JadingTsunami Posted July 11, 2023 9 minutes ago, aloysiusfreeman said: Started map01 and was pretty smitten with the cat. I end up jumping through the window where the cat was and got stuck, not sure if that was a bug or not but its too late for me to play. Cant wait to take another stab at this. Jumping is not allowed in "Vanilla / Limit Removing" map sets. If you jump or crouch, you may break things in these types of maps. 1 Quote Share this post Link to post
Spectre01 Posted July 11, 2023 I noticed some strange behaviour in map07, where autoaim for hitscan weapons stopped functioning in some spots. For instance, it was impossible for me to shoot those zombies from this location (and outside of the house). I was able to autoaim with rockets or hit them if I moved closer. It also seemed like the blockmap bug was acting up more than usual, with bullets just passing through some enemies in several locations. Since the map is massive, it's likely the NodeBuilder is acting up. Other maps seemed fine. Port is the latest version of DSDA Doom and complevel 2. 0 Quote Share this post Link to post
aloysiusfreeman Posted July 11, 2023 10 hours ago, JadingTsunami said: Jumping is not allowed in "Vanilla / Limit Removing" map sets. If you jump or crouch, you may break things in these types of maps. Ah! Noted Thanks 1 Quote Share this post Link to post
peido Posted July 13, 2023 Hey. Just wanted to say I love the whole steam punk aesthetic. An idea (don't know if it's good or not): the zombies could have a more steam punk aesthetic. 0 Quote Share this post Link to post
Paragon_of_Laziness Posted July 13, 2023 Now I don't feel so lonely blasting demons with these NPC's around 0 Quote Share this post Link to post
Turin Turambar Posted July 15, 2023 This is 9/10 wad, except for the fact enemies sprites haven't been edited to have appropriately themed hats and moustaches, so I lower it to 4/10. Sorry DBP crew. 1 Quote Share this post Link to post
Mr Masker Posted July 15, 2023 Can you imagine marathoning all the DBP Projects at this point? HOURS and HOURS of levels, all the while seeing the scope of them increase bit by bit over time. It's wild to imagine. 0 Quote Share this post Link to post
Gregor Posted July 18, 2023 Very beautiful mapset! Thoroughly enjoyed it. Just two small things that bugged me in MAP14 & 15. The door to the room that contains the blue key at the beginning of MAP14 is rather easy to miss since it's such a small, innocuous door. I never saw it and was ready to skip the map all together after running around it for fifteen minutes humping random walls before finally consulting a walkthrough on YT. Perhaps this door could be better telegraphed visually to make it stand out a little better, since it is essential to find it for the level progression. Similar thing happened to me on Map15. The wooden log you have to shoot that blocks the way forward doesn't look like it is shootable at all. It looks more like a solid obstacle that needs to be raised by some switch. I pressed against it, nothing happened, and, again, I ran around for minutes getting rather frustrated at the apparent lack of clear visual telegraphing on what to do next. Nothing like that happened to me in any of the other maps, so thought i mention it for these particular cases. Hope you guys win a Cacoward for this in December! Great stuff. 👍 3 Quote Share this post Link to post
brightentayle Posted July 21, 2023 Oh yeah, found a minor softlock (again) on MAP02 - this one I definitely can't get out of, and it's in the recent version as well. 0 Quote Share this post Link to post
indigotyrian Posted July 22, 2023 @brightentayle Thanks for the report! We've already caught this and are working on a second release with this and a whole load of other fixes along with folding in Cammy's balanced MIDIs and other adjustments/improvements. 2 Quote Share this post Link to post
Boss Posted July 23, 2023 Well, this is just fantastic! Frantic and busy level design with some lovely music choices (Sky Tower! Didn't think that'd ever fit in a Doom WAD...), and even managed to have a simple story that got me properly engaged in those last two insane levels, despite just being floating midtextures in the middle of a level. Tally-ho, for humanity! The aesthetics are inspired, and that colour palette... might just be the best looking Cacodemons I've ever seen, honestly. The new bimonthly schedule for these has definitely been a great choice - just look at what's been done with it here! (MAP17 was my favourite! Crazy stuff.) 1 Quote Share this post Link to post
BiZ Posted July 24, 2023 On 7/4/2023 at 2:56 PM, JoeSchmoe said: I encountered a similar issue with the BFG. I strafe-jumped from the nearby platform onto the pillar holding the yellow skull, which let me open the door leading to the pliers way before I had encountered the workman. When I walked in and spoke with him, he thanked me and said "take this!" only for nothing to have happened. On 7/4/2023 at 3:21 PM, TJG1289 said: Edit: Another issue. The BFG didn't lower for me in Map06 either, and I'm pretty sure I didn't sequence break anything Can you two tell me what port you were using? Trying to track this down for fixing and seems like it is port specific. thanks! 0 Quote Share this post Link to post
TJG1289 Posted July 24, 2023 2 minutes ago, BiZ said: Can you two tell me what port you were using? Trying to track this down for fixing and seems like it is port specific. thanks! GZDoom 4.10.0 1 Quote Share this post Link to post
Geniraul Posted July 26, 2023 (edited) I really like the way this megaWAD keeps harmonizing in the ocher color! It's not often you see a valuable western style WAD, and the western HUD suits the megaWAD's atmosphere well! In addition, I think it was a great idea to combine these two eye-attracting themes: the medieval west and the cloud height. It slightly reminds me of a Quake 3 map called Bath House (SHKIPER3DM1) by Shkiper2012, which, by the way, is a map that I like quite a lot :) Awesome job! Edited July 26, 2023 by Geniraul 0 Quote Share this post Link to post
Fatalis Posted July 26, 2023 You guys are fucking wizards. Is there a compilation of all DBP releases somewhere? 0 Quote Share this post Link to post
Fatalis Posted July 26, 2023 2 hours ago, Geniraul said: I really like the way this megaWAD keeps harmonizing in the ocher color! It's not often you see a valuable western style WAD, and the western HUD suits the megaWAD's atmosphere well! In addition, I think it was a great idea to combine these two eye-attracting themes: the medieval west and the cloud height. It slightly reminds me of The color swaps in this are amazing. It's probably the best thematic palette swap I've seen in any map. 0 Quote Share this post Link to post
Yisue Posted July 26, 2023 2 hours ago, Fatalis said: You guys are fucking wizards. Is there a compilation of all DBP releases somewhere? https://doomer.boards.net/page/dbp here 2 Quote Share this post Link to post
matador Posted July 28, 2023 Version 1.1 is here and the OP has been updated accordingly: v1.1 (Full)v1.1 (Clean) Thanks to @BiZ for compiling the update. Regarding the situation with the NPC sprites from Hob's Barrow - 40oz has since reached out to the folks at Cloak and Dagger games and did receive permission but he wasn't aware the game was as new as it is so he made some new NPC sprites which are part of this v1.1 update. This is NOT the final update, a version 1.2 will be out eventually which will have more fixes. Specifically, there's updates coming for my map (MAP14) which aren't finished yet. See the spoilered changelog for specifics as to what has been changed from v1.0. Changelog: Spoiler - Fixed errors in readme and added missing information. - Updated UMAPINFO to fix missing intertext screens. - Updated DEHACKED to fix softlock issues in Zdoom ports. - Updated DECORATE file to allow all kills in Zdoom ports. - Added Cammys MIDI tweaks, thanks! - Added new NPC sprites by 40oz, looking good! MAP02: - Fixed softlock. MAP04: - progression change, fixed player falling out of window softlock. MAP05: - Fixed missing textures. MAP06: - Fixed NPC not giving you anything for fetching his tool. MAP07: - Major progression changes, some secrets should be more intuitive, lock in arena pillars lower quicker. MAP09: - One secret removed since it was hard to tag. MAP10: - Fixed some items stuck in walls. MAP11: - Two secrets should be easier to trigger now. MAP12: - Fixed progression issues in Zdoom family ports. MAP15: - joined exit bars to reduce noise, fixed texture misaligns, progression changes around getting the red key. MAP16: - Fixed player being able to bypass door open line at start. MAP17: - Fixed early access to plasma rifle, minor progression changes MAP18: - Update to credits, restored some cut content. 19 Quote Share this post Link to post
JoeSchmoe Posted July 28, 2023 On 7/24/2023 at 5:39 PM, BiZ said: Can you two tell me what port you were using? Trying to track this down for fixing and seems like it is port specific. thanks! Super late, but also using GZDoom 4.10.0 1 Quote Share this post Link to post
indigotyrian Posted July 29, 2023 The new sprites 40oz made look awesome! God I forgot just how hard MAP03 fucks... 1 Quote Share this post Link to post
Fatalis Posted July 30, 2023 On 7/26/2023 at 7:46 PM, Yisue said: https://doomer.boards.net/page/dbp here Thanks! 1 Quote Share this post Link to post
nickxcom Posted August 8, 2023 Awesome, awesome stuff! Super fun to play on Steam Deck :) oddity I encountered: played in Luxtorpeda GZdoom, the chaingun has a clicking/clipped SFX when firing that does not exist on the discovery store version of GZDoom, despite being the exact same version #. Oh well lol. Really good maps as usual for the DBP crew. Going to have to go back the last couple months and catch up on what I missed! 2 Quote Share this post Link to post
Bryan T Posted August 13, 2023 (edited) Wow, man. Just wow. That ending level... Edited August 13, 2023 by Bryan T 3 Quote Share this post Link to post
Steveb1000 Posted September 9, 2023 Just finished this. Amazing. Love the constant DBP emphasis on new assets and a coherent feel. Too many great maps to name but the final fight map will surely go down in legend. Thank you to everyone who made it. 3 Quote Share this post Link to post
Bryan T Posted December 10, 2023 No mention on the cacowards... shame. 4 Quote Share this post Link to post
DreadWanderer Posted December 10, 2023 38 minutes ago, Bryan T said: No mention on the cacowards... shame. I was disappointed too given that it's such a unique project with unique vibes. All limit-removing. Oh well, perhaps next year we'll get a DBP, at least as a runner-up. 0 Quote Share this post Link to post
Nockson Posted December 10, 2023 It looks like that won't happen anytime soon. If you need to know why - check out Scuba Steve's answer on 4th page of 2023 Cacowards thread. Sorry, but I'm not going to quote and post it here. 2 Quote Share this post Link to post
ReaperAA Posted February 12, 2024 Just completed this yesterday and I have to say, this is a fantastic mapset. While I still prefer Auger;Zenith as my favorite DBP (probably due to me being a sucker for Cyberpunk theme), I actually think that in terms of level design and gameplay, this is better. The last 2 maps (map16 and 17) in particular were very fun. 9 Quote Share this post Link to post
apichatpong Posted February 15, 2024 Like ReaperAA, finished this lately considered to the "hype". Not at all concerned by the steampunk thing, I arrived there because I was intrigued by thelokk's work on hardfest 2* and since he appears in this one... Well : amazing work ! Great variety inside the global theme ! Going from one level to the other, I really felt something like old time playthroughs of 90's point'n'click like Loom, Indiana Jones or Kyrandia... not on the atmosphere level but regarding the feeling of exploration of small independant but consistent worlds inside a huge one. I dig the old school** vibes of transitions maps like map 09. Some maps are especially memorable but I don't want to point them because, really, all the maps are at least interesting and fun (and beautiful)... and the WAD, as a complete set, is really something full of fantasy, tricks and treats, smartness, design talent and, the thing I expected the least*** : great "old school" narrative skills. *The Dollhouse (a real hard gem (that i still don't have finished)) **meaning 20st century, "down to earth", non-existential but still fascinating ... opposite to the "nowadays" liminal thing. *** Or, might I say, the least i'm looking for... 1 Quote Share this post Link to post
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