General Roasterock Posted October 28, 2023 (edited) Alcázar is a collection of six Halloween-themed, Boom-compatible maps by @Ravendesk, @Jizzwardo, and myself, inspired by the Wormwood series. The maps range in style from tight combat challenges to medium-sized slaughter, intended as a love letter to a delightfully eccentric series of WADs. Map list: Spoiler 01: It Bites - Ravendesk 02: Socracht - Jizzwardo 03: Maybe They're Asteroids - Roasterock 04: Scimitar, Stricken - Roasterock 05: Thief - Ravendesk 06: Wish Granted - Ravendesk | Roasterock Title Screen: "Pendulum" by @Psyrus Intermission: "Terra" from Final Fantasy 9 MAP01: "Upcoming" from Old School Runescape MAP02: "Temple of the Eye" from Old School Runescape MAP03: "Crossing The Desert" by Ceekayed MAP04: "Amethyst Princess" by @baja blast rd. MAP05: "Your Sorrow" by Ceekayed MAP06: "Lament for the Hallowed" from Old School Runescape Map07: "Save Room Theme" from Resident Evil Additional Credits: Spoiler Colormap edits - @Maribo Playtesting - @Asbadagba | @Petyan Screenshots: Spoiler _______________ Download: idgames _______________ Edited December 28, 2023 by General Roasterock idgames final update 70 Quote Share this post Link to post
taviow Posted October 28, 2023 Ok, I will play the shit out of this, probably tonight. Thanks guys. 4 Quote Share this post Link to post
Xyzzу Posted October 28, 2023 Love the colors and textures! And an interesting, unusual theme as well. Good job, you guys! 🧡💜 4 Quote Share this post Link to post
Shepardus Posted October 29, 2023 I really like the look of these maps! I think maps focusing on these colors can easily look garish, but you've managed to avoid that with the deep hues, moody lighting, and earthy tones balancing out the highlights. (I realize that applies to Wormwood as well, so I guess what I'm saying is that you've done a great job carrying on the aesthetic.) Spoiler Interesting to see the jump orbs here... can't comment on how it plays since I have yet to spend much time with the WAD, but I like to see elements of Jumpwad spreading elsewhere. 5 Quote Share this post Link to post
Gr0mat Posted October 29, 2023 Really fun wad, i hope i can find a demo or a youtube video for the last map. Beautiful maps, difficult fights, all the stuff i like ! 3 Quote Share this post Link to post
Hasamnas Posted October 29, 2023 Great set, got jumpscared by a random caco near the ending of map 05 Spoiler 3 Quote Share this post Link to post
Ravendesk Posted October 30, 2023 18 hours ago, Hasamnas said: Great set, got jumpscared by a random caco near the ending of map 05 That's hilarious, how he even managed to go all the way there xd I will probably monsterblock it though to prevent maxers from spending 20 minutes looking for the adventurous caco like this one. 1 Quote Share this post Link to post
Vytaan Posted October 30, 2023 Absolutely loved this one all the way through, thanks for making this! 6 Quote Share this post Link to post
TheShep Posted November 1, 2023 I have this downloaded, will likely play it even though spoop season is done. 2 Quote Share this post Link to post
General Roasterock Posted November 4, 2023 RC2 is out. We're anticipating one more before this goes to idgames. 4 Quote Share this post Link to post
Muleke_Trairao Posted November 4, 2023 Are you supposed to jump in map06? I'm kinda stuck in that map trying to use only the jump orbs. I can only get so far, most precisely when you get close to a bridge you can't get under. 0 Quote Share this post Link to post
Ravendesk Posted November 4, 2023 1 minute ago, Muleke_Trairao said: Are you supposed to jump in map06? I'm kinda stuck in that map trying to use only the jump orbs. I can only get so far, most precisely when you get close to a bridge you can't get under. No advanced port features like jumping or crouching (or even freelook) are needed. In fact, they may break some maps, so they shouldn't be used. Not sure what bridge do you mean, but if you post a screenshot I may give a hint/advice about intended progression. 0 Quote Share this post Link to post
Muleke_Trairao Posted November 4, 2023 12 minutes ago, Ravendesk said: No advanced port features like jumping or crouching (or even freelook) are needed. In fact, they may break some maps, so they shouldn't be used. Not sure what bridge do you mean, but if you post a screenshot I may give a hint/advice about intended progression. I usually don't ask for directions, and I think I'm missing something right on my face. A hint would be really appreciated, thank you, Ravendesk! I'm running the WAD with GZDoom 4.11.3. This is the bridge I was referring to: Spoiler 1 Quote Share this post Link to post
Ravendesk Posted November 4, 2023 2 minutes ago, Muleke_Trairao said: This is the bridge I was referring to: Spoiler You need to walk on the wooden platforms along the side of the bridge to get to the other side of the building and then do a series of jumps there: Might be worth noting that this series of jumps may not work correctly if infinite monster height is disabled, so double-check that as well. 0 Quote Share this post Link to post
Muleke_Trairao Posted November 4, 2023 7 minutes ago, Ravendesk said: Reveal hidden contents You need to walk on the wooden platforms along the side of the bridge to get to the other side of the building and then do a series of jumps there: Might be worth noting that this series of jumps may not work correctly if infinite monster height is disabled, so double-check that as well. My response is below: Spoiler I remember getting to this part and having trouble getting to the top with that one jump orb. Thought it was for a secret or something. I restarted the map with the "Boom (Strict)" compatibility setting turned on and checked if "Actors are infinitely tall" was set to "Yes". Unfortunately, I still can't get to the top. That jump orb only gives me enough height to reach the first platform on the left. If I fall on top of the orb, I still don't get enough height. I also disabled all of my mods to make sure something wasn't tinkering with the intended progression. 0 Quote Share this post Link to post
Ravendesk Posted November 4, 2023 9 minutes ago, Muleke_Trairao said: My response is below: That's how this part is intended to be done: Spoiler If this is not working for you, that would unfortunately mean that it's a gzdoom compatibility problem, and in that case I can only recommend switching to dsda-doom for this particular map. 2 Quote Share this post Link to post
Muleke_Trairao Posted November 4, 2023 5 minutes ago, Ravendesk said: That's how this part is intended to be done: Reveal hidden contents If this is not working for you, that would unfortunately mean that it's a gzdoom compatibility problem, and in that case I can only recommend switching to dsda-doom for this particular map. Oh... then it's something about GZDoom, yeah, because I triple-checked my comp settings. I've seen your video now. Thank you for all the help and patience, Ravendesk! 2 Quote Share this post Link to post
Ravendesk Posted November 4, 2023 (edited) 2 hours ago, Muleke_Trairao said: Oh... then it's something about GZDoom, yeah, because I triple-checked my comp settings. I've seen your video now. Thank you for all the help and patience, Ravendesk! Ok, tested it myself with gzdoom now and this is indeed the behaviour even with boom (strict) and infinitely tall monsters. Indeed if you want to play this map, you have to use dsda-doom currently. The way jumporbs work is that they basically melee attack you when you come close to them, and their melee attack is an archvile attack (btw this is different to how jumprobs are done in jumpwad, where they are just TOUCHY - because jumpwad is MBF, and we are Boom and Boom doesn't have TOUCHY flag for things). However, I would have expected that infinitely tall monsters should still have infinitely tall melee attacks in strict boom compatibility in gzdoom. @Graf Zahl Hi. Maybe you can tell, if this is a bug in gzdoom, or expected behaviour? TL;DR we have dehacked non-solid things (jumporbs) with melee attack that hits the player when he comes close. In gzdoom player can currently walk over these non-solid things if he is above them without being attacked. In dsda, he is getting attacked no matter the height. We are testing with Boom (strict) compatibility. Here is decohack code of jumporbs for reference: Spoiler thing free 24 thing WolfensteinSS free states auto thing JumpOrbFloor "Jumping orb (floor)" { //$Category User-defined/JumpingOrb ednum 84 Radius 4 Height 16 Health 999999 Mass 100000 Speed 0 PainChance 0 ReactionTime 1 clear sounds clear flags clear states States { Spawn: SSWV AA 10 BRIGHT A_Look Loop See: SSWV ABCDEDCB 4 BRIGHT A_Chase Loop Melee: SSWV I 6 BRIGHT A_VileAttack SSWV J 6 BRIGHT SSWV K 6 BRIGHT SSWV L 6 BRIGHT SSWV L 50 Goto See Death: SSWV L -1 Stop } } Edited November 4, 2023 by Ravendesk 3 Quote Share this post Link to post
General Roasterock Posted November 20, 2023 RC3 is out now. All reported GZDoom issues have been handled, and the WAD is now completable front to back in that port. Download is in the OP. 1 Quote Share this post Link to post
Terrcraft Posted November 20, 2023 1 hour ago, General Roasterock said: RC3 is out now. All reported GZDoom issues have been handled, and the WAD is now completable front to back in that port. Download is in the OP. link isnt public, says i need access. 0 Quote Share this post Link to post
General Roasterock Posted November 20, 2023 4 minutes ago, Terrcraft said: link isnt public, says i need access. Should work now 0 Quote Share this post Link to post
Terrcraft Posted November 20, 2023 1 minute ago, General Roasterock said: Should work now it does thx 0 Quote Share this post Link to post
General Roasterock Posted December 28, 2023 Alcázar is now on idgames. Download link on the OP has been updated. 9 Quote Share this post Link to post
Nockson Posted February 1 Hello! I made a page for this mapset on the DoomWiki. Was I right to assume that map07 was made by Ravendesk and General Roasterock, and map08 by Ravendesk? This information is absent from the text file. And can you please tell me what is the purpose of these last two levels? Unfortunately, I don't have time to play the mapset. :( 0 Quote Share this post Link to post
Ravendesk Posted February 1 8 hours ago, Nockson said: Hello! I made a page for this mapset on the DoomWiki. Was I right to assume that map07 was made by Ravendesk and General Roasterock, and map08 by Ravendesk? This information is absent from the text file. And can you please tell me what is the purpose of these last two levels? Unfortunately, I don't have time to play the mapset. :( Hi. Maps 07 and 08 are ending maps. They have no exits and no gameplay and only serve to show how the story of the wad ends (or rather two possible ways it ends). It is a bit difficult to attribute them to particular authors because they mostly reuse geometry of other maps, but I think your assumption is fair enough and it's fine to list them like that. 1 Quote Share this post Link to post
Nockson Posted February 1 1 hour ago, Ravendesk said: Hi. Maps 07 and 08 are ending maps. They have no exits and no gameplay and only serve to show how the story of the wad ends (or rather two possible ways it ends). That's exactly what I was thinking about when warping to these maps and looking at them in editor. Thanks for your answers! 2 Quote Share this post Link to post
Red Recluse Posted March 13 Several levels feature thumbnail it seems thunder from eviternity 2 and stardate. 2 Quote Share this post Link to post
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