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Thirty Years with Doom - now on idgames


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2 hours ago, Michael63 said:

It looks like the version linked below is the final version of our megawad.

 

https://drive.google.com/file/d/1mORBJyODCIBjxdKfMQopEwxDU-PNpUPg/view?usp=sharing

 

There are still a couple of minor bugs left in this version, but some authors don't want to fix bugs on their maps. These bugs are minor and do not affect the progress of the game. So don't worry, have a happy New Year, play games, and peace to your home. Let all wars and conflicts remain only in games. Yes, this seems like a pipe dream for humanity, but it is worth striving for.

 

This link requires me to request access. Could it be made a public link?

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7 hours ago, TheShep said:

 

This link requires me to request access. Could it be made a public link?

Oh, yes. Sorry, I forgot to open public access. Now it is fixed, the link is public.

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Congratulations on the fantastic wad!

 

We are playing in coop and have encountered some issues:

 

Spoiler

MAP04: (coop)

      - Lines 791/916 stop the crushers and the player may get stuck in sector 8.

      - Line 569 is S1 and the exit door (sector 136) closes again.

 

MAP11: (sp and coop)

      - Line 4942 needs to be SR because the player can press use on line 4972, raise the lift, use the lift and skip line 4987.

      - If players don't get the blue skull and follow the red skull path they cannot return to the starting area to get the blue skull.

      - The player may forget to press line 3763 and will not be able to return to that area.

 

MAP17:

      - There are huge HOMs (1, 2) in ZDaemon.

        This can be resolved by rebuilding the nodes.

 

MAP18: (sp and coop)

      - Players may become trapped when falling in the area between sectors 3363 and 6189.

 

MAP19:

      - DeepPSea nodes are not supported by ZDaemon, so the map crashes when loading.
        This can be resolved by rebuilding the nodes (zdbsp).

 

MAP23: (sp and coop)

      - the teleporter near the start (sector 2020) does not work due to the lack of a teleport destination in sector 1702

 

MAP24: (sp and coop)

      - players may get stuck behind sector 52.

 

MAP25: (coop)

      - Players cannot go to the yellow skull area because sector 645 blocks line 4977.

 

MAP26: (coop)

      - Sectors with tag 50 will close the path to sector 610 preventing other players from progressing

 

MAP27: (sp and coop)

      - Monsters near sector 1240 never seem to wake up. (poor AVs and cyber =/)

 

 

 

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gaspe, thanks for demos!

It was interesting to see how you managed to save as much ammunition as possible on map 20 using the chainsaw and monster infight tactics. :)

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This is Doom as I remember it.  Slow, brooding, occasionally sparse.  Very good work so far (on the 2nd level so far).

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Gotta say that after playing the rest of the levels, there are some cool outdoor city maps.  But then there's the ever-common "release a bunch of revenants and arch-viles nonsense that has plagued Doom wads the past 10 years.

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I have really enjoyed this wad.
MAP10 soundtrack is perfect, it motivated me a lot and surprised me a lot.
I also liked having the pressure of having low health and fighting at the limit.
The difficulty of the fights is not very high, but health is low and forces you to work hard. Every fan should play this wad yes or yes. Congratulations team, it is a magnificent job.

Edited by Bertt91

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1 hour ago, ShadT said:

The wad is now uploaded to idgames:

Download from idgames

 

...and all known bugs are finally fixed! OH YEAH, WE DID IT!

Congrats to all participants of the project!

And nice play for everybody!

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Hi, I would like to play the Doom 30Years.wad levels. I am unable to use the Doomsday Engine to do this for some reason. I am using the openSUSE Tumbleweed operating system on this machine here. I have been enjoying playing Freedoom 1. Is this common not to be able to play the 30Years.wad with the Doomsday Engine?

 

-Thanks

Edited by panorain
Added period to last sentence.

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25 minutes ago, panorain said:

Hi, I would like to play the Doom 30Years.wad levels. I am unable to use the Doomsday Engine to do this for some reason. I am using the openSUSE Tumbleweed operating system on this machine here. I have been enjoying playing Freedoom 1. Is this common not to be able to play the 30Years.wad with the Doomsday Engine?

 

-Thanks

Doomsday will not run 30 Years properly. The wad is what is called "Boom-compatible" (you can see this in the first lines of the text file), meaning it uses some additional coding that was not present in the original doom2.exe but was added in a port called Boom that came out shortly after the source code was released. Any other port that is derived from Boom will run it properly, but Doomsday does not contain this additional Boom coding, that's why it cannot run it. You will need to try another port, I recommend either GZDoom or DSDA-Doom because the text file mentions they were both tested with the wad and so it should work with no issues at all in either of them. Good luck!

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brick, thank's for replying about this. I installed the gzdoom package using the YaST2 software manager. Executing gzdoom shows a wad configuration window with Freedoom Wads but not 30Years.wad in the available menu items. As the sceenshot shows the permissions of 30Years.wad are the same as freedoom1.wad , also located in the same directory. If uncertain about this problem can you recommend where to ask about it at all?

 

-Thanks

Doom-30Years-Wad-Not-Detected-0.png

Edited by panorain

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53 minutes ago, panorain said:

Executing gzdoom shows a wad configuration window with Freedoom Wads but not 30Years.wad in the available menu items.

The GZDoom launcher will only show IWADs, like Ultimate Doom, Doom II, and Freedooms, IWADs contain all the resources (graphics, maps, sounds, etc) to play the game. 30 Years is a PWAD, which only contains some of this information, only the things it is replacing, and it takes the rest from the IWAD. So you're meant to run GZDoom with either Doom II or Freedoom Phase 2 as the IWAD, and 30 Years as the PWAD. On Windows I can just drag and drop 30years.zip (or 30years.wad) on the gzdoom exe, select doom2 (or freedoom2) and everything runs fine. I'm not sure if this is also how it works on Linux but you can try. If not you may have to use the command line. Something like "gzdoom -iwad freedoom2.wad -file 30years.wad" should work.

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Very good! you were right on the target with: "gzdoom -iwad freedoom2.wad -file 30years.wad"! I believe this works also because 30Years.wad was put into the same directory as freedoom2.wad. Can you recommend at all different soundfonts from the default 'gzdoom.sf2'? Here in package manager there is fluidsynth with soundfont:

fluidsynth FluidR3_GM.sf2

that I installed while working with dosbox dbgl, would that possibly be better than default gzdoom.sf2 at
all? Also, I am wondering about forcing screen resolution and screen size capabilities with gzdoom. Thanks for helping me get this at least working. It looks like there are alot of maps on this.

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Sweet, currently playing through this.

 

I always feel like a kid in a candy store when playing releases from the russian doom community, the maps rarely if ever disappoint me.

Notes to be edited in and spoiler coded:
 

Spoiler

Intermission has me singing:
I work at Burger King making flame-broiled whoppers, I wear paper hats.
Would you like an apple pie with that?
Would you like an apple pie with that?
Ding! Fries are done. Ding! Fries are done.
Ding! Fries are done. Ding! Fries are done.
I gotta run. I gotta run. I gotta run. I gotta run.
Don't bob for fries in hot fat.
They hurt bad and so do skin grafts.
Would you like an apple pie with that?
Would you like an apple pie with that?
Where is the bell? Wait for the bell.
Can't hear the bell. Where is the bell?

At Map06, feels very strange to not have the SSG yet in a Doom 2 megawad, but considering the episode's title it is very fitting. I do like how these maps are made up of Doom 1 monster composition. I just don't like the loads of lost souls, but hey.. punching them is fun, right?



 

Edited by ClumsyCryptid
Added spoiler section for notes I add as I play

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12 hours ago, panorain said:

Can you recommend at all different soundfonts from the default 'gzdoom.sf2'?

AFAIK many people use GeneralUser soundfont for old games like Doom.

12 hours ago, panorain said:
Also, I am wondering about forcing screen resolution and screen size capabilities with gzdoom

Options -> Set video mode

Edited by ax34

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Thank you for your messages on this. When I first opened the 30Years.wad with Gzdoom and started a new game, the level was *NOT* the Hydroelectric plant. The level was and open area type of level with trees and alot of monsters all around when you walk out of the little hiding corner hall. I do not know why this was but now starting a new game begins at the Hydroelectric plant.

Thank you both, I was able to get fullscreen working now with a good resolution! The levels are real nice to play also. I am still working with level 2 actually. The "Lost Souls" are the almost invisible monsters right? I really like the Industrial Plant  layout on this. Using the FluidR3_GM.sf2 soundfont is actually much better I think than the default gzdoom.sf2 soundfont. I will try the GeneralUser soundfont.
 

Quote

Options -> Set video mode 

Quote

I always feel like a kid in a candy store when playing releases from the russian doom community, the maps rarely if ever disappoint me.

-Regards

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Playing this with the current GZDoom (4.11.3) and when I kill the Spiderdemon in the tower in MAP09, nothing happens; no teleporter lowers, and I'm stuck. (Just checked, and my previous version 4.8.2 has the same problem.)

 

Never mind, figured it out. (That was extremely well-hidden...)

Edited by Salt-Man Z

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18 hours ago, princetontiger said:

 

Did you write all these pages? Thank you!


Only the page about the WAD itself. The rest were automatically generated and moderated by Xymph and others.

Thanks for appreciation though :)

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Damn. XymphBot is a badass. I'm still amazed at how it can extract the wad and output its map details.

Edited by princetontiger

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1 hour ago, princetontiger said:

Damn. XymphBot is a badass. I'm still amazed at how it can extract the wad and output its map details.

It doesn't. This is what it is and does:

E.g. the stats are from DMMPST and the map images from Omgifol, all taking a variety of (sometimes time-consuming) manual preparation steps.

 

But still, thanks.

Edited by Xymph

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23 hours ago, Xymph said:

It doesn't. This is what it is and does:

E.g. the stats are from DMMPST and the map images from Omgifol, all taking a variety of (sometimes time-consuming) manual preparation steps.

 

But still, thanks.

 

Xymph,

 

I had no idea. Anyway, here's my time to say 'Thank you for populating the Doom Wiki'. (I use it all the time.)

Edited by princetontiger

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  • 2 weeks later...

It's time to begin playthrough of this gorgeous megawad which is full of long and beautiful maps! I will summarize the interim results after each of episodes (by analogy with 2022 A Doom Odyssey and Solar Struggle) because this megawad is quite clearly divided into three of them.

 

EPISODE 1: Doom 1 maps.

Today are presented:

Map01: Alpha Entrance by @Chainie and @Michael63
Map02: Corridors of Demise by BKRital, @Michael63 and @BeeWen

 

***

 

 

***

 

 

Edited by RaRu Des2122

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