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Pirate Doom II (finished!)


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Posted (edited)

Found an oversight on MAP02, the big lowering platform next to the exit only lowers from the left side when pressing on it.

This WAD is an absolute treasure (heh) by the way, so much soul.

Edited by Scorcher

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Posted (edited)
1 hour ago, plums said:

@bowserknight many of the secrets are intentionally hidden from the automap. They are also often made secrets through generalized sector effects, so using Doom Builder to search for Sector Effect 9 (secret) won't find them. In the case of MAP08, there are some items stashed behind the short waterfalls on the west side of the water, with Sector Type 384 (secret+friction).

 

Secrets do still show up on the map with IDDT if you feel compelled to find them all.

aah that makes sense, thank you. Yeah most of the time I just search for Sector Effect 9 as you said. I found the secrets I'm missing now.

 

By the way I also noticed something about the music in some of these maps. For example in maps 10 & 11, there's sectors that start playing a different track, but it can be repeated infinitely. Especially in map 11 the music keeps alternating between 2 tracks if you enter the beginning sector. It's not too tragic but still a little irritating.

Edited by bowserknight

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Congrats on the final release! Now that it's done, I'll check it out soon! Loved the first one, so I was really hyped for this.

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Posted (edited)
6 hours ago, Master O said:

 

Will you also upload Pirate Doom 2 to IDGames as well?

Yes, in the future, I still want to watch some playthroughs to make sure everything is alright.

3 hours ago, Scorcher said:

Found an oversight on MAP02, the big lowering platform next to the exit only lowers from the left side when pressing on it.

This WAD is an absolute treasure (heh) by the way, so much soul.

Thanks!! Both sides have the same triggers. The intended way to lower the platform is by shooting the spinning target, but you can also lower it by pressing on it.

 

 

Quote

By the way I also noticed something about the music in some of these maps. For example in maps 10 & 11, there's sectors that start playing a different track, but it can be repeated infinitely. Especially in map 11 the music keeps alternating between 2 tracks if you enter the beginning sector. It's not too tragic but still a little irritating.

This can only be fixed if port developers allow voodoo dolls to activate music changers, which is not possible at the moment. As far as I know, only ZDoom and GZDoom allow this.

Edited by Darch

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Posted (edited)

Found a "glitched" texture in map 12. It's at the very north-eastern corner of the map, it shifts up and down as the ceiling is moving. It's the light blue one the gun is pointing at

image.png.34f63bbff45e2f03067bdbe399ab76b1.png

Edited by bowserknight

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Posted (edited)

Ah, still taking reports? A couple little things:

-Map 12 in the crusher sequence, there was a lower wall tex that was bobbing up and down with the crushers, I only saw it when I looked behind me. It looks like it's linedef 1955 -- in the editor, it shows it as being both upper and lower unpegged, whereas it looks like most of the crusher-adjacent lower textures actually aren't unpegged at all. Hope that actually helps! (lol, ninja'd by the above poster)

-The night city map (map 22?), the ending was so abrupt that I didn't get to look out and see the view of the lighthouse. Maybe move the exit linedef out somewhere along the boardwalk rather than in the doorway?

 

Anyway, enjoying this a lot! Love the aesthetics and the varied locales.

Edited by Not Jabba

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1 hour ago, Not Jabba said:

Ah, still taking reports?

Yes, thanks! I haven't uploaded it to IDGames yet, and there will be a co-op version without the music changers.

Unfortunately, if I move that exit line a bit further, I'll have to build an entire scenario outside of that building, especially if players decide to look back.

1 hour ago, bowserknight said:

Found a "glitched" texture in map 12. It's at the very north-eastern corner of the map, it shifts up and down as the ceiling is moving. It's the light blue one the gun is pointing at 

Fixed, thanks! 

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Here's another glitchy texture thing I found: On Map 28, I went through the Northern part, the bridge with several crushers, then returned to this staircase close to the red key area. Suddenly there were hella glitched crushers here, with missing textures on all sides (you can't see it too well in the picture, but I tried). There's like 2-3 big crushers next to each other without any textures.

image.png.fcd7246664b8968d4cb336853b787815.png

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  • 4 weeks later...
On 5/26/2024 at 7:27 PM, Darch said:

Wrong sector tag  :P

Fixed, thanks!

 

So when's Pirate Doom 3: The Search for More Booty? (joking)

 

Jokes aside, Pirate Doom 2 is even better than Pirate Doom 1.

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I would already be OK with an MBF version of PD1 (one that also works without GZDoom). Otherwise... this is god-tier.

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Posted (edited)
3 hours ago, NightFright said:

Material for a polished v1.1 release:
8 cleaned-up STCFN font lumps which had black or brown pixels on them.

 

pd2_fontfix.zip

Thank you! I've replaced those graphics and included you in the credits.

 

3 hours ago, Master O said:

 

So when's Pirate Doom 3: The Search for More Booty? (joking)

 

 

Pirate Doom 3: Call of Booty

Edited by Darch

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1 hour ago, Darch said:

Thank you! I've replaced those graphics and included you in the credits.

 

Pirate Doom 3: Call of Booty

 

Pirate Doom 3: Life's a Beach

 

Wait, that's one already taken...

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