DreadWanderer Posted March 20 13 minutes ago, myolden said: Right now we're waiting for the map 19 replacement, which should be done sometime in the next 2 weeks or so (possibly sooner). After that gets tested and implemented we'll move to an idgames release shortly after. Cool, thank you! 1 Quote Share this post Link to post
Donowa Posted March 20 kinda surprised at how much these maps deviate from the doom 2 maps, but it's a pleasant surprise considering how tiny and cramped doom 2's maps can be i think urban theming for mapsets is really underrated, i assume people are just turned off by how confusing the doom 2 city levels were 7 Quote Share this post Link to post
princetontiger Posted March 21 I really love these maps... Is jumping allowed? 1 Quote Share this post Link to post
myolden Posted March 21 13 minutes ago, princetontiger said: I really love these maps... Is jumping allowed? Jumping (and in some cases freelook) will break progression on several maps. 6 Quote Share this post Link to post
GarrettChan Posted March 21 Congrats on the RC release. They look great and now I have too much backlog to play... 1 Quote Share this post Link to post
princetontiger Posted March 21 2 hours ago, myolden said: Jumping (and in some cases freelook) will break progression on several maps. Good to know. Thx. I couldn't figure out how to get the soulsphere in map02, so I jumped. 3 Quote Share this post Link to post
myolden Posted March 24 RC4 is here! More fixes, more balancing, etc. Map 30 also had a critical bug that prevented the map from being able to be finished which has been fixed. I expect the next update won't come until map 19 is ready to be included, so look forward to that! 19 Quote Share this post Link to post
Lizardcommando Posted March 25 (edited) I got around to finish playing this megawad. It looks amazing overall, but I did get lost quite a bit due to how huge some of these maps are. I also didn't realize this megawad got into crazy slaughter map territories so often, so I had to lower the difficulty level while playing. With that said, kudos to everyone who submitted a map for this project. Edited March 25 by Lizardcommando 8 Quote Share this post Link to post
EduardoAndFriends Posted March 25 Good golly, that TITLEPIC alone has me all juiced up. Great work, everyone! :) 3 Quote Share this post Link to post
RaRu Des2122 Posted March 26 @cannonball, those three arachnotrons don't want to teleport out from the technical area. Maybe for this I need to pick up something that didn't fit in my backpack anymore? :)) Or maybe this has already been fixed in RC4 and I missed it? 1 Quote Share this post Link to post
cannonball Posted March 26 16 minutes ago, RaRu Des2122 said: @cannonball, those three arachnotrons don't want to teleport out from the technical area. Maybe for this I need to pick up something that didn't fit in my backpack anymore? :)) Or maybe this has already been fixed in RC4 and I missed it? Hmm, I have made some changes that were implemented into RC4 I believe, however I am not sure whether this will fix the issue. I certainly didn’t have issues with those spiders when I tested in DSDA, though the closets are a little snug so depending on what source port you are using then it might simply be a case of me giving them a little more room in their closet. Either that or something happened by accident to mechanically prevent their release or stops them waking up. 2 Quote Share this post Link to post
RaRu Des2122 Posted March 26 @cannonball, I'm playing through GZDoom - maybe this could cause a problem? 1 minute ago, cannonball said: Hmm, I have made some changes that were implemented into RC4 I believe Oh, I'll check it. 1 Quote Share this post Link to post
RaRu Des2122 Posted March 26 I replayed the map in the RC4 version. Now there are six arachnotrons sitting there instead of three and they still don't want to come out. Apparently, it's about the source port. 1 Quote Share this post Link to post
TJG1289 Posted March 27 7 hours ago, RaRu Des2122 said: Apparently, it's about the source port. I had the same issue in GZDoom as well, but I think I'm still on RC3. 1 Quote Share this post Link to post
oneselfSelf Posted March 27 I'm only on MAP 2 but this fucking rules so hard. I know it's a little early to say it but this might be a contender for one my favorite megawads honestly. Great job to everyone who worked on this! 3 Quote Share this post Link to post
RaRu Des2122 Posted March 27 (edited) MAP09: the secret counter shows 5/6 and on the automap itself, even with iddt, only five are visible and the sixth is not displayed. What is this mysterious secret? At first I thought it was an extra secret sector or something like that but in the RC4 version, on the contrary, there are more secrets on this map. So the question remains open. MAP10: Upon the Brink of Trancendence. Doesn't the last word in the title spell like this: "TranScendence"? Or both options are appropriate? Edited March 27 by RaRu Des2122 2 Quote Share this post Link to post
myolden Posted March 27 2 hours ago, RaRu Des2122 said: MAP09: the secret counter shows 5/6 and on the automap itself, even with iddt, only five are visible and the sixth is not displayed. What is this mysterious secret? At first I thought it was an extra secret sector or something like that but in the RC4 version, on the contrary, there are more secrets on this map. So the question remains open. MAP10: Upon the Brink of Trancendence. Doesn't the last word in the title spell like this: "TranScendence"? Or both options are acceptable? Amazing that a typo like that made it this far without someone noticing! Not sure about map 09, I'll have @realjohnmadden look into it. 2 Quote Share this post Link to post
ConMan3222 Posted March 28 On 3/17/2024 at 2:29 AM, liPillON said: this pwad includes a widescreen-capable stbar lump, which the Fullscreen Statusbar mod does not support (both in split and unsplit modes) Load this additional pwad (it contains a cropped STBAR lump) after the mapset and before the hud mod D2ICO_STBAR_320px.zip To me, this does not work. Does loading the PWAD after the Mapset mean load it above or below the MegaWAD? 1 Quote Share this post Link to post
NecrumWarrior Posted March 28 2 minutes ago, ConMan3222 said: To me, this does not work. Does loading the PWAD after the Mapset mean load it above or below the MegaWAD? Below would be after. Top is always first. 2 Quote Share this post Link to post
realjohnmadden Posted March 28 18 hours ago, myolden said: Amazing that a typo like that made it this far without someone noticing! Not sure about map 09, I'll have @realjohnmadden look into it. So turns out this puddle of toxic waste in the underground city actually counts as its' own secret lmao 3 Quote Share this post Link to post
ConMan3222 Posted March 29 22 hours ago, NecrumWarrior said: Below would be after. Top is always first. It still does not work. I even tried modifying the WAD in Slade3 but to no avail. liPillON said to load the PWAD before the HUD mod, but that did not work either. What is going on? 0 Quote Share this post Link to post
Shepardus Posted March 29 (edited) 44 minutes ago, ConMan3222 said: It still does not work. I even tried modifying the WAD in Slade3 but to no avail. liPillON said to load the PWAD before the HUD mod, but that did not work either. What is going on? There's a blank STARMS lump in the WAD (two of them, actually) that messes up the HUD mod. Try this: D2ICO_STBAR_320px.zip (I just added a new STARMS lump to @liPillON's WAD, cropped from the existing status bar graphic) Also, judging from your screenshot, you're loading the map WAD after the status bar replacement; it should be the other way around. Edited March 29 by Shepardus 0 Quote Share this post Link to post
ConMan3222 Posted March 29 15 minutes ago, Shepardus said: There's a blank STARMS lump in the WAD (two of them, actually) that messes up the HUD mod. Try this: D2ICO_STBAR_320px.zip (I just added a new STARMS lump to @liPillON's WAD, cropped from the existing status bar graphic) Also, judging from your screenshot, you're loading the map WAD after the status bar replacement; it should be the other way around. It works, thank you, Shepardus. I appreciate it. 0 Quote Share this post Link to post
philcul Posted March 29 (edited) Probably found a bug in map 22: You can just walk through the fence that's next to the red skull key, it is not marked as impassable. Edited March 29 by philcul 0 Quote Share this post Link to post
myolden Posted April 2 I was originally going to wait to upload RC5 until the replacement map 19 was ready, but seeing as this project got voted in for the Doomworld Megawad Club this month I figured they should get the latest and greatest. Map 19 should be in this week! 7 Quote Share this post Link to post
myolden Posted April 6 (edited) Hello everyone, RC6 is here which includes the previously missing map 19! However, since the new map is quite a bit larger in terms of scale and monster count, I slightly altered the map order. The new map is in slot 20, while the previous map 20 is now in slot 19. There's also some fixes and updates to other maps as well. Also, for you folks who are waiting for the idgames release, we've decided to wait until the DWMC is finished with their playthrough before uploading so expect that to happen sometime in early May. Screenshot of the new map: Spoiler Edited April 6 by myolden 22 Quote Share this post Link to post
eater29 Posted April 6 Hi! Hopefully the wait was worth it. I hope you like secrets :] 15 Quote Share this post Link to post
TJG1289 Posted April 7 On 4/5/2024 at 8:59 PM, eater29 said: Hi! Hopefully the wait was worth it. I hope you like secrets :] It was! Lots of tough and fun combat puzzles. A lot of those secrets were hidden very well. Definitely a highlight for sure in a WAD full of highlights. 5 Quote Share this post Link to post
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