helmet)
thing 81 (Armor Helmet)
thing 82 (Armor Helmet)

---MAP06
thing 18 (Health Potion)
thing 19 (Health Potion)
thing 20 (Health Potion)
thing 21 (Health Potion)
thing 28 (Health Potion)
thing 29 (Health Potion)

---MAP09
thing 407 (Soul Sphere)

---MAP16
thing 7 (Soul Sphere)

---MAP19
thing 829 (Armor Helmet)
thing 830 (Armor Helmet)
thing 831 (Armor Helmet)
thing 832 (Armor Helmet)
thing 833 (Armor Helmet)
thing 834 (Armor Helmet)
thing 835 (Armor Helmet)
thing 836 (Armor Helmet)
thing 837 (Health Potion)
thing 838 (Health Potion)
thing 839 (Health Potion)
thing 840 (Health Potion)
thing 841 (Health Potion)
thing 842 (Health Potion)
thing 843 (Health Potion)
thing 844 (Health Potion)
thing 845 (Health Potion)
thing 846 (Health Potion)
thing 847 (Health Potion)
thing 848 (Health Potion)
thing 849 (Health Potion)
thing 850 (Health Potion)
thing 851 (Health Potion)
thing 852 (Health Potion)

---MAP23
thing 848 (Health Potion)
thing 849 (Health Potion)
thing 850 (Health Potion)
thing 851 (Health Potion)
thing 852 (Health Potion)
thing 853 (Health Potion)
thing 854 (Health Potion)
thing 855 (Health Potion)
thing 856 (Health Potion)
thing 857 (Health Potion)
thing 858 (Health Potion)
thing 859 (Health Potion)

---MAP25
thing 941 (Berserk Pack)

---MAP26
thing 7 (Soul Sphere)
thing 51 (Berserk Pack)
thing 58 (Armor Helmet)
thing 59 (Armor Helmet)
thing 60 (Armor Helmet)
thing 61 (Armor Helmet)
thing 62 (Armor Helmet)
thing 63 (Health Potion)
thing 64 (Health Potion)
thing 65 (Health Potion)
thing 66 (Health Potion)
thing 67 (Health Potion)
thing 68 (Health Potion)
thing 69 (Armor Helmet)
thing 70 (Armor Helmet)
thing 71 (Armor Helmet)
thing 72 (Armor Helmet)
thing 73 (Armor Helmet)
thing 74 (Armor Helmet)
thing 75 (Health Potion)
thing 76 (Health Potion)
thing 77 (Health Potion)
thing 78 (Health Potion)
thing 79 (Health Potion)
thing 80 (Health Potion)
thing 81 (Armor Helmet)

---MAP30
thing 64 (Health Potion)
thing 66 (Health Potion)
thing 99 (Soul Sphere)
thing 100 (Health Potion)
thing 101 (Health Potion)
thing 102 (Health Potion)
thing 103 (Health Potion)
thing 104 (Health Potion)
thing 105 (Health Potion)
thing 106 (Health Potion)
thing 107 (Health Potion)
thing 108 (Health Potion)
thing 109 (Health Potion)
thing 110 (Health Potion)
thing 111 (Health Potion)
thing 112 (Health Potion)
thing 113 (Health Potion)
thing 114 (Health Potion)
thing 115 (Health Potion)
thing 116 (Health Potion)
thing 121 (Health Potion)
thing 122 (Health Potion)
thing 123 (Health Potion)

 

Thanks to boom_compatible who tested all maps and reported some of these issues.
 

Edited by Keyboard_Doomer

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11 hours ago, Keyboard_Doomer said:

MAP17:

    - crossing line 2657 closes access to sector 474 and players in the previous area can't progress
    - sectors 766 and 767 are tiny sectors needlessly marked as secrets
    - missing apostrophe in "were" in the DEHACKED map name
 

Thank you for finding these issues I fixed the secrets & the co-op issues I'll leave the DEHACKED stuff to @Peccatum Mihzamiz

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On 2/26/2023 at 11:43 AM, Keyboard_Doomer said:

Thanks to boom_compatible who tested all maps are reported some of these issues.

 

Thank you so much for this extensive testing and the write-up! <)

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Turns out I made a mistake, the maximum vanilla allows is 10 deathmatch starts, not 11. This means that also MAP24 and MAP32 have too many deathmatch starts.

 

Also found out that in MAP24 there are stuck monsters in sector 1119 on lower skills - the chaingunners there were probably meant to only appear on UV but they are set to appear on all skills.

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1 hour ago, Keyboard_Doomer said:

Turns out I made a mistake, the maximum vanilla allows is 10 deathmatch starts, not 11. This means that also MAP24 and MAP32 have too many deathmatch starts.

Thank you! We are aiming for limit removing, not vanilla. Would it still be a problem then? Is this a problem on ZDaemon, Zandronum and/or Odamex?

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The vanilla-compatible source ports can't really remove the limit because it would break demos. It doesn't really cause issues in vanilla, the extra starts are just not used.

 

I would assume at least Zandronum removes the limit and quite likely the other 2 as well but (and this is the only real reason it's worth reporting about the extra starts) it might be undesirable that the spawning behavior would be different compared to vanilla-compatible ports.

Edited by Keyboard_Doomer

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  • 2 months later...

Release Candidate 2 has been released! Get it over here!

 

Well, that was a long wait! Like with many people, the period after Valentine's Day hit the dev team hard and it took a while for us to get back on our feet. We've made numerous updates to Lover's Quarrel and hope to be able to put out a version to idgames soon! Feedback to this RC2 would be very much appreciated!

Changelog compared to RC1:

-Updates to over half the maps. Ranging from bug fixes to balancing to completely overhauling several maps, especially on the Deathmatch front.
-Fixed spelling, wrong names etc..
-Removed superfluous textures.

-Finished all of the spriting for the final release.

-Added demos, the remaining menu graphics, intermission texts, lighting for ZDoom engines etc..

 

Known issues RC2:
-Quit Messages don't show in non-ZDoom ports for an unknown reason.
-Chaingunner death sprite doesn't show for unknown reason.

 

screen.png

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So I to go through this wad again because of the RC2 update. This was done on PrBoom+ 2.6.2 -complevel 2.

I've found some bug(s) on MAP12, MAP20, & MAP26.

MAP12:
On the to the Red Skull Key, between Linedefs 5558 & 5559, you can get stuck there, but you can get out of it. It doesn't seem to be a major issue, but just to point it out. 

Spoiler

doom25.png.568e113930c422a3cf5354296a5b113d.png


MAP20:
Linedef 4665 is passable, not sure if that's an oversight or not.

MAP26:
Linedef 2577: You can end of the level in about a few seconds (or probably less than a second or two).

There's another bug I've intentionally found out.

This happened I when I was shooting at the mancubus (Thing 206), the bullets were hitting an invisible wall (by Linedef 2781), and fireballs were going through to me, and when I tried to shoot from the other side, it was going through. I looked at Ultimate Doom Builder after I was done with the wad, and doesn't seem any linedefs by 2781. So I don't know why it did that.
 

Spoiler

doom28.png.dc2379dad9612c0132f55c3492eb18d9.png

 

 

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Dear Lover’s Quarrel mappers. You now have TWO WEEKS REMAINING, until the 14th of June, for any last fixes, changes, suggestions etc. to the map set. After that we will upload the set to idgames.

 

Please HAVE A LOOK at the RC2 file and check if your map is ok. Watch the playthrough by Kirie on twitch here, here and here and see if anything looks wrong. Check the CREDITS file in the wad to see if anything is wrong or missing.

 

And please join us for a Deathmatch playthrough on Zandronum on the 7th of June at 4:15 PM EST (21:15 London time, 22:15 Paris time).

 

A separate Valentine's Day themed resource pack without the maps in them will be uploaded to idgames at a later date.

 

Tagging folks here to make sure everybody sees this in time :)
@Pistoolkip @Captain Toenail @myolden @muumi @Poxel12 @Worriedidiot @Norb @Qeswic @SergeantAnger @LGmaire @notTyrone @DynamiteKaitorn @Decay @Argent Agent @United VirusX @Phoenyx @Petyan @BluePineapple72 @Blexor @Matacrat @Death Bear @King Know-Nothing @horselessheadsman 

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Well it's a good thing I checked, because the MAP21 in RC2 is actually not the most up-to-date version of that map. This is especially odd considering MAP31 does appear to be the most recent version, so not sure what happened there. Let's just chalk it up to gremlins.

 

Anyway, no need to go looking for the proper file because I have it right here: LQ_blex_vFin.zip

In fact, you'll want to use this version since I took the time to make a few changes, which I've listed in the spoiler below. I gave it a couple quick tests myself and everything seems fine, but you never can be too sure with these things. If anyone wants to give the above file a spin and see if anything appears busted I'd appreciate it.

 

Might also whip up a new version for MAP31 while I'm at it. Not sure yet. Even though the RC2 version is up to date, I'm still slightly conflicted about it.

 

Changelog for MAP21:

Spoiler

-Untagged the Archvile-jump secret.
-Added a required switch near the RL (So that people will actually go up there).
-Made a secret switch more visible.
-Added a couple teleporter rooms that open after pressing the southern-most heart switch.
-Added a whole new secret to make up for untagging the archie one.
-Put more health/ammo in the room with the exit door.
-Made an invisible wall directly behind the perimeter fence on the DM arena, so that rockets and BFG balls will explode against it instead of sailing harmlessly out over the ocean (I realize this means players can no longer snipe each other across the inward-bending part of the fence, even though it kinda looks like they should be able to, but I'm hoping the benefit outweighs the loss, here).

 

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  • 2 months later...
  • 1 month later...

 

Part 8 of my playthrough

Maps Featured (with timestamps!)

1:05 MAP22 - "White Wedding" - @Pistoolkip

19:00 MAP23 - "Beachside Brawl" - @Qeswic and @Matacrat 

26:35 MAP24 - "Heartthrob" - BluePineapple72 and @Death Bear

36:11 MAP25 - "This Love is Ancient" - @King Know-Nothing

46:20 MAP26 - "Don't Need No Credit Card to Rid This Train" - @horselessheadsman

 

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