TeamTNS Posted November 9, 2023 Saturnia is a Plutonia-inspired episode featuring monsters in low numbers but often diabolically arranged in ways to still provide a sizable challenge. An extremely unique feature of the wad is that the skills are essentially switched to create a more friendly Nightmare giving us the historic first TNS session starting with a difficulty lower than Ultra-Violence! DMFLAGS: 1174487140 / 806496256 / 96 Skill: Hey, not too rough IWAD: plutonia or freedoom0_12_1 PWADs: saturnia Maps: 01-10, 31, 32 Lives: 1 Players: 30/100 Item Respawn Time: 60 seconds Player Join Limit: 3 minutes Date: 9th November 2023 Euro session: 19:00 GMT/14:00 EST at [L@P], France Get ZDaemon and join in. 5 Quote Share this post Link to post
Xyzzу Posted November 9, 2023 (edited) Hey, this is awesome! Glad to see my hard work making this coop-compat is finally paying off :D Just as a heads up, MAP32 has no actual exit so it should probably be removed from the map rotation. Spoiler Also, you scared me with that outdated pic of the Icon; it's supposed to have its mouth open lol. It seems the link to the WAD is the one from idgames, so it's all good. Here's hoping those buncha numbers in those DMFLAGS mean teleports work as they should in Final Doom. Even if there are no extra coop monsters, I wish y'all good luck and have fun! Edited November 9, 2023 by Χyzzy 1 Quote Share this post Link to post
Keyboard_Doomer Posted November 10, 2023 (edited) 18 hours ago, Χyzzy said: Also, you scared me with that outdated pic of the Icon; it's supposed to have its mouth open Oh, oops. I only noticed that I accidentally used an older version of the wad for the screenshots after I was done with that but when I found out I thought "what are the chances that there was any noticeable change among the few places I screenshotted?"... haha. There's an override for MAP32 to exit when all monsters are dead so that's taken care of, although in one attempt one mancubus seems to have failed to wake up and never teleported in. As for MAP10, unfortunately no dmflag to get the Final Doom tele behavior in ZDaemon so we had to cheat a little :P Edited November 10, 2023 by Keyboard_Doomer 1 Quote Share this post Link to post
Keyboard_Doomer Posted November 10, 2023 @Χyzzy You also mentioned the teleporters in MAP31 didn't work as expected in ZDaemon and Zandronum. The problematic teles have tag 0 and there are two 0-tagged sectors with a teleport destination (sectors 107 and 187). In vanilla this always results in the lowest-numbered sector being used but in ZDoom-based ports a random one is used if the tag is 0. I hope you enjoyed your brief stay. When you joined the session was already running for 7.5 hours and that was our 5th rotation through the maps so that's why the settings were as wild as they were :P Also, damn you for using the Greek Χ in your name. I spent a few minutes thinking DW is broken when it didn't let me mention you. 0 Quote Share this post Link to post
Xyzzу Posted November 10, 2023 Dang, I knew it'd have to be some random ZPort shenanigans I forgot about. That extra teleport spot just slipped by me undetected. Spoiler Sorry for the trouble of pinging me lol, I'll think of another way to name myself. Sucks that regular "xyzzy" is already taken... 15 hours ago, Keyboard_Doomer said: @Χyzzy Hide contents Also, damn you for using the Greek Χ in your name. I had fun in the server! It was cool to see MAP31 still be somehow beatable even with all the mod craziness and lack of voodoo doll foresight on my part! 0 Quote Share this post Link to post
Xyzzу Posted January 7 Well I guess since this was brought up once more: Reposting this for any future co-op playthroughs. 2 Quote Share this post Link to post
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