Jump to content

DBP62: Haunting Hollow


Recommended Posts

Excellent as always. Gave this a go trying to play quick instead of cautious for fdas: dbp62-ryiron.zip

 

map01: Nice opener. I like the freak-out with the vile.

map02: Good step up in difficulty.

map03: The path to the yellow key felt like it should be a secret. I expected the key to be on the imp pillar instead.

map04: Not sure if I missed something obvious or skipped a trigger somewhere, but I honestly couldn't figure out how to progress. Sorry.

map05: Dumb death number one.

map06: Love the atmosphere in this map. Strange, spooky wasteland floating in the void. Really thought that vile was going down.

map07: Probably my favourite of the set. Great combat.

map08: Found the progression in this one fairly confusing. Got stuck wandering around a few times. I do like the graveyard vibes though. Another dumb death.

map09: Bit too yolo at the start. Did I miss some armor somewhere?

map10: Another insta-death. Second attempt I got hooked on some geometry and ate a cyber rocket. Fun combat though.

 

Share this post


Link to post

The switch/door to the plasma gun in map 04 seems to only activate in Boom, so it's impossible to progress in complevel 2.

Share this post


Link to post
2 hours ago, Hasamnas said:

The switch/door to the plasma gun in map 04 seems to only activate in Boom, so it's impossible to progress in complevel 2.


I was just gonna write how I have no idea how to progress in MAP04 on complevel 2, thanks for this.

Share this post


Link to post

Very cool I love a good spooky map for the Halloween season.

 

 

Edited by Rex705

Share this post


Link to post

The wad was updated, link should be the same
https://www.dropbox.com/scl/fi/c0f3e4bnsff8pgnk2ikly/DBP_62.zip?rlkey=58iqg2sc5iwbfrsjv4vh84tjo&dl=0

 

Spoiler

MAP01 added a secret for 100% secrets
MAP02 added a secret for 100% secrets
MAP04 floors that wouldn't lower now lower.
MAP07 Changed the red door markers to yellow
MAP11 Added an imp that gets crushed, an armor bonus, and a secret sector for 100% Kills/Items/Secrets

 

Edited by BiZ

Share this post


Link to post

v1.1 is here (the link is the same)!

 

Changelog:

Spoiler

 

* MAP01: Has a secret for 100% secrets

* MAP02: Has a secret for 100% secrets

* MAP04: Floors that wouldn't lower should now lower

* MAP07: Red door markers have been changed to yellow.
* MAP11: Has a imp that gets crushed, an armor bonus and a secret sector for 100% kills/items/secrets

 

Nevermind, BiZ beat me to the punch.

Edited by matador

Share this post


Link to post

Great stuff guys, I'm on map 8 at the moment. The first few levels felt relatively easy but I'm starting to feel the pressure in the cramped set pieces. I see a lot of parallels between this and Mausoleum Nefarium, though I find the aesthetics here to be more pleasing.

Edit: small bug to report - a HOMish effect on MAP08. Location marked on automap.

doom26.png

doom27.png

Edited by DreadWanderer

Share this post


Link to post

Very good stuff. Found a problem in map06, the platform with the red key dosen't lower making impossible to leave the area and progres with the map:

 

screenshot_gzdoom_DBP_62.png.31b64af83c1af2c362b01d441894de40.png

 

screenshot_gzdoom_DBP_62.png.33905706376dc000bcceea251683925e.png

 

Source port: GZDoom 4.11 (complevel: doom-strict)

 

Edited by Auron

Share this post


Link to post
1 hour ago, matador said:

I've updated the OP with v1.2: https://www.dropbox.com/scl/fi/yhvu2llsz0062p1694yd3/DBP_62_v1.2.zip?rlkey=zfdfk1a37572831i6d0f0b1ms&dl=1


Changes:

  Reveal hidden contents

 

- MAP07: Fixed a potential softlock.

- MAP08: Uses an updated version of the map, fixes the HOM mentioned in this thread.

- Includes an optional HUD replacement (and widescreen variant) by an anonymous donor.

 

 

 

Thank you for the prompt patching. Completed it today and I gotta say 'Aurora' is really amazing. 'Green Fairy' is a bit of a weird last map with the tight slaughtery gameplay, I think 'Aurora' would have made a more compelling finale (perhaps with some difficulty adjustments between 9 and 10), but that's about it in terms of critique.

Share this post


Link to post
3 hours ago, Auron said:

Very good stuff. Found a problem in map06, the platform with the red key dosen't lower making impossible to leave the area and progres with the map:

 

Source port: GZDoom 4.11 (complevel: doom-strict)

 

Thank you. The source of the problem seems to be GZDoom's compatibility option "Use Doom's floor motion behavior". I'm not sure why this happens; the map works perfectly fine in Boom or DSDA-Doom with -cl 2. I'll look into this later.

Share this post


Link to post

I always enjoy these projects. Got a good nostalgia hit for MAP02 using the mossy brick texture and midi from Onslaught 3. As a bit of trivia the midi used for MAP02 is Cathode Ray Sunshine by Dark Tranquillity.

Share this post


Link to post

I think i found a softlock in map 8 :) if i walk behind the elevator that lowers the yellow key and it goes up again i can't get out. Not sure if intentional :)

Spoiler

softedit666.png.6cd86b571ba026b034a63d7ac9048bb9.png

Spoiler

soft2.jpg.3217285a754efb0581c935116820a353.jpg

 

 

 

Share this post


Link to post
7 hours ago, natashanightmare said:

I think i found a softlock in map 8 :) if i walk behind the elevator that lowers the yellow key and it goes up again i can't get out. Not sure if intentional :)

 

Is this in the v1.2 version or the v1.1/v1.0 version? I haven't double-checked yet but this should be fixed in the new version, the older versions had an older version of the map.

Share this post


Link to post
On 10/2/2023 at 12:36 AM, matador said:

Also, DBP63: Terminal Velocity will be a two-month project and will see release in December 2023.

Are you guys planning on doing another Christmas DBP for this year?

Share this post


Link to post
3 hours ago, matador said:

 

Is this in the v1.2 version or the v1.1/v1.0 version? I haven't double-checked yet but this should be fixed in the new version, the older versions had an older version of the map.

Oh i think i have 1.0 or 1.1 since i downloaded it on 2nd october, my bad :)

Share this post


Link to post

Started out pretty good, but unfortunately the later levels  devolved into slaughter maps. 

Edited by NaliSeed

Share this post


Link to post
40 minutes ago, NaliSeed said:

Started out pretty good, but unfortunately the later levels  devolved into slaughter maps. 

 

That's generally how DBPs flow. If that's a problem for you, then I advise playing something else.

Share this post


Link to post
On 10/3/2023 at 2:58 PM, Havoc Crow said:

Thank you. The source of the problem seems to be GZDoom's compatibility option "Use Doom's floor motion behavior". I'm not sure why this happens; the map works perfectly fine in Boom or DSDA-Doom with -cl 2. I'll look into this later.

Can confirm the problem is related to the latest gzdoom official version (4.11). I moved back to a dev-build version for 4.11 and the maps works just fine with doom-strict compatibility. 

Share this post


Link to post

Completed the whole thing today (and caught up to nearly every DBP to ever be released). Among other things, noticed MAP04 has a bridge locking up (for no legitimate reason) after you get the last key.

 

That, and MAP07, at least when I tried to run it through RetroArch (so lr-prboom, the shitty port) had one missing texture and one missing flat at the same spot. Funnily enough, even though it has UMAPINFO support, I saw a text screen with "THE END" before said level popped up.

425136499_DBP62-HauntingHollow-231005-231433.png.1b0bc07a13a2a258c87f7e67d64762cf.png

494459263_DBP62-HauntingHollow-231005-231321.png.6ab8a489117b422e95c5a94a44bf726a.png

Edited by brightentayle

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...