PinkKittyRose Posted November 8, 2023 (edited) Quote Just Ultra-Violence at the moment as I want to get that ironed out before implementing the lower two difficulties. Only tested on OpenGL at the moment, so I expect there are some Slimetrails on Software I will have to fix once I get run through of that done on DSDA. Currently using .MID The Way id Did 2's Map24 song as a placeholder to avoid listening to In The Dark too much. Had a friend who has tested more than a few maps go through it and found a number of bugs and oversights to fix, so here is an updated version with those addressed. Added a significant number of redundancy lines to help assure Linedefs skips in ports like DSDA should not completely break anything... hopefully. Gonna get rid of the previous ZIP and put this updated one here instead. [NEWER VERSION IN FUTURE POST] Edited November 9, 2023 by PinkKittyRose 2 Share this post Link to post
Johnny Cruelty Posted November 8, 2023 (edited) Hi Edited November 8, 2023 by Johnny Cruelty 0 Share this post Link to post
DoomGappy Posted November 8, 2023 6 hours ago, PinkKittyRose said: Had a friend who has tested more than a few maps go through it and found a number of bugs and oversights to fix, so here is an updated version with those addressed. Added a significant number of redundancy lines to help assure Linedefs skips in ports like DSDA should not completely break anything... hopefully. Gonna get rid of the previous ZIP and put this updated one here instead. AmalgoomMap24.zip I'll check this out later this week and record a playtesting session. 1 Share this post Link to post
Cutman Posted November 8, 2023 @Johnny Cruelty can you post which texture pack is the definitive one to use on the first post? There seems to be some confusion on which one is the correct one to use. Is the one DankMetal (I think) posted the correct one? 1 Share this post Link to post
Johnny Cruelty Posted November 8, 2023 49 minutes ago, Cutman said: @Johnny Cruelty can you post which texture pack is the definitive one to use on the first post? There seems to be some confusion on which one is the correct one to use. Is the one DankMetal (I think) posted the correct one? Yeah it's the d1ox which is the correct one 0 Share this post Link to post
DoomGappy Posted November 8, 2023 (edited) 1 hour ago, Cutman said: @Johnny Cruelty can you post which texture pack is the definitive one to use on the first post? There seems to be some confusion on which one is the correct one to use. Is the one DankMetal (I think) posted the correct one? Some people have approached me asking if it's d1gfxd2 or udgfxd2. This shouldn't be a concern in the end, the textures will be added into the wad and any eventual errors will be fixed in the reviewing process. I'll check the difference between both and update this comments shortly just to clear up any confusion. I'm planning on putting together an alpha version just so we can see how things are coming along by now. Edit: The only difference between both patches is that UdGfxD2 has sky4 for episode 4. Since the definitions of skies and other small details will be something for later, either one is fine. As I've said before, the textures will be incorporated into the wad later without any name changes, so there is no problem with either one. Edited November 8, 2023 by DoomGappy 1 Share this post Link to post
Cutman Posted November 8, 2023 2 hours ago, DoomGappy said: Some people have approached me asking if it's d1gfxd2 or udgfxd2. This shouldn't be a concern in the end, the textures will be added into the wad and any eventual errors will be fixed in the reviewing process. I'll check the difference between both and update this comments shortly just to clear up any confusion. I'm planning on putting together an alpha version just so we can see how things are coming along by now. Edit: The only difference between both patches is that UdGfxD2 has sky4 for episode 4. Since the definitions of skies and other small details will be something for later, either one is fine. As I've said before, the textures will be incorporated into the wad later without any name changes, so there is no problem with either one. Ok. I believe some textures are missing in one of them, mainly the dead baron/human walls. Wanted to make sure they didn't get left out. Anyway, I've finished my part of map08. I'll send it to DankMetal and if he approves I'll finalize things and upload. 1 Share this post Link to post
Johnny Cruelty Posted November 8, 2023 3 minutes ago, Cutman said: Ok. I believe some textures are missing in one of them, mainly the dead baron/human walls. Wanted to make sure they didn't get left out. Anyway, I've finished my part of map08. I'll send it to DankMetal and if he approves I'll finalize things and upload. Cewl! Episode 1 is almost done! Just gotta wait on Riley 0 Share this post Link to post
DankMetal Posted November 8, 2023 As i said before, i also had some textures missing, so i just added a TextureX and Pnames lump. I guess the base texture pack was made for Gzdoom which doesn't need none of those lumps. 1 Share this post Link to post
DoomGappy Posted November 8, 2023 (edited) 44 minutes ago, DankMetal said: 44 minutes ago, DankMetal said: As i said before, i also had some textures missing, so i just added a TextureX and Pnames lump. I guess the base texture pack was made for Gzdoom which doesn't need none of those lumps. When you play on DSDA and similar ports, all your textures need to be in one place. That's why you need to import them from the base resource archive, generally the doom2 IWAD. Otherwise, it won't work on these ports. This will be done when I start building the wad, but since we're using the same resource, there won't be any problems. I'll have to check about the plutonia textures that @Individualised will use for his maps later, though. Edit: found this by jimmy. I will join together the fixed version of this wad in out project too, but these shouldn't be used outside of the plutonia mixed levels. Edited November 8, 2023 by DoomGappy 0 Share this post Link to post
Cutman Posted November 8, 2023 I've uploaded a new version of my first map (map20 - Et Tu!) to the google drive that rebalances the map slightly and fixes some bugs. 1 Share this post Link to post
Individualised Posted November 8, 2023 1 hour ago, DoomGappy said: When you play on DSDA and similar ports, all your textures need to be in one place. That's why you need to import them from the base resource archive, generally the doom2 IWAD. Otherwise, it won't work on these ports. This will be done when I start building the wad, but since we're using the same resource, there won't be any problems. I'll have to check about the plutonia textures that @Individualised will use for his maps later, though. Edit: found this by jimmy. I will join together the fixed version of this wad in out project too, but these shouldn't be used outside of the plutonia mixed levels. Plutonia textures? I'm doing the bonus maps, not the secret ones. 0 Share this post Link to post
DoomGappy Posted November 8, 2023 7 minutes ago, Individualised said: Plutonia textures? I'm doing the bonus maps, not the secret ones. Oh, yours are doom and PSX doom mixes, right? Sorry about that. 1 Share this post Link to post
PinkKittyRose Posted November 8, 2023 8 hours ago, DoomGappy said: Edit: The only difference between both patches is that UdGfxD2 has sky4 for episode 4. Since the definitions of skies and other small details will be something for later, either one is fine. As I've said before, the textures will be incorporated into the wad later without any name changes, so there is no problem with either one. Turns out this is not quite true. One other exception came up in my map purely because of House of Pain's whole "windows to gaze through where you can see tortured individuals" motif. SP_DUDE3 and SP_DUDE6 are missing from d1tod2fx.wad but not from UDgfxD2.wad. These are the green stone brick textures with the one-legged fellow and the baron respectively. Would very much appreciate those being imported for the project, too, just to avoid any HOMs (that and the increased texture variance for "things hanging from green stone brick walls"). 2 Share this post Link to post
DoomGappy Posted November 9, 2023 5 minutes ago, PinkKittyRose said: Turns out this is not quite true. One other exception came up in my map purely because of House of Pain's whole "windows to gaze through where you can see tortured individuals" motif. SP_DUDE3 and SP_DUDE6 are missing from d1tod2fx.wad but not from UDgfxD2.wad. These are the green stone brick textures with the one-legged fellow and the baron respectively. Would very much appreciate those being imported for the project, too, just to avoid any HOMs (that and the increased texture variance for "things hanging from green stone brick walls"). That's weird. I guess I hadn't checked inside the TextureX lump. I'm still not sure how that works entirely. @Johnny Cruelty, could you please update the file in the OP to be UDgfxD2.wad? This one: https://www.mediafire.com/download/3de3jdukbhsnbdw/UDgfxD2.zip 1 Share this post Link to post
Johnny Cruelty Posted November 9, 2023 6 minutes ago, DoomGappy said: That's weird. I guess I hadn't checked inside the TextureX lump. I'm still not sure how that works entirely. @Johnny Cruelty, could you please update the file in the OP to be UDgfxD2.wad? This one: https://www.mediafire.com/download/3de3jdukbhsnbdw/UDgfxD2.zip do I put it in the drive or the in the post? 0 Share this post Link to post
Cutman Posted November 9, 2023 (edited) MAP08 is now also on the drive, let us know what you think! Edit: Uploaded v1.1 to fix a texture error in gzdoom. Edited November 9, 2023 by Cutman 1 Share this post Link to post
DoomGappy Posted November 9, 2023 32 minutes ago, Johnny Cruelty said: do I put it in the drive or the in the post? Post is better, but I'll upload it on the drive too. 11 minutes ago, Cutman said: MAP08 is now also on the drive, let us know what you think! Will check soon. Might be good if people posted their maps with the average time to beat so we could know when we can tackle the maps. 1 Share this post Link to post
DoomGappy Posted November 9, 2023 38 minutes ago, Cutman said: MAP08 is now also on the drive, let us know what you think! Edit: Uploaded v1.1 to fix a texture error in gzdoom. Now we only need map 05 to finish with E1. Damn, it's been a journey. 1 Share this post Link to post
Johnny Cruelty Posted November 9, 2023 29 minutes ago, DoomGappy said: Now we only need map 05 to finish with E1. Damn, it's been a journey. I did the thing uyou asked me to now to try map08 1 Share this post Link to post
Johnny Cruelty Posted November 9, 2023 @DankMetal @Cutman good job fellas! I loved the map, however one complaint... there no pain elementals in both maps, that is all your map is complete 0 Share this post Link to post
Cutman Posted November 9, 2023 1 minute ago, Johnny Cruelty said: @DankMetal @Cutman good job fellas! I loved the map, however one complaint... there no pain elementals in both maps, that is all your map is complete Doom2 MAP08 has Pain Elementals. They're in the area you teleport to with all the computer monitors. 1 Share this post Link to post
DankMetal Posted November 9, 2023 2 minutes ago, Johnny Cruelty said: @DankMetal @Cutman good job fellas! I loved the map, however one complaint... there no pain elementals in both maps, that is all your map is complete Wait what? When i played there was pain elementals, they are in that grey, catacomb- looking maze 1 Share this post Link to post
Johnny Cruelty Posted November 9, 2023 2 minutes ago, DankMetal said: Wait what? When i played there was pain elementals, they are in that grey, catacomb- looking maze they were? I thought pain elementals appeared on map09, the pit 0 Share this post Link to post
Johnny Cruelty Posted November 9, 2023 3 minutes ago, Cutman said: Doom2 MAP08 has Pain Elementals. They're in the area you teleport to with all the computer monitors. ohhh, my bad, shit sorry 0 Share this post Link to post
DoomGappy Posted November 9, 2023 (edited) 1 hour ago, Cutman said: MAP08 is now also on the drive, let us know what you think! Edit: Uploaded v1.1 to fix a texture error in gzdoom. I'll record this tomorrow or friday, blind run with lots of my annoying commentary. Will send you via DM. Yours too, @PinkKittyRose. Edited November 9, 2023 by DoomGappy 1 Share this post Link to post
DankMetal Posted November 9, 2023 5 minutes ago, DoomGappy said: I'll record this tomorrow or friday, blind run with lots of my annoying commentary. Will send you via DM. Yours too, @PinkKittyRose. Oh, you'll be for a wild ride for sure 2 Share this post Link to post
Johnny Cruelty Posted November 9, 2023 1 minute ago, DankMetal said: Oh, you'll be for a wild ride for sure Pink's map is prolly the best, it's so detailed, but kinda hard I can't wait what she does for Map32, Woof 2 It, it'd be a slaughterfest 1 Share this post Link to post
PinkKittyRose Posted November 9, 2023 (edited) On 11/8/2023 at 10:03 PM, DoomGappy said: I'll record this tomorrow or friday, blind run with lots of my annoying commentary. Will send you via DM. Yours too, @PinkKittyRose. If you have not started yet, probably best to use this newest version I'ma put at the end of this post. Made a number of changes... Some gameplay stuff from CutManMike's suggestions, such as adding some extra bars to avoid people spending ten minutes punching pinkies in a barrel. ...They can still waste all their bullets and shells if they truly wish. Biggest gameplay change is adding some quality of life for backtracking secret hunters and for anyone who may end up falling from a certain timed segment. A couple shortcuts open up when completing certain fights to make the walk back go much smoother and quicker. The other thing is I paid the inevitable price for putting too much detail... by SEVERELY cleaning up the auto-map. It is now far more readable by human eyes by no longer having ceiling cracks and rock formations absolutely everywhere. Too much time spent right-clicking linedefs... but it was necessary. Still gonna hold off on the lower difficulties for now, but can quickly get some co-op only shortcuts and conveniences made. I assume we are not bothering with Deathmatch! Anyways, here is the update: [NEWER VERSION IN FUTURE POST] Edited November 10, 2023 by PinkKittyRose 1 Share this post Link to post
Johnny Cruelty Posted November 9, 2023 11 minutes ago, PinkKittyRose said: If you have not started yet, probably best to use this newest version I'ma put at the end of this post. Made a number of changes... Some gameplay stuff from CutManMike's suggestions, such as adding some extra bars to avoid people spending ten minutes punching pinkies in a barrel. ...They can still waste all their bullets and shells if they truly wish. Biggest gameplay change is adding some quality of life for backtracking secret hunters and for anyone who may end up falling from a certain timed segment. A couple shortcuts open up when completing certain fights to make the walk back go much smoother and quicker. The other thing is I paid the inevitable price for putting too much detail... by SEVERELY cleaning up the auto-map. It is now far more readable by human eyes by no longer having ceiling cracks and rock formations absolutely everywhere. Too much time spent right-clicking linedefs... but it was necessary. Still gonna hold off on the lower difficulties for now, but can quickly get some co-op only shortcuts and conveniences made. I assume we are not bothering with Deathmatch! Anyways, here is the update: AmalgoomMap24.zip for deathmatch, I suggest you make a box outside the map, and put a message like "not a fucking chance" or "I'm not even bothering" 0 Share this post Link to post
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