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Subverter [MBF21] - A very normal map


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Thanks for making and sharing! I love this kind of map, just plane old fun!

 

Excellent execution of ideas, though the unaligned texture at linedef 1341 took me completely out of the experience! /s

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Really cool subversive, eh, "normal" map. Like a troll level done right.

 

Spoiler

Edit: removed the "bug report" because it was an error on my part

 

Edited by philcul

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Played this Co-Op in Zandronum with Brutal Doom, it broke. Pls fix.

 

Spoiler

This was awesome, I think I had a smile on my face the entire time. Last fight was a fun challenge! I still have no idea where I actually got the Yellow Keycard, which is fine lol.

 

 

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10 hours ago, Gothic Box said:

Wow, that was SoBad

 

An actually good meme level with some rather solid fights. That final fight was a doozy

 

  Hide contents

also the first time I did the lava/archvile fight the viles didn't attack me (DSDA Doom 0.25.6). I assume that's a bug on my end and is unintended? 

 

 

I'm surprised you would think that's unintended given the nature of the map, haha. 

 

9 hours ago, dmh094 said:

I think so. 

 

:(

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1 hour ago, SoBad said:

I'm surprised you would think that's unintended given the nature of the map, haha. 

It didn't work for me the 2nd time I did the fight and I couldn't figure it out when looking in UDB/Slade, that's why

Edited by Gothic Box

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20 minutes ago, Gothic Box said:

It didn't work for me the 2nd time I did the fight and I couldn't figure it out when looking in UDB/Slade, that's why

 

Oh weird! Were you outside of the safe sector the second time, I wonder?

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You think you're so funny don't you, wise guy.

 

Spoiler

"the aim of the design was to embody the spirit of Mario Maker troll maps, but without the "punishment" for a troll ever being death"

 

A rousing success. The slaughter fight in particular really embodies the "hey maybe I actually dodged a troll - OH FUCK" psychological mind game fucker-y that troll levels evolved to be.

 

Have a silly FDA (dies early, played the rest of the map casually afterward) <3 sv-maribo.zip

 

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On 10/27/2023 at 7:42 AM, SoBad said:

 

Hey did you play in GZDoom by chance? That room is completely different (and broken) in GZDoom

 

Can you please describe the problem, or at least point me to the number of the sector in question?

We can't fix what we do not know. I did a quick playthrough of the map but didn't see anything off so I need some pointers.

 

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On 10/27/2023 at 8:42 AM, SoBad said:

Hey did you play in GZDoom by chance? That room is completely different (and broken) in GZDoom 

To be absolutely fair, the setup you're doing there looks like overengineering. Spoilered for, well, spoilers.

Spoiler

You could just "blink" a monster-killing property on the sectors directly under the monsters with a single voodoo doll. Shift the original placement to be in the big sector right next to tp destinations, so you don't have to flip a billion different tags but it's not really visible to naked eye.

This works in gzdoom 4.11 for me just fine (lines are both special 153):

image.png.7e36b9191f7c7ba173ac608bfdb08498.png

 

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Awesome map, thoroughly enjoyed it 10/10. Really felt the gaslighting energy. One of the few maps that I think is better experienced blind.

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10 hours ago, Graf Zahl said:

 

Can you please describe the problem, or at least point me to the number of the sector in question?

We can't fix what we do not know. I did a quick playthrough of the map but didn't see anything off so I need some pointers.

 

 

Yeah sorry I've just been very busy. Haven't had time to muck about with it but I took a quick look and I'm 99% sure the issue is just conveyor speeds in GZDoom, which has been known about for years as far as I can tell. Better mappers design around it (if they want to)—I'm a noob. 

 

I also understand that it probably can't be fixed since it might break a massive backlog of maps that have been made in the past with only GZDoom conveyor speeds in mind.

 

6 hours ago, Doomy__Doom said:

To be absolutely fair, the setup you're doing there looks like overengineering. Spoilered for, well, spoilers.

  Reveal hidden contents

You could just "blink" a monster-killing property on the sectors directly under the monsters with a single voodoo doll. Shift the original placement to be in the big sector right next to tp destinations, so you don't have to flip a billion different tags but it's not really visible to naked eye.

This works in gzdoom 4.11 for me just fine (lines are both special 153):

image.png.7e36b9191f7c7ba173ac608bfdb08498.png

 

 

You're totally right! At the time, I didn't know sector effects could be changed that easily (without raising or lowering the floor). I also didn't know that voodoo dolls weren't affected by instant kill floor. So this was my funky homebrew lol. 

 

Raven was super helpful in pointing those things out during/afterward (thanks, Raven!), but I didn't see the point in going back and changing the setup since it was already working. But now it seems there's value in 'fixing' it since it'll address GZDoom compatibility. So I'll do that when I have time. 

 

Thank you  <3

Edited by SoBad

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Had lotsa fun with this map! I attempted a demo a few times but couldn't hack the big fight so I ended up playing with saves to complete it (turns out it was easier than I thought haw haw)

 

Here's some demos and a video

 

 

subverter-demos-thelamp.zip

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I've patched the map so it doesn't break in GZDoom any more and updated the download in the OP. (Also addressed some texture errors.)

Thanks everyone for the demos and vids. Been super fun to watch.  <3

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On 10/26/2023 at 11:44 PM, SoBad said:

Definitely nothing untoward going on.

 

I was very reassured by this, and by the title. Imagine my surprise to discover I'd been lied to on the Internet.

 

Fun map!

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  • 1 month later...

Played on DSDA Doom 0.27.5. A true leg puller that kept me guessing throughout, and you got me good at the very end.

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