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[CP] [DSDA CL2] Super Doom TV - [RC1]


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I somehow got roped into testing other WIP wads and I unfortunately didn't have a lot of time to test this wad, but once there is a newer release - I will attempt to do a better job at testing this wad. One thing that I would like to see in the newer wad release is a more comprehensive documentation of the map order, because when I was testing the maps for @Emperor S P O O N - I had a hard time finding out which map was which. 

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  • 1 month later...

Absoloutly

 

The reason I was trying to get it finished in the summer was to avoid a huge time sink SEP-DEC

  • I have all the fixes listed
  • Worked out the correct map order sorted
  • I need to setup doombuilder/slade on a new pc
  • Then the next release will probably be the final one

My time commitments drop to zero early December so it'll be a case of picking a day to set everything up, make all the cahnges, do a final playthrough and then a release thread for the WAD. I also want to try and do a trailer, but not if it's going to take me too long. 

 

I am sorry that it's taken so long, I should have been a bit stricter with myself getting everything in during the summer

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3 hours ago, Lorcav said:

Absoloutly

 

The reason I was trying to get it finished in the summer was to avoid a huge time sink SEP-DEC

  • I have all the fixes listed
  • Worked out the correct map order sorted
  • I need to setup doombuilder/slade on a new pc
  • Then the next release will probably be the final one

My time commitments drop to zero early December so it'll be a case of picking a day to set everything up, make all the cahnges, do a final playthrough and then a release thread for the WAD. I also want to try and do a trailer, but not if it's going to take me too long. 

 

I am sorry that it's taken so long, I should have been a bit stricter with myself getting everything in during the summer

So, we can expect the next release to be a Release Candidate?

While I have spent the last few months testing other projects - I have finished the bulk of testing for most of them! Meaning that I will be able to at least do a few quick playthroughs of this projects maps once the RC comes out!

 

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  • 4 weeks later...

All previous notes have been taken into account for this Beta Version

 

As i've made a whole host of changes and such, I'll give it a few days for @Ar_e_en and anyone else to test and flag any remaining errors. 

 

The aim will be to release the final version at the end of the week.

 

The map order is now completely aligned and is as follows:

01 Smash 'Em 
02 In a Vacuum Darkly 
03 Orbit Station 
04 Multiversal
05 Turtles Nearby 
06 Walls of Pain 
07 Blood Tide 
08 Keep Away
09 Powerup My Heart 
10 Tyrant Time Traveler 
11 These Are Fast 
12 Power Crowd 
13 Bonus Prizes 
14 Watch Your Step
15 Studio Scramble 
16 No Dice 
17 Fortress of The Horned Beast 
18 Rock It Man 
19 Bloodsport 
20 Witness Total Carnage 
21 Liquid Heat 
22 Moment of Truth 
23 Death at 632.8 nm 

 

31 Grave Squatter 
32 Splatterpunk Junction

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playtesting !


tyrant time traveler : missing textures in a few places (under spoiler) , a closet with enemies is supposed to open but doesnt due to complevel 2 quirks (iirc its that you cant move the floor/ceiling of a sector if a thing is stuck there) (under spoiler) , also generally unable to backtrack which might lead to missing kills and frustration (a simple teleporter at the very ending back to the start of the map might be enough)

Spoiler

doom215.png.a435d8e35cef1a16c7dfae365626e947.pngdoom216.png.4d42b6be1ff446639fe034127e192ac6.pngdoom217.png.417759864c208ac0ac15e0fc47043aa7.pngdoom218.png.9f1167bb9e2773f64bbaae8547b43705.png

 

 

grave squatter : a group of monsters didnt spawn in because it got disconnected from a sound sector

Spoiler

doom220.png.d1ab3f1d84cafd55f80edfa945484ec1.png

 

general : the tiny hud numbers for weapons and ammo count are a bit inconsistent , the "unlit" numbers and the "lit" 3 have a red shadow while the rest have a gray one , some map titles on the intermission screen are not displayed because there are a few typos in the umapinfo

oh and uhhhh i did a tiny update for my map , here it is da6328_sdtv

i thought i still had some gripes with the placement of my map in the maplist , but now im actually thinking that it could work . could possibly add a text screen before it with something along the lines of "sike ! there were plans to wrap up but due to astronomically high ratings we have decided to put our contestant through an extra challenge of extra difficulty" . or something along those lines

thats going to be it for today since i accidentally spent like 3 hours straight on this or even more . i should come back and finish this in a few days unless i forget

Edited by signaturereverie

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17 minutes ago, signaturereverie said:

playtesting !


tyrant time traveler : missing textures in a few places (under spoiler) , a closet with enemies is supposed to open but doesnt due to complevel 2 quirks (iirc its that you cant move the floor/ceiling of a sector if a thing is stuck there) (under spoiler) , also generally unable to backtrack which might lead to missing kills and frustration (a simple teleporter at the very ending back to the start of the map might be enough)

  Reveal hidden contents

doom215.png.a435d8e35cef1a16c7dfae365626e947.pngdoom216.png.4d42b6be1ff446639fe034127e192ac6.pngdoom217.png.417759864c208ac0ac15e0fc47043aa7.pngdoom218.png.9f1167bb9e2773f64bbaae8547b43705.png

 

 

grave squatter : a group of monsters didnt spawn in because it got disconnected from a sound sector

  Reveal hidden contents

doom220.png.d1ab3f1d84cafd55f80edfa945484ec1.png

 

general : the tiny hud numbers for weapons and ammo count are a bit inconsistent , the "unlit" numbers and the "lit" 3 have a red shadow while the rest have a gray one , some map titles on the intermission screen are not displayed because there are a few typos in the umapinfo

oh and uhhhh i did a tiny update for my map , here it is da6328_sdtv

thats going to be it for today since i accidentally spent like 3 hours straight on this or even more . i should come back and finish this in a few days unless i forget

 

Thanks for this, I can take care of the general stuff, do you recall which map names are not populating in as they've all been fine when I'm testing? The cwilv in the umapinfo probably don't chime with the revised mapslots but they are the right graphics for level/mapper.

 

I've added your updated map to the beta version linked in the above and OP

If @JacaCaca and @Emperor S P O O N can have a look at the notes for their maps and fix/resubmit, that'd be great.

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9 minutes ago, Lorcav said:

 

Thanks for this, I can take care of the general stuff, do you recall which map names are not populating in as they've all been fine when I'm testing? The cwilv in the umapinfo probably don't chime with the revised mapslots but they are the right graphics for level/mapper.

 

I've added your updated map to the beta version linked in the above and OP

If @JacaCaca and @Emperor S P O O N can have a look at the notes for their maps and fix/resubmit, that'd be great.

studio scramble , grave squatter and death at 632.8 nm , the others seem to be fine from what im seeing

 

also , not something thats at all necessary , but maybe also a text screen about nearing the end somewhere around map17/18 ? because as it is right now theres one after map11 and then if you dont take the secret exit the next one is all the way at the very end , and it feels a bit stilted maybe ?

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7 minutes ago, signaturereverie said:

studio scramble , grave squatter and death at 632.8 nm , the others seem to be fine from what im seeing

 

also , not something thats at all necessary , but maybe also a text screen about nearing the end somewhere around map17/18 ? because as it is right now theres one after map11 and then if you dont take the secret exit the next one is all the way at the very end , and it feels a bit stilted maybe ?

 

Yeah good shout on another text screen, I'll get that added in and double check the titles.

Thanks!

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55 minutes ago, signaturereverie said:

grave squatter : a group of monsters didnt spawn in because it got disconnected from a sound sector

  Reveal hidden contents


Could've sworn I fixed this. In fact, checking it now, I did. Maybe I just didn't upload the fixed version...?
Whatever the case, here's the fixed version. Should be fine now.
GraveSquatter_v3.zip

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@signaturereverie Map titles are updated and new story text added after map 20

@Emperor S P O O N the latest version of Grave Squatter has been added 

@Ar_e_en I added a track from Super Smash TV to your level as I think you still needed a music choice? Apologies if I missed an update, let me know.

 

Beta link above and in the OP has been updated

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Oh shit! This got updated? 

Well, it's a good thing that I finished SIGIL II quite recently! I'll do some quick playtests over the following days!

 

47 minutes ago, Lorcav said:

 

@Ar_e_en I added a track from Super Smash TV to your level as I think you still needed a music choice? Apologies if I missed an update, let me know.

I didn't pick a MIDI for my map because I couldn't  make a decision on it, so I was expecting you to pick it for me. I'll replay my map to see if I like the chosen MIDI and if the version of my map is correct! 

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4 hours ago, signaturereverie said:

real quick before i go to sleep

 

fortress of the horned beast : on complevel 2 this door does not open because it was made using conveyor belts

  Reveal hidden contents

doom00.png.258d1d9df415228c7fe9ce6fdd9c88a8.png

 

 

Do you want to have a look at this and resubmit @EagerBeaver

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Had some time this evening to do some practice with the camerman mod by @borogk 

 

This is mostly just test footage, tho i like the first and last shots. Hoping to have time on Thursday to try and get footage from each map and see what I can stitch together with some music

 

 

 

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12 hours ago, signaturereverie said:

playtesting !


tyrant time traveler : missing textures in a few places (under spoiler) , a closet with enemies is supposed to open but doesnt due to complevel 2 quirks (iirc its that you cant move the floor/ceiling of a sector if a thing is stuck there) (under spoiler) , also generally unable to backtrack which might lead to missing kills and frustration (a simple teleporter at the very ending back to the start of the map might be enough)

  Hide contents

doom215.png.a435d8e35cef1a16c7dfae365626e947.pngdoom216.png.4d42b6be1ff446639fe034127e192ac6.pngdoom217.png.417759864c208ac0ac15e0fc47043aa7.pngdoom218.png.9f1167bb9e2773f64bbaae8547b43705.png

 

 

grave squatter : a group of monsters didnt spawn in because it got disconnected from a sound sector

  Reveal hidden contents

doom220.png.d1ab3f1d84cafd55f80edfa945484ec1.png

 

general : the tiny hud numbers for weapons and ammo count are a bit inconsistent , the "unlit" numbers and the "lit" 3 have a red shadow while the rest have a gray one , some map titles on the intermission screen are not displayed because there are a few typos in the umapinfo

oh and uhhhh i did a tiny update for my map , here it is da6328_sdtv

i thought i still had some gripes with the placement of my map in the maplist , but now im actually thinking that it could work . could possibly add a text screen before it with something along the lines of "sike ! there were plans to wrap up but due to astronomically high ratings we have decided to put our contestant through an extra challenge of extra difficulty" . or something along those lines

thats going to be it for today since i accidentally spent like 3 hours straight on this or even more . i should come back and finish this in a few days unless i forget

Ok I genuinely have no idea why that closet didn't open in the last image, the only explanation I have is that you got unlucky in game or something, truly idk

about the other stuff, the missing textures platform wasn't even supposed to be a lift so that was on me, and back tracking wasn't really planned in the first place, but just for you I put it in ;)

DoomTV12 cl2 edition 2.zip

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Okay, I played through the first 10 maps on Woof with complevel 2 and I'm gonna post my findings so far! Thing to note: I might end up posting issues that may already have been pointed out by others, just a heads up there!

 

Markers:
--- Issues that I found
??? Things that I'm not quite sure about

 

Map 04 "Multiversal"

Spoiler

---
    Lines #7, #37, #13, #48, #816, #846, #822, #857, #2496, #2502, #1618, #1648, #1624 and #1659 need to have their "impassable" flags turned on
---
    Lines #468, #1277, #2957 and #2079 need to be set as "Lower Unpegged"
---
    Sector #40 has an incorrect light value (needs to be set to 192)
---
    Lines #23, #266, #832, #1075, #2512, #2755, #1634 and #1877 have screwed up texture alignments (they are crate textures)
---
    The "TEKGREN1" pillar textures for the various exits might need to have their offsets moved around a bit. The pillars are in groups of 4 and they can be found around the locations of:
        * X = -544, Y = -5248
        * X = 4448, Y = -4192
        * X = 4416, Y = -480
???
    The flats for the various teleporters/exits aren't aligned to the grid neatly, however, because the sectors that have these specific textures are larger than 64x64 - there might not be a good solution for this problem (at least not one that won't screw anything else up). This issue might have to remain unfixed.
    


Map 05 "Turtles Nearby"

Spoiler

---
    Lines #1954, #1970, #1979, #1949, #1972, #1959, #1976, #1960, #1518, #1510, #1502, #1515, #1520, #1513, #1517, #1491, #3231 and #3233 need to have their texture offsets changed slightly (mostly vertical offsets, but a few need some horizontal changes as well)
???
    The visuals in this map are made with the line action type 242 (Transfer Heights), which is a Boom feature. However, I tested this in Woof with complevel 2 and the line action still worked. I guess visual effect line actions have their compatibilities ignored in Woof. So, technically - this map broke the rules, but since my complevel setting allowed it to work anyway on Woof - there doesn't really seem to be any issues here on my end. If anyone wants to test this map out on the latest version of DSDA (with complevel 2 enabled), let us know if this maps visuals still work (I would have tested it out on my version of DSDA, but I have an outdated version that I don't really use that much).

 

Map 07 "Blood Tide"

Spoiler

--- 
    Thing #199 and #200 (both are Lost Souls) are stacked together at the same spot (they can't move)

 

Map 08 "Keep Away"

Spoiler

---
    The wall textures in the starting room (Lines #825, #827, #824 and #826) might need some alignment adjustments
---
    Line #627 needs some texture alignment adjustments
???
    Line #628 is missing an upper texture, however - I'm not sure if this is intentional or not

 

Map 10 "Tyrant Time Traveler"

Spoiler

---
    Sector #431 (it has a tag of 20) can't move down, causing the monsters inside to be stuck in the closet forever. Either the monsters need to be moved around a bit, be given a bigger room or one of them needs to be removed (possibly Thing #75).
---
    The switches at Lines #1157, #932 and #935 causes both Sector #268 and Sector #223 to move down as a lifts. Sector #223 moving down might be a mistake, because it causes untextured walls to appear when it goes down.
---
    Line #1926 (Red key door) can't be activated due to the proximity of Line #2113 (Scrolling wall). You can enter the room just fine, but you can't leave once the door closes. Also, Line #2113 doesn't scroll in the game (probably because it is pointed in the wrong way).
---
    The 8 Barons in one of the out of bounds monster teleporter rooms (around X = 2144, Y = 2496) might not be able to spawn out of the room due to the fact that the teleporter lines in the room are set to be used one time only (in my playsession - only one of them couldn't get out, but theoretically - they all could get stuck). The teleporter lines should be set to repeatable.
???
    Sector #10 has these 2 little "X"s made from impassable lines on it. I'm not sure why they are there. They don't have any textures.
???
    Thing #160 (Green Armour) is located in a weird spot (might need to be moved a bit)
???
    The teleporter to Sector #815 (it has a tag of 22) works fine, but I noticed in a map editor that the teleporter fog entrance (Thing #0) isn't inside of Sector #815 (it's touching the sector on the Line #3900). As I said, it works fine, but I am a bit annoyed by its placement (no, I don't have OCD). If you could move the fog entrance a bit in the southern direction - that would be nice.

 

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9 hours ago, Ar_e_en said:

 

Markers:
--- Issues that I found
??? Things that I'm not quite sure about

 

Map 04 "Multiversal"

  Reveal hidden contents

---
    Lines #7, #37, #13, #48, #816, #846, #822, #857, #2496, #2502, #1618, #1648, #1624 and #1659 need to have their "impassable" flags turned on
---
    Lines #468, #1277, #2957 and #2079 need to be set as "Lower Unpegged"
---
    Sector #40 has an incorrect light value (needs to be set to 192)
---
    Lines #23, #266, #832, #1075, #2512, #2755, #1634 and #1877 have screwed up texture alignments (they are crate textures)
---
    The "TEKGREN1" pillar textures for the various exits might need to have their offsets moved around a bit. The pillars are in groups of 4 and they can be found around the locations of:
        * X = -544, Y = -5248
        * X = 4448, Y = -4192
        * X = 4416, Y = -480
???
    The flats for the various teleporters/exits aren't aligned to the grid neatly, however, because the sectors that have these specific textures are larger than 64x64 - there might not be a good solution for this problem (at least not one that won't screw anything else up). This issue might have to remain unfixed.
    


Map 05 "Turtles Nearby"

  Reveal hidden contents

---
    Lines #1954, #1970, #1979, #1949, #1972, #1959, #1976, #1960, #1518, #1510, #1502, #1515, #1520, #1513, #1517, #1491, #3231 and #3233 need to have their texture offsets changed slightly (mostly vertical offsets, but a few need some horizontal changes as well)
???
    The visuals in this map are made with the line action type 242 (Transfer Heights), which is a Boom feature. However, I tested this in Woof with complevel 2 and the line action still worked. I guess visual effect line actions have their compatibilities ignored in Woof. So, technically - this map broke the rules, but since my complevel setting allowed it to work anyway on Woof - there doesn't really seem to be any issues here on my end. If anyone wants to test this map out on the latest version of DSDA (with complevel 2 enabled), let us know if this maps visuals still work (I would have tested it out on my version of DSDA, but I have an outdated version that I don't really use that much).

 

Map 07 "Blood Tide"

  Reveal hidden contents

--- 
    Thing #199 and #200 (both are Lost Souls) are stacked together at the same spot (they can't move)

 

Map 08 "Keep Away"

  Reveal hidden contents

---
    The wall textures in the starting room (Lines #825, #827, #824 and #826) might need some alignment adjustments
---
    Line #627 needs some texture alignment adjustments
???
    Line #628 is missing an upper texture, however - I'm not sure if this is intentional or not

 

Map 10 "Tyrant Time Traveler"

  Reveal hidden contents

---
    Sector #431 (it has a tag of 20) can't move down, causing the monsters inside to be stuck in the closet forever. Either the monsters need to be moved around a bit, be given a bigger room or one of them needs to be removed (possibly Thing #75).
---
    The switches at Lines #1157, #932 and #935 causes both Sector #268 and Sector #223 to move down as a lifts. Sector #223 moving down might be a mistake, because it causes untextured walls to appear when it goes down.
---
    Line #1926 (Red key door) can't be activated due to the proximity of Line #2113 (Scrolling wall). You can enter the room just fine, but you can't leave once the door closes. Also, Line #2113 doesn't scroll in the game (probably because it is pointed in the wrong way).
---
    The 8 Barons in one of the out of bounds monster teleporter rooms (around X = 2144, Y = 2496) might not be able to spawn out of the room due to the fact that the teleporter lines in the room are set to be used one time only (in my playsession - only one of them couldn't get out, but theoretically - they all could get stuck). The teleporter lines should be set to repeatable.
???
    Sector #10 has these 2 little "X"s made from impassable lines on it. I'm not sure why they are there. They don't have any textures.
???
    Thing #160 (Green Armour) is located in a weird spot (might need to be moved a bit)
???
    The teleporter to Sector #815 (it has a tag of 22) works fine, but I noticed in a map editor that the teleporter fog entrance (Thing #0) isn't inside of Sector #815 (it's touching the sector on the Line #3900). As I said, it works fine, but I am a bit annoyed by its placement (no, I don't have OCD). If you could move the fog entrance a bit in the southern direction - that would be nice.

 

 

This is excellent.

 

I've taken care of Map07/08

 

Notes on the other maps for @Eon Toad, @RiviTheWarlock and @JacaCaca

 

 

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12 hours ago, Ar_e_en said:

???
    The visuals in this map are made with the line action type 242 (Transfer Heights), which is a Boom feature. However, I tested this in Woof with complevel 2 and the line action still worked. I guess visual effect line actions have their compatibilities ignored in Woof. So, technically - this map broke the rules, but since my complevel setting allowed it to work anyway on Woof - there doesn't really seem to be any issues here on my end. If anyone wants to test this map out on the latest version of DSDA (with complevel 2 enabled), let us know if this maps visuals still work (I would have tested it out on my version of DSDA, but I have an outdated version that I don't really use that much).

 

in dsda complevel 2 the height transfers do not function which does make the map look not entirely as intended (at least i assume) , but it really does not look too bad in my opinion and probably even improves clarity in my personal opinion (though the startan could be switched out for a more fitting texture)

Spoiler

doom222.png.b8150219594d255fd437ac743ab05dae.pngdoom221.png.96b0e98286cf98b67e460fd0aa76b19e.png

 

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some more playtesting !

 

rock it man :

Spoiler

- this group of monsters never spawns in because for whatever reason the floor thats supposed to lower actually gets raised insteaddoom223.png.8ebbab682a3d6be363236948c76895ce.png

 

bloodsport :

Spoiler

- not gamebreaking , but these bars are completely unnecessary since you can very easily press the switch through them

doom224.png.bb324d6bc92ac8f40ca0106a32143ab6.png

 

witness total carnage :

Spoiler

- you can get easily stuck in here (and in the other corner too)

doom225.png.39396eef939fad8afacb83d57c78e8c6.png

- also , a minor graphical thing thats really really bugging me

doom226.png.3e89e63905bd7294dc4bb657cfc95df0.png

 

general :

- consider making a stopmap/credits map after map23 , because right now (at least in dsda) you can go through the credits sequence and to map24 . a cute neat idea would be recreating the arena from the bossback i think
- really like the new intermission text , though "bated breath" is spelled without an i

 

i think that might be all that i found ? at least for now

Edited by signaturereverie

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1 hour ago, Lorcav said:

This is what I manaed to put together for a trailer...

 

 

 

 

 


Pretty sick trailer, ngl.

Might want to do another one once this wad gets its Idgames release. Maybe do something a bit more in-your-face like an actual TV commercial you'd see back in the day...? Something befitting of Super Smash TV, a brutally cathartic arcade game centered around a lethal sci-fi game show of ludicrous proportions. We'd need a good narrator to do the job, but I'm sure there's plenty who'd offer their voice for it.

If you want inspiration, Just look up any wacky TV commercial from the 80's and 90's. Battletanx and Battletanx: Global Assault had some really great TV commercials. Some local places had to do some REALLY crazy stuff to get a spot on air, so looking to those for ideas wouldn't be too bad. Some ads might not have aged well, for better or for worse, but the core concept is still to go big or go home which is definitely in the spirit of Super Smash TV and subsequently this wad.

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30 minutes ago, Emperor S P O O N said:

Pretty sick trailer, ngl.

 

Awesome, thank you!

 

31 minutes ago, Emperor S P O O N said:

Might want to do another one once this wad gets its Idgames release. Maybe do something a bit more in-your-face like an actual TV commercial you'd see back in the day...? Something befitting of Super Smash TV, a brutally cathartic arcade game centered around a lethal sci-fi game show of ludicrous proportions. We'd need a good narrator to do the job, but I'm sure there's plenty who'd offer their voice for it.

 

This would definitely be worth trying, get together some footage, a script and some talent to really give it the full-on ad treatment. 

 

One of the other things I have on my list prior to idgames submission is to get the filesize down a bit, 90mb ATM but should really be under 50mb. In the past, every time I've used Slade to remove unused OTEX graphics it ends up breaking some of the animated textures so need to find a more subtle solution.

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3 minutes ago, Lorcav said:

One of the other things I have on my list prior to idgames submission is to get the filesize down a bit, 90mb ATM but should really be under 50mb. In the past, every time I've used Slade to remove unused OTEX graphics it ends up breaking some of the animated textures so need to find a more subtle solution.


The way I usually do it is to add dummy sectors in the level (preferably far away from the other dummy sectors and the actual level itself) and apply the other animated textures and flats' frames to those dummy sectors/linedefs. That way, SLADE doesn't flag them as unused, and once you cleared the actually unused textures and flats you can then safely remove said dummy sectors.

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8 minutes ago, Lorcav said:

 

Awesome, thank you!

 

 

This would definitely be worth trying, get together some footage, a script and some talent to really give it the full-on ad treatment. 

 

One of the other things I have on my list prior to idgames submission is to get the filesize down a bit, 90mb ATM but should really be under 50mb. In the past, every time I've used Slade to remove unused OTEX graphics it ends up breaking some of the animated textures so need to find a more subtle solution.

That happened to me too, but I used doomtools last time I needed to trim a wad down and it worked perfectly. 

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3 hours ago, Lorcav said:

This is what I manaed to put together for a trailer...

 

 

 

 

 

Looks nice!

 

 

7 hours ago, signaturereverie said:

- consider making a stopmap/credits map after map23 , because right now (at least in dsda) you can go through the credits sequence and to map24 . a cute neat idea would be recreating the arena from the bossback i think

A credits map would be a nice touch! Maybe all the mappers could give a short comment about their maps and have it displayed under their credit text!

 

 

49 minutes ago, Lorcav said:

One of the other things I have on my list prior to idgames submission is to get the filesize down a bit, 90mb ATM but should really be under 50mb. In the past, every time I've used Slade to remove unused OTEX graphics it ends up breaking some of the animated textures so need to find a more subtle solution.

 

43 minutes ago, Emperor S P O O N said:

The way I usually do it is to add dummy sectors in the level (preferably far away from the other dummy sectors and the actual level itself) and apply the other animated textures and flats' frames to those dummy sectors/linedefs. That way, SLADE doesn't flag them as unused, and once you cleared the actually unused textures and flats you can then safely remove said dummy sectors.

Maybe you could create a separate dummy map that uses all the animated texture frames, run the texture culling command and then delete that dummy map. It might cause some unused animated textures to remain in the .wad file, but there are probably more static textures than there are animated ones, so it wouldn't be as big of a mess.

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Anyway, here are more map reports!

 

Markers:
--- Issues that I found
??? Things that I'm not quite sure about

 

Map 12 "Power Crowd"

Spoiler

---
    If you're fast enough - you can press the red switch (Line #403) and then run around to press the green switch (Line #411) while the red wall is still lowering (Sector #44), causing the green wall (Sector #45) to stop lowering at the last point in which it detected the lowest floor (the red wall which was still lowering). This can cause the green wall to stop at a point that can prevent you from getting to the exit. It might be a good idea to create an out of bounds control sector (with the floor height equal to Sector #62) with a touching sector that is merged with the green wall sector.

 

Map 14 "Watch Your Step"

Spoiler

---
    Texture issues at Lines #471, #708, #454, #522, #551, #544, #3455, #3343, #2001 and #198. Note: The issues may not necessarily be with theses specific textures, but instead - they may be caused by other textures around said textures. Some of these may be alignment issues, others may be due to an incorrect texture choice.
---
    Lines #3579 and #3583 need to be set as impassible lines.

 

Map 31 "Grave Squatter"

Spoiler

---
    I sometimes outrun Line #2145 (a teleporter with a tag of 5) and end up skipping the fight in the center (on Sector #330). I can't return to this teleport line after dropping into Sector #429, because the wooden bars (Sector #160) can only be unlocked after the center fight. It might be a good idea to place another line that unlocks the bars somewhere in Sector #438. It is also possible to enter that teleport line without grabbing the key, but this is a lesser issue, because the exit from the center fight does open the bars, allowing you to get back to the red skull.
???
    I also managed to (kinda) outrun Line #2226 (which lowers the sectors in the area in front of you), but it caused Sector #330 to lower to the floor (as it should) while Sector #329 didn't lower at all. This is weird, because both have the same tag and both are touching lower sectors. Unlike the previous problem, which I could recreate multiple times, I only managed to create this scenario once! I could never recreate it. This might be a really rare occurrence, so it might not be worth trying to fix it, but I don't really know TBH.

 

Map 32 "Splatterpunk Junction"

Spoiler

---
    The 2 decorative keys that are located in Sectors #338 and #339 can be picked up by bumping into the wall. This let's you skip one of the 2 real keys in the map.
???    
    This is something I noticed while viewing the map in an editor: There is an odd out of place line (Line #550) placed in the same spot where Lines #546 and #706 are located. It doesn't seem to serve any purpose (it's set as an impassable line, but the same is true for the 2 other lines).
???
    Sector #366 is a hurt-floor, however, all the other floors in the final area (that share the same flat texture) are not hurt-floors.

 

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