Misty Posted January 1 (edited) Hello and welcome to the first beta release of Snow Wave Christmas community project! Even if the biggest winter celebrations are about to end, there's a hope to keep them a little longer with this project! Story: You tried to escape from the biggest winter celebrations, but they still caught up with you in the [REDACTED] location. Now you need fight your way to get presents for your family and your beloved pet Daisy the Third. That won't be easy as a Snow Wave is sweeping globally in locations where snow shouldn't be. Will you manage to finish things in time?Main information: +Doom 2 +Format: Boom(complevel 9) +21 maps of varying difficulty(from easy to hard) +Download link: https://www.doomworld.com/idgames/themes/xmas/snowave +Playtested with: DSDA Doom, Gzdoom. Additional information: +To ensure optimal experience, please use ports that support umapinfo/zmapinfo. +There are additional things for Gzdoom family ports like snow and better graphics. Screenshots: Spoiler Mapper List: 01. "Oops I Stubbed My Mistletoe" by JaySmithen (Aaron Russell Bowtell) 02. "Hot Start in a Cold Place" by Smiling Imp 03. "Ice Cavern" by Slayer 04. "Stay Frosty" by Silhouette 03 05. "Doommas Blend" by Death Bear 06. "Struggle Between Ice and Fire" by Misty 07. "Cold Smile" by Nightly 08. "Ugly Sweater" by NecrumWarrior 09. "Cold Front" by M4rsh 10. "Choose Your Own Theme!" by Ar_e_en 11. "Get Off My Snow-Covered Lawn" by MFG38 12. "I Saw Demons Kidnap Santa Claus" by Dreadopp and Lord_Z 13. "Snowflake and Chill" by Arsinikk 14. "Frostbite" by CblBOPOTKA 15. "Krampus's Kastle" by Major Arlene 16. "Who Wants Some Hot Chocolate?" by BeuBeu 17. "But it's Summer in my Hemisphere" by DJV 18. "Santa's Coal Mine" by HiRon 19. "Scarlet Sleigh Day" by JacaCaca 20. "Frostbite Romance" by Hexwalker 30. "Whitest Wave" by russinMusic list: Spoiler 1."Snowman's Land" by ko0x 2.Gley Lancer: "Stage 1" by Noriyuki Iwadare, sequenced by "Shiru" 3.Castlevania IV OST: "The Cave" (by Konami Kukeihi Club) 4.Tower of Fire" by James Paddock 5."The Joy of Winter" by Tristan Clark 6.Donkey Kong Country 2: "In A Snow-Bound Land" sequenced by Daniel Lippert 7.Megaman Zero 2: "Ice Brain" 8."Silent Night (On a Soundless Mound)" by Arsinikk 9.Rise of the Triad: "God Rest Ye, Deadly Gentlemen" by Lee Jackson 10.Metroid Prime 2: "Echoes Theme" by CtrlAltDestroy 11.Kirby 64: "Shiver Star", sequenced by Jace Hill 12."I Saw Mommy Kissing Santa Claus", sequenced by Don Carroll 13."Carol of the Bloody Bells" by Arsinikk 14."Frostbitten Paradise" by James Paddock 15."Crestfallen" by Dragonfly 16."Featherfall" by Stuart Rynn (stewboy) 17."The Icicle Melts" by The Cranberries 18."Sanctified" by James Paddock 19."War in The Middle Earth" Remix by Skaven 20."Crimbo Crisis" by LunarCryptik 30."Percussion" by ? Intermission music: "Enshrined" by AD_79 Title music:"The Marvelous Toy" by Tom Paxton, sequenced by Bob Barnes Special thanks to: Arsinikk, DMPhobos, Major Arlene, NecrumWarrior and all mappers and playtesters who joined to help this project to become reality. For additional credits, please look at credits.txt Please report all things you notice and give mappers a chance to improve their levels! Have a good day! Edited April 16 by Misty 58 Quote Share this post Link to post
Major Arlene Posted January 1 A note from the GZDoom side of things - I had tried to get a rough idea about how the snow will affect framerate and it shouldn't be too bad, however, if you find it is making your computer chug, please let me know and I can set up a system to turn it off. 3 Quote Share this post Link to post
Arsinikk Posted January 1 Yay! Project is finally out! Had alot of fun mapping and testing for this! Congrats on the release! :) 3 Quote Share this post Link to post
slayer's Posted January 2 Hello everyone, it was with joy to have participated in this super nice project, I had no stress and it was fun to do. And at the same time I wish you all a very happy new year! 5 Quote Share this post Link to post
JaySmithen Posted January 2 I'm so happy to have been a part of this project. 💖✌️ It's a fantastic set of maps. I also have to say that my map being placed in the first slot is the best Christmas gift ever, Cheers! 🥳🍻 4 Quote Share this post Link to post
DMPhobos Posted January 3 It's nice to see this project out, congrats on the release everyone! 3 Quote Share this post Link to post
TheCyberDruid Posted January 3 Just played the first two maps and it was a lot of fun :) Thank you for the release! 3 Quote Share this post Link to post
Misty Posted January 3 Hello, there's quick update of the project, link remains the same as old one. Notes: Map03 was updated, now secrets should be reachable. File uses right numbering, it's version 1.1 . Includes Complevel lump for DSDA Doom thanks to Arsinikk once more. Credits now in wad file too. Internal list for maps was updated too. 5 Quote Share this post Link to post
TheCyberDruid Posted January 4 (edited) The red skull key on map 7 is set to hard skill only (and the teleport doesn't seem to work in GZDoom 4.11.3.0). Edited January 4 by TheCyberDruid 1 Quote Share this post Link to post
Misty Posted January 4 (edited) @nightly there is bug(needs updated) that needs to be taken care for. Edited January 4 by Misty 0 Quote Share this post Link to post
Zahid Posted January 4 my playthrough of first 10 maps i tried to maxed but some aren't prboom cl9 demos no saves pistol start uv skill 1to10.zip 4 Quote Share this post Link to post
Ar_e_en Posted January 4 2 hours ago, Zahid said: my playthrough of first 10 maps i tried to maxed but some aren't prboom cl9 demos no saves pistol start uv skill 1to10.zip Okay, this is weird. I checked out the demo for my map and the raising boxes are broken for my map. They're not supposed to raise up to the ceiling like that. I think some control sectors might have been unbound in my map. I'll check my map tomorrow and see if I can upload a fixed version. 1 Quote Share this post Link to post
Beubeu Posted January 5 Just chek map07 after watching @Zahid demo and the map is not finishable, There is no tag on the sector's teleporter so it will never lower Also i found 2 archivile that will never spawn because there are define has "Ambush ennemie" 2 Quote Share this post Link to post
Misty Posted January 5 Good to see that reports are flowing, that means that with each update project will get more refined and streamlined. If help is needed from my side, just give me a notice. 1 Quote Share this post Link to post
galileo31dos01 Posted January 5 Hi, been checking this and I'm up to map 09, a few hiccups presented in the way: Spoiler 01 - Not a bug at all, I'm curious if these two unreachable bonuses are just ornaments. 02 - Noticed a handful misalignments if that's of any concern. Here, here, few more around the same room (RL area). 03 - Again not a bug but some monster closets got me bit confused, I wonder why these zombie closets open only if you approach the wall, while there being no reason to do that. The one linked to when you grab the RSK seemed very easy to miss the line, as I had to like "force" it to function, and maybe the line could be spaced out a bit from the key. Nothing broken though. 04 - I wasn't sure about the tripwire that lowers the final barrier (sector 312) cause it's not only very close to the cyberdemons raising, but also if you didn't cross it during the super small window you get, there's later like 15 seconds or so of wait til it's fully down, which doesn't kill anyone obviously but I think the setup could be tinkered a bit. My suggestions are two: either moving the line closer to the one that pops up the cybs, so both actions happen almost simultaneously, or changing the height of the barrier to 64/64. There is another which is adding extra teleporting monsters while the barrier lowers. - I'm seeing a ton of "dead lost soul" things in the map, are they supposed to display something in particular in-game? 05 - Minor thing, it took some several seconds for the BSK teleporting elves to arrive all, I almost missed a few if I wasn't waiting for them. No big deal anyways. 07 - Basically what Beubeu already mentioned - Minor visual texture bleed here next to the broken teleporter - Around the switch line 6118, there is a minor misalignment - The cwilv for map 02 and a few others displayed slightly glitchy for me in dsda-doom, which could just be an issue with offsets. - There's a spelling mistake in the first intermission text: it says "[...] you sspend away [...]". Don't mind the part of the text that disappears on my screen, that's because of the aspect ratio I have set. - Finally, zombiemen saying ho ho ho but looking not christmasy at all is somewhat amusing 3 Quote Share this post Link to post
Beubeu Posted January 5 10 minutes ago, galileo31dos01 said: Not a bug at all, I'm curious if these two unreachable bonuses are just ornaments. There are reachable actualy :) 2 Quote Share this post Link to post
JaySmithen Posted January 5 (edited) @galileo31dos01 Hi 😊 In map 01 you can get those bonuses by running this way. Screenshot: https://drive.google.com/file/d/1P3MdtxXcvIuusyB8YoXuXUl6XS3R17JB/view?usp=drive_link It's a bit tight but it's achievable. Thanks for playing! 😊🍻 Edited June 4 by JaySmithen Added google drive link 1 Quote Share this post Link to post
Misty Posted January 5 7 hours ago, galileo31dos01 said: - I'm seeing a ton of "dead lost soul" things in the map, are they supposed to display something in particular in-game? These are snow particles for gzdoom copying same thing number, without them dsda doom would complain about code. 1 Quote Share this post Link to post
Ar_e_en Posted January 5 Okay, we have a problem here. I checked out my map in this project and the boxes are broken, however - in my standalone upload of the map (specifically the 2nd version of the map), the boxes work as they should. From what I understand - this project has added some extra entities into the maps that act as snow generators for GZDoom, but are basically ignored for other ports. I guess that in the process of adding the etities - someone might have acidentally moved some of the sectors, which caused some merged sectors to become unbound (there are a few merged sectors in my map, but most of them seem to work fine, the only ones that are unbound are the raising boxes in the techbase version of the map). I don't really know how to go about fixing this, because I don't know what changes were made to make the snow generator work. Could I maybe get an explanation on how the snow generator works and what changes were done between my upload and the compiled project version of the map? 0 Quote Share this post Link to post
Misty Posted January 5 (edited) @Major Arlene added snow things in levels, I guess change of node builder could do that, not sure. It should be easy fix. Edit: You can merge sectors again and send map here @Ar_e_en. Edited January 5 by Misty 1 Quote Share this post Link to post
Ar_e_en Posted January 5 So, it's just a few extra "Thing" entities added to the map? In that case - I think I might have an idea for an easy fix for it. As for the node builder - my map already had nodes in it (generated with AJBSP), so I suspect that when the snow generator things were added into the map - whatever map editor that @Major Arlene used caused a different node builder to write over the previous nodes. My fixed version should work, as long as nobody touches any other node builder. Give me a minute! 0 Quote Share this post Link to post
Misty Posted January 5 I first time hear about AJBSP node builder, I guess ZDBSP counted things differently and it got unmerged in process. 2 Quote Share this post Link to post
Ar_e_en Posted January 5 (edited) Alright, here is Version 3: N/A It's literally just version 2, but I replaced the "Thing" lump from my standalone version with the "Thing" lump from the compiled project, meaning that the snow generator should still theoretically work without having to open the map in a map editor. As long as the old version of my map is replaced with the new version without calling any new node builders - things should work (hopefully)! Edited February 8 by Ar_e_en 0 Quote Share this post Link to post
Misty Posted January 5 Can you send your node builder configuration just in case? 0 Quote Share this post Link to post
Ar_e_en Posted January 5 (edited) I manually run AJBSP through a Linux terminal after making my maps. On the terminal it usually looks something like this: ajbsp -x -n my_map_name.wad The "-x" command enables extended nodes (XNOD). The "-n" command disables the creation of GL-nodes. Edited January 5 by Ar_e_en 0 Quote Share this post Link to post
Major Arlene Posted January 5 Apologies for any issues caused by the snow things! I don't even know if UDB had supported that particular nodebuilder and unfortunately I don't think there was a way to check which one was used for a particular map. it should just be a simple matter of copy/pasting the map into the main WAD file now so hopefully no more finangling. 0 Quote Share this post Link to post
M4rsh Posted January 5 Hey, something similar happened to my map, like Ar_e_en mentioned above. So I edited it using the version added to the project to fix the problem. ColdFrontV3.2 1 Quote Share this post Link to post
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