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[MBF21] What Lies Beneath - 11 maps episode from some of the Hellevator/Skulltiverse/Solar Struggle contributors (Official Idgame release)


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Played the first level and had a hearty chuckle at a nice little Easter egg outside a window.  This looks great, I'll definitely be giving this a play.

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These look absolutely brilliant, and I've been waiting for a "blockbuster" WAD that uses MBF21. I'm not sure when I'll play it but I will absolutely follow this WAD's development.

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Congrats on another quality community project! For the GZDoom question you're having, I believe it's as simple as adding the string compat_nopassover = 1 to the ZMAPINFO lumps for the maps you need this in, so for example...

 

Quote

map MAP01 "Mansion Halls of Madness"
{
    titlepatch = "INT_01"
    sky1 = "SKY1"
    music = "D_RUNNIN"
    compat_nopassover = 1
}

Or you could apply it globally with something like:

 

Quote

adddefaultmap
{
    compat_nopassover = 1
    nojump
    nocrouch
}

Also disabling jumping and crouching as I imagine that's what you'd want.

 

Hope this helps!

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5 minutes ago, Dynamo said:

Congrats on another quality community project! For the GZDoom question you're having, I believe it's as simple as adding the string compat_nopassover = 1 to the ZMAPINFO lumps for the maps you need this in, so for example...

I think what I need is to make decorate versions of the decorations. Unfortunately, I never worked with decorate before, so I'm not sure how to do it correctly yet.

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6 minutes ago, ViolentBeetle said:

I think what I need is to make decorate versions of the decorations. Unfortunately, I never worked with decorate before, so I'm not sure how to do it correctly yet.

I could probably do that quite easily if you tell me which decorations it is that need to have that.

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That's an all-star lineup for sure! I'll have to check this out as soon as I can. I've got like 3 other WADs to finish first, but this is only 11 maps, so it's shorter...

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Just reached map 07, this wad is really good! I did find a softlock in map 06, you can use the debris to jump to the megaarmor secret, but if you do you're stuck there.

doom63.png.20381eda2260a563827eb80fe57f108a.png

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2 hours ago, Hasamnas said:

Just reached map 07, this wad is really good! I did find a softlock in map 06, you can use the debris to jump to the megaarmor secret, but if you do you're stuck there.

doom63.png.20381eda2260a563827eb80fe57f108a.png

I still can't make this jump, but we actually spotted the issue too and it will be adressed in the next update.

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I loved the first 4 maps so far! Congrats to all involved! 

 

Spoiler

Screenshot (50).png

 

Edited by Helm

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Well this is dope. I actually replayed Hellevator couple of weeks ago and played through Solar Sruggle, both were great, but this is probably my favorite of your projects. It started really good, but the second half of the wad is the most fun I had playing Doom this year, combat setpieces are smart, creative, challenging just enough to be spicy but at the same time not overwhelming, some fights gave me the feel that I get from Mouldy maps(I'm not saying that mappers in this project don't have their own style, they most certanly do, it's just the highest praise I can give as a huge Going Down/Overboard fan). Oh, did I mention that every map in this project also looks awesome? Every level has it's own distinct theme, and many of the themes seem to be totally unique, like I haven't seen some of them in Doom ever before. Levels also have great texturing and lots of cool details.

 

If this wad was a woman I would ask it out, recommend this to all your friends, 10/10.

Edited by John Rain

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Hot damn, the level of detail in this mod is amazing! Do you plan to give it some better backstory? Looks like UAC invaded the Mushroom Planet to get the energy orbs (sprites are from Descent?), but it becomes fuddled after that. I played in GZdoom 4.10.0 and I noticed some problems:


MAP01: sectors 167 etc. have wrong brightness. Isn't the backpack in the library supposed to be secret?

 

MAP11: it's non-intuitive that you have to both press and shoot Korax switches that open door (sector 3579) towards the blue key. I had to use an editor to look what they do. One of imps in sector 6317 didn't teleport out, maybe the destination was blocked for too long? Also, I think you overdid the arena with the lowering square platforms, it's the single hardest fight in the entire mod. If the player gets caught on a lowering platform, he will lose lots of health from the acid.

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6 minutes ago, Caleb13 said:

MAP11: it's non-intuitive that you have to both press and shoot Korax switches that open door (sector 3579) towards the blue key. I had to use an editor to look what they do. One of imps in sector 6317 didn't teleport out, maybe the destination was blocked for too long? Also, I think you overdid the arena with the lowering square platforms, it's the single hardest fight in the entire mod. If the player gets caught on a lowering platform, he will lose lots of health from the acid.


I don´t think anybody figured out the Korax switches, that will be fixed in RC2. I have already version with the fix ready.

There is a good chance that monsters may get stuck if destination is blocked for too long. I am currently thinking how to fix that.

The red square platform room... well, I had hard time with that fight myself, on the other hand I have seen people doing that first try.
And yes, health penalty is working as intended, in fact on Skill1/2 the map is scripted in a way you can get out of the blood.

There will also be better signposting for when player is able to leave the SMM room.

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2 hours ago, Caleb13 said:

MAP01: sectors 167 etc. have wrong brightness. Isn't the backpack in the library supposed to be secret?

Those sectors provide darkening for the midtextures, although it might be a good idea to conceal the lines on the ground. Backpack isn't supposed to be a secret.

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OK, then. I forgot to mention one thing, Gzdoom displays these warnings upon start:

 

Texture MODWALL3 is left without any patches
Texture MODWALL4 is left without any patches
Switch SW1_DNDB in SWITCHES has the same 'on' state
Switch SW1_DNDR in SWITCHES has the same 'on' state
Switch SW1_DNDY in SWITCHES has the same 'on' state

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20 minutes ago, Caleb13 said:

OK, then. I forgot to mention one thing, Gzdoom displays these warnings upon start:

 

Texture MODWALL3 is left without any patches
Texture MODWALL4 is left without any patches
Switch SW1_DNDB in SWITCHES has the same 'on' state
Switch SW1_DNDR in SWITCHES has the same 'on' state
Switch SW1_DNDY in SWITCHES has the same 'on' state

Fortunately, none of this matters, but it's worth fixing anyway.

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On MAP04, this room has two pits beyond a fence/forcefield where there is no way back up. (Softlock). It's either intended and figuring it coming back from then is beyond my mental capacity, or...? :D

 

 

 

Spoiler

doom04.png

 

 

 

Spoiler

doom05.png

 

DSDA/MBF21

 

Otherwise, really cool mapset, dig it a lot :)

Edited by Fly In The Lotion

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2 hours ago, Fly In The Lotion said:

On MAP04, this room has two pits beyond a fence/forcefield where there is no way back up. (Softlock). It's either intended and figuring it coming back from then is beyond my mental capacity, or...? :D

 

 

 

  Hide contents

doom04.png

 

 

 

  Hide contents

doom05.png

 

DSDA/MBF21

 

Otherwise, really cool mapset, dig it a lot :)


Not sure how you accessed either of those pits since both are completely blocked by MBF21 "Block Players" flagged lines. Testing in FDWL (DSDA fork) and GZDoom these areas are properly blocked off, you sure you were playing on the right complevel? Were you able to just walk right into either pit?

Edited by DFF

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1 hour ago, DFF said:


Not sure how you accessed either of those pits since both are completely blocked by MBF21 "Block Players" flagged lines. Testing in FDWL (DSDA fork) and GZDoom these areas are properly blocked off, you sure you were playing on the right complevel? Were you able to just walk right into either pit?

 

Yes, it's set to MBF21 (DSDA). Not sure why, but it's no big deal, so far it seems this only happened to me, so the problem might be on my end, since I haven't seen anyone complain about it in the thread. 

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1 minute ago, Fly In The Lotion said:

Yep, was able to walk right through each energy barrier (the knee-level ones, not the full ones). Also, i was able to cross every fence).

Yes, it's set to MBF21 (DSDA). Not sure why, but it's no big deal, so far it seems this only happened to me, so the problem might be on my end, since I haven't seen anyone complain about it in the thread. 

 

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