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Doom 2 In City Only [Now on idgames]


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6 hours ago, LVENdead said:

 

Maybe I should have put a health bonus on top of that lol

way to torture the psychopath who goes for 100% items on this WAD

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At least it's an idea to make the exit more obvious. That or really put an explicit sign next to it, which is maybe not fitting considering the way the room is set up.

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Beat the first episode, secret map included, and this has been awesome thus far, as expected. Currently, on Cannonball's map.

 

A few comments so far:

 

The Doom cute is nice and I love how this wad rewards exploration as much as it does! Combat thus far has been quite forgiving because player is given ample resources (especially if you're a keen secret hunter) to demolish the opposition, even on the highest difficulty.

I wish the author of the secret map had gone for a slightly more dilapidated look, given the intermission text story, but the map is good fun regardless.
 

Couldn't for the life of me figure out how to access the final secret area with the invuln and bfg in map 06 (opening map of e2). Interacted with all three payphones after having obtained all three keys and still nada. Would appreciate it if someone could help me out here.

 

Otherwise, superb e1, managed to uv max all the maps there!

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4 minutes ago, Firedust said:

Couldn't for the life of me figure out how to access the final secret area with the invuln and bfg in map 06 (opening map of e2). Interacted with all three payphones after having obtained all three keys and still nada. Would appreciate it if someone could help me out here.

 

Otherwise, superb e1, managed to uv max all the maps there!

It's timed, I think.

 

Also, kudos for finding the soulsphere+invis secret on MAP05, lol.

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10 minutes ago, Firedust said:

Couldn't for the life of me figure out how to access the final secret area with the invuln and bfg in map 06 (opening map of e2). Interacted with all three payphones after having obtained all three keys and still nada. Would appreciate it if someone could help me out here.

I had to look it up in Doom Builder and did some experimenting, and here's what I found:

There are single-use walk-over triggers on the four lifts that lead up to the exit area. These triggers close the doors to the secret, and by the looks of it, were intended to reopen them after 30 seconds, but it doesn't work correctly, and the doors instead stay shut permanently. You can still access the secret if you trigger these walk-over lines before interacting with the three payphones.

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5 minutes ago, Archvile Hunter said:

I had to look it up in Doom Builder and did some experimenting, and here's what I found:

There are single-use walk-over triggers on the four lifts that lead up to the exit area. These triggers close the doors to the secret, and by the looks of it, were intended to reopen them after 30 seconds, but it doesn't work correctly, and the doors instead stay shut permanently. You can still access the secret if you trigger these walk-over lines before interacting with the three payphones.

Wait, so I need to walk over the lines FIRST, then go interact with the payphones, then come back?

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12 minutes ago, Firedust said:

Wait, so I need to walk over the lines FIRST, then go interact with the payphones, then come back?

From my experimenting, that's what I had to do to access it

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Posted (edited)
19 minutes ago, Archvile Hunter said:

From my experimenting, that's what I had to do to access it

Welp, that is beyond convoluted. Makes me wonder why the author didn't just opt for the three payphones to be the sole requirement to access the area. Map's really fun though and the BFG would've neutered the last hoedown anyway.

And thanks for the explanation!

Edited by Firedust

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I was like almost positive that I just had to fugure out the optimal order of triggering the payphones and running staight to the secret. As long as I left them to the very end they worked every time 

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So here's a sneak peek at my description for MAP09's Secret #5.

 

Spoiler

In order to get this secret and Secret #6, you need to make it to the end of the level without using any of the three phone booths in the map (each of which requires a key). Lower the four lifts leading to the exit area, and step on each of them before going up (this will help prevent the secrets from being permanently accessible). By stepping on any of these lifts just once, the right side of the upper floor will be closed. After stepping on the lifts, go back and use each of the three phone booths (the one requiring the red key is just outside the north building, the one requiring the blue key is at the south side, and the yellow key phone booth is in the park). Return to the upper floor and you can enter the vent shaft with shotgun shells. Note that these three phone booths can be used only once, and if you stepped on the lifts after using just one of the booths, the secret and Secret #6 will be permanently inaccessible.

Of course an update may make the whole permanently inaccessible thing moot if it happens.

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Posted (edited)

So far I have played until MAP23 (including) and overall, my impression is very positive. While I prefer smaller maps with less mob density, there's a lot to explore and the visuals are quite appealing (gotta love those animated skies). 

 

My only negative experience so far was with MAP20. Deviating from what its title implies ("A Wilted Clover's Lullaby"), it was rather like a requiem for me. 2000+ monsters even on ITYTD already didn't sound very encouraging when I entered the level. I was hoping for wide, open spaces as battlegrounds at least, but unfortunately I was disappointed - you often get confined, trapped with insane spawn waves and little margins for errors. My kind of gameplay this is not and on top of everything I wasn't able to find that freakin' yellow keycard. I ended up noclipping to the exit to get it over with eventually since I don't like running around with god mode activated all the time.

 

Other than that, top-notch experience so far. Also those secret levels are quite interesting and creative. And there are so many of them! 

 

Otherwise: When the game gives you a subtle hint it's time to put the shitpants on (MAP23 "Idumea")...

woof0000.png

 

Edited by NightFright

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Posted (edited)
On 5/23/2024 at 11:56 AM, Novaseer said:

way to torture the psychopath who goes for 100% items on this WAD

 

So far I've been able to. However, there are only 6 out of 36 maps completed xD but I found everything on yours one :D

 

Many items left behind so I had to search every house for finding the rest. But in this way I managed not to die at the end and transferred everything I collected to the second episode.

Edited by RaRu Des2122

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After 9 years in development, hopefully it will have been worth the wait.

I hope you all have fun with Episode 2! I know I had fun making a map for it. Probably my favorite episode so far.. (I'm totally not biased or anything.)

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Heyho, got a couple bugs to report for map 22.

 

Sector 2080 floors aren't damaging.

 

And you can pass through the fencing near the blue key card pillar. How do I know? Because I, apparently, was the first person who actually managed to fall off there lmao

 

Also, just started Map 23. Taviow, after seeing Eater's map, be like LMAO CHALLENGE ACCEPTED BITCH

Wish me luck.

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For me, MAP23 was a walk in the park compared to MAP20. I don't mind keeping LMB pressed all the time if three prerequisites are met:

 

1) Enough space

2) Enough health

3) Enough ammo

 

 

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Not sure if I agree.

Map 20 has A LOT of secrets. And one of those secrets essentially neuters what is, imo, one of the hardest fights in the level - the cyb / baron showdown on the way to the yellow keycard. Besides, there are so many soulspheres/megaarmors stashed away, I'm pretty sure there were plenty left when I was on my way out. And I wouldn't say that there's a fight where you aren't given enough space - even the tight encounters require correct target prioritisation and you'll be gucci. While this does look like a Ribbiks map, it plays A LOT nicer than the recent-ish Ribbiks stuff. I haven't enjoyed anything he's made post-Sunlust for the reasons you've mentioned and Map 20 doesnt, imo, suffer from those. (btw y'all should play Mudman, great map)

As for map 23, I've currently found four keys out of six. Cathedral has been the hardest section so far. I got my ass blasted by a stray cyb rocket or the archno plasma bolts quite a few times. On the other hand, the two vile-centric fights (the corpse resurrection bonanza and the nobles tower) look more intimidating than they actually are, as long as you get the timing right. Just did the Cyb/arachnotron countdown fight and that was so freaking cool. Makes me wonder what kind of mapping trickery is behind it.

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From my experience with beta releases, MAP20  was much harder, with the cramped nature of each fight being the biggest challenge. 23 had two tough fights, the one with archviles, imps and chaingunners (I can't remember which key was that) and the secret exit.

 

Still, MAP24 was the hardest one in the wad and only one where I couldn't just save-scum my way through on UV. You'll see when you get there.

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I, unfortunately, didn't play the beta, so I wouldn't know how much easier map 20 in its current state is. The secret exit fight in map 23 was pretty damn tough. First few times I wasn't killing the pinkies quickly enough, but after a couple attempts I got the hang of it.

 

Gonna play the secret level of the episode first, then map 24 and see what it's all about. Name suggests it's something to do with the invisib sphere, aka the ultimate power-down in Doom.

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4 hours ago, Firedust said:

 

I, unfortunately, didn't play the beta, so I wouldn't know how much easier map 20 in its current state is.

 

From what I can remember, the only balance changes made to the map were fixes to cheese strats and making it harder to brute-force all the arachnos in the bonus fight. So the release version is ironically harder :P

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Posted (edited)

Has anyone managed to UV max map 24? Took me quite a lot of time to figure out the route on UV just to beat it, but killing every monster... Is it even possible?

 

I wish there was a secret invuln sphere somewhere so I could time the pick up and then clean up the rest of the monsters.

Edited by Firedust

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Single-segment uv-max seems unfeasible because of wandering monsters. They tend to roam around and get stuck in odd places, so good luck finding them without saves & loads / IDDT. It is theoretically possible though.

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2 hours ago, Firedust said:

I wish there was a secret invuln sphere somewhere so I could time the pick up and then clean up the rest of the monsters.

I feel like that might completely break the voodoo script that handles the map's entire gimmick, so I dunno.

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Posted (edited)
18 minutes ago, Novaseer said:

I feel like that might completely break the voodoo script that handles the map's entire gimmick, so I dunno.

Or maybe add a wall in the corresponding closet that would lower to prevent the killer voodoo doll from moving forward - once you progress far enough into the map.

 

Or... teleport away the barrel + voodoo doll where they can't get crushed.

Edited by Firedust

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Questions about MAP09 have arisen again and quite interesting ones :))

Firstly, this lone chaingunner from the screenshot below is stubborn and doesn't want to teleport to the battlefield at all. It's doubtful that I've missed something that releases just one monster that doesn't pose much danger. But who knows?

 

1377464805_MAP09-.jpg.834e2b7e9c48b8f2b05b3d5623ff4fcb.jpg

 

Secondly, initially the monsters counter shows 516 monsters on the UV difficulty but in fact there are 522 of them. Three chaingunners, two pinkies and one hellknight don't go into the total score of monsters on the map. I wonder why?

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It's possible that the mechanism for the chaingunner malfunctioned because of GZDoom, since I know it handles scrolling floors differently from DSDA-Doom. I think it could theoretically also happen in DSDA-Doom, but regardless, it's a bug.

 

The six monsters that don't count towards the kill count are flagged "friendly," meaning they act as your allies and will fight other monsters alongside you. I think it's likely that this is an error.

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Didn't get this error in DSDA or GZDoom. Managed to UV max map 09 in both source ports, so I'm guessing, based on what AH said, it really depends on your luck whether all monsters in scrolling floor closets teleport in for that fight or not.

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I just got done with the first 3 maps of this WAD and man, what a beginning! Map 1 is full of very well-conceived combat sections. I'd call it Skillsaw-esque in just a high level of exciting gameplay that's both challenging and approachable. Really keeps you on your toes. Map 2 I thought had some awesome set pieces and the layout and progression were perfect. Map 3, what an insane map. Honestly some of the best examples of doom-cute I've ever seen, and there was a ton of areas to explore without ever feeling lost. Great power fantasy gameplay as well. 

 

I thought I didn't like city maps, but I'm really glad I downloaded this WAD. Looking forward to the rest of the maps!

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Posted (edited)

In case corrections are still accepted:
STTNUM1 ("1" HUD number) aligns a lot better with an xoffset of -3 (-3/-4 instead of 0/-4).

Edited by NightFright

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I played through the whole futuristic city (@muumi, Map10 is a truly masterpiece!) and started the Egyptian one. It's good that first two maps of it are quite short and not very difficult because after such four consecutive maps as Map08, Map32, Map09 and Map10, I was in dire need of a little respite :))  So far, all the secrets are found without any problems. 

 

At the moment I have totally completed 14 maps, there are still 22 ahead.

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I've been playing my way through this, noting all the secrets and how to get them, and...

...are you watching, Eater29? You've just reserved your own personal circle of Hell for the devious, devious positioning of one of the secrets in map 20. Better hope you've got enough ammo with you, because I'm sending in 100,000 revenants to deal with you for this! Without revealing too much, it's this one, which anyone else who has been tearing their hair out will identify in no time...

Spoiler

IDMYPOS these coordinates: X -2349 Y -1436 Z -160.

I must have spent several hours figuring out how to get that wall to open, and had to resort to turning the music off just so that I could hear if one switch led to another. You'd have to be trained as a Marine sniper to see the red switch without IDDTing it!

 

I've mostly been playing this WAD for the Keen hunt in map 28 - I signed up for this forum just to ask about those, and sure enough, it was exactly what I was looking for. I have a concern that the map isn't possible without defining a jump key, and somewhere on this thread or the "WAD club" thread there are instructions not to do that, but I see no way of getting over the Icon Of Sin pillars in the middle of the map without it, among many other examples. If the jump key is legit for this map, so be it.

So that sent me to map 36 - and for the first time on this entire WAD, I am completely stumped. There's a structure to the northwest of the map which I've found absolutely no legitimate way to get to, even though it's got monsters in it, and items to pick up. Whether or not I have a jump key defined, it's automatically disabled in this map, which might be deliberate.
 

Spoiler

IDMYPOS: X -6330 Y 4100 Z 168 for the front door.
I've resorted to IDDT to see what's what, and there appears to be stairs that should rise out of the ground (X -6293 Y 2807 Z 0) that get us to this point. However, I haven't found a switch that will do it. I've even gone as far as showing the linedefs in white that have some kind of triggering action - there's one across the death pit to the south of this area, and there's one in the passage at the beginning of the level that appears to do nothing. I've had the music off listening for any action in the distance like I did with map 20.

I've found the switch on the toaster which then leads to the secret with the flushing toilet, but unlike other previous maps in this WAD, haven't found that flushing the toilet does anything.

I've checked all four sides of the hidden teleporter with the red cone statue (what is it supposed to be...?) floating in the middle of the map that leads to... a single health bonus and nothing else except another teleporter (and I've checked both sides of that one as well).

I don't fit behind the fence to the SE of this area.
The wall of hands is a white linedef as well, and I've shot it more times than the people of Alabama have shot their own state sign on Interstate 10, but to no avail.

I've been scouring the map for a teleporter I've missed or a white linedef as tiny as the toaster or the toilet but as far as I can see, I've found them all. If anyone's going to mention the switch outside the building with the toaster and the toilet in it, that was the first secret I found.

Bear in mind my knowledge of the construction of Doom engine maps and the use of any map builder is zero, so it's pointless suggesting that I open it in some kind of builder and examine the code. To me, it may as well be in Burmese. (And though I know what Burmese looks like as opposed to other South East Asian scripts, I can't read it.)

 

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