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Fastest Shovels 13 - Speed of PSX


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Guess what's back

Back Again

 

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Oooh let's see if I can get back to Fastest Shovels this time! But where's #11 and #12?

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I'll upload them when possibile. FS11 is complete and 12 needs to be compiled all togheter, but the sessions are both ready for idgames.

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19 minutes ago, Walter confetti said:

I'll upload them when possibile. FS11 is complete and 12 needs to be compiled all togheter, but the sessions are both ready for idgames.

Ah, I see. It's been a long while since I last checked the FS Discord server (and I don't access Discord as often as I used to).

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How do I setup a resource wad for DBPSX? I threw both my bin/cue of the original PSX Doom and Doom CE at it and neither of them worked

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Finally a PSX doom community project i can join! I played fastest shovels 8 recently and i had a ton of fun playing it.

 

16 minutes ago, No-Man Baugh said:

How do I setup a resource wad for DBPSX? I threw both my bin/cue of the original PSX Doom and Doom CE at it and neither of them worked

Iirc, you have to use the PSXDOOM.pk3 found in the Psx Doom TC as a resource.

It could be helpful if @Walter confetti added a link to some PSX Doom mapping tutorials for those who are new to this.

 

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Posted (edited)
52 minutes ago, No-Man Baugh said:

How do I setup a resource wad for DBPSX? I threw both my bin/cue of the original PSX Doom and Doom CE at it and neither of them worked

You need to use these PK3 files (each contains the textures from the OG PSX port and PSX Final Doom respectively) from the Master Edition resources files available on the thread itself.

To be able to test with PsyDoom on-the-fly, you need to build the latest commits from Github manually, as the latest release is the now-outdated v2. I can PM you the build if you want. (Hopefully @Erick194 hears us about this.)

As for mapping guide, you may want to check the modding guide from PsyDoom's Github page and this folder consisting of supplementary files necessary to make running your maps much easier.

Edited by taufan99

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@DankMetal Thank you! plus up with what taufan offered I def agree that the OP should have more comprehensive info on PSX Doom modding

@taufan99 I'd definitely appreciate the DM build. While I'm very used to Cmake on mac, I basically know nothing about compiling code for PC and just took release builds for granted. I admit that I should get more familiar with building from source on windows

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Posted (edited)

Done, with 2 hours and 34 minutes to spare. I've never done PSX mapping so I didn't know exactly what I was fully doing but it was pretty fun nonetheless.

 

phobos-recep-1.png.034be70dce2d4271998c3e6640fbb848.pngphobos-recept-2.png.6b1e969f209ad7bdcd1e89044168b44b.png

(I couldn't take good screenshots for this, sorry.)

 

phobosreception.zip

 

 

Edited by oneselfSelf
added screenshots

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Are ports / recreations of maps we've made before allowed, or should they be completely original? This seems somewhat interesting for me to try out!

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Of course, they still have to be built from scratch though because of the rules.

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I hope you don't mind me asking for this, but could we have a little bit of time extension? I've been so busy these two weeks and would like to get my submission, even if only one, finished in time.

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3 minutes ago, Walter confetti said:

Uhm... How much time you want?

4 days would be good for me.

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Posted (edited)

Here's the final package, unzip it and follow the instructions in the text file:

 

 

Check the post below for a fixed version!

4 maps, both from discord and this thread, arranged by release date.

Map list:

  1. Slipgate - @DukeOfDoom
  2. Phobos Reception @oneselfSelf
  3. No Entry at Sony - Walter
  4. Decrepit Alley @taufan99
Edited by Walter confetti

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Posted (edited)
2 hours ago, Walter confetti said:

Here's the final package, unzip it and follow the instructions in the text file:

DOWNLOAD

 

4 maps, both from discord and this thread, arranged by release date.

Map list:

  1. Slipgate - @DukeOfDoom
  2. Phobos Reception @oneselfSelf
  3. No Entry at Sony - Walter
  4. Decrepit Hallway @taufan99

Some things need to be fixed.

  • The custom episode has the name "Fastest Shovel 8" instead of 13.
  • MAP04 crashes due to unknown flat lump, despite no such error existing when I tested it extensively. I'm not sure what might be causing it, but I might take a look at it later. Also, its name is "Decrepit Alley", not "Hallway".
Edited by taufan99

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Fuck i forgot about this

I hope there's another psx doom themed fastest shovels, but anyway- i'm gonna play this whenever i can!

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I'm sorry, I got really caught up with personal obligations and couldn't finish my map. Glad there was something to come out of it though!

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52 minutes ago, Walter confetti said:

Fixed MAP04 monsters and MAPINFO:

I think we need another session of Fastest Shovels for PsyDoom, now that we got at least 3 other mappers (two here, another on the Discord server) interested but unable to join in...

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On 6/12/2024 at 8:46 AM, taufan99 said:

I think we need another session of Fastest Shovels for PsyDoom, now that we got at least 3 other mappers (two here, another on the Discord server) interested but unable to join in...

Or maybe just an actual CP dedicated to PsyDoom would be better. We did it before for Doom 64 (CChest64 and Ethereal Breakdown) so it shouldn't be too hard.

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41 minutes ago, Impboy4 said:

Or maybe just an actual CP dedicated to PsyDoom would be better. We did it before for Doom 64 (CChest64 and Ethereal Breakdown) so it shouldn't be too hard.

Hell yeah, i'm in for this (if it ever gets made)

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Actually, i was thinking about a PSX Community project more than a speedmap excersize too...

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