Catoptromancy Posted February 12, 2011 Post bug reports in this thread or use the issue tracker on the repo. https://github.com/freedoom/freedoom/issues EDIT> Pretty much all the info in this post was outdated. 0 Quote Share this post Link to post
Catoptromancy Posted February 13, 2011 Previous thread was too old edit the first post in. I will keep this one up-to-date. Old thread if needed for reference: http://www.doomworld.com/vb/freedoom/44883-map-status-and-map-bug-reports/ 0 Quote Share this post Link to post
wesleyjohnson Posted February 15, 2011 Reminder: MAP09 rev7 is in incoming, but has not made it to GIT logs yet. This rev has multi-player fixes, and other general update. Would like to hear from coop players on suitability of item placements. 0 Quote Share this post Link to post
Catoptromancy Posted February 21, 2011 http://ftpusers.coffeenet.org/~cato/freedoom/maps/johnson_map09_07.zip Here is a link so it can be committed. Also map19 from dabski needs relinked, was removed for release due to error and not finished. 0 Quote Share this post Link to post
wesleyjohnson Posted February 22, 2011 Sorry, but that link only offers me a chance to download my own upload zip file. I already have a copy. I have GIT on another system, but have never used it before (we use Subversion). I lack all information on how and where to upload into FreeDoom GIT, and probably the permissions. How to submit to FreeDoom still says that I should put it into the incoming directory. (was that post aimed at someone else ??) 0 Quote Share this post Link to post
RjY Posted February 22, 2011 wesleyjohnson said: [...] (was that post aimed at someone else ??)Yes, after three lines of ranting the penny drops :-) It was almost certainly aimed at MikeRS/chungy, Freedoom's illustrious, yet errant and currently AWOL maintainer. (Or at least anyone else who has a key for ssh access to push to freedoom.git.) Anyway I've turned Catoptromancy's post into a patch series and sent it to chungy's email address. Hopefully if all he has to do is run "git am", that will get things moving faster. 0 Quote Share this post Link to post
wesleyjohnson Posted February 28, 2011 Map13 rev2.2 update as per forum review comments, and to add multiplayer weapons and ammo, is in incoming (feb 26, 2011). incoming/johnson_map13_022.zip 0 Quote Share this post Link to post
Catoptromancy Posted April 11, 2011 skib said:did E4M8 Here 'tis Remember an awesome map can take months to make, not 24 hours...especially if you just started mapping. Also, I fell into the pit and was trapped. 0 Quote Share this post Link to post
Catoptromancy Posted April 11, 2011 http://ftpusers.coffeenet.org/~cato/freedoom/screenshots/nokey.PNG http://ftpusers.coffeenet.org/~cato/freedoom/screenshots/noteleport.PNG Remember this is the final map of the game. A half dozen sectors is tiny for a map. 0 Quote Share this post Link to post
sgtcrispy Posted April 26, 2011 I've been working on map03 and did a bit of a overhaul on it. Made it a tad shorter, more detail, added a little DM area for shits and giggles. I'm still working on proper item placement and difficulty levels, but i figured I'd see if anyone would give it a look see and give suggestions before I called it good. http://dl.dropbox.com/u/17073948/SC-Freedom-map03-beta2.wad "Keep on Doom'n!!!" 0 Quote Share this post Link to post
Catoptromancy Posted April 26, 2011 In general its awesome, but I liked the old slime factory and yellow key lower floor. 0 Quote Share this post Link to post
RjY Posted April 26, 2011 sgtcrispy said: http://dl.dropbox.com/u/17073948/SC-Freedom-map03-beta2.wadWow it's almost like a whole new map. It's pretty easy, which I prefer, I always thought map03 was a bit hard for the slot it was in. Anyway there are some bugs - linedefs 2168 and 2170 need their types changing to 112, currently they rely on zdoom's zero tag handling - linedefs 2176 and 2182 are doortracks but aren't lower-unpegged - thing 11, the teleporter exit in sector 116 needs to exist on all skill levels, else one of the chaingunners doesn't teleport - the chainsaw secret appears to be unmarked and the pools of slime in that area don't damage you. Is this intentional? 0 Quote Share this post Link to post
sgtcrispy Posted April 26, 2011 RjY said:- thing 11, the teleporter exit in sector 116 needs to exist on all skill levels, else one of the chaingunners doesn't teleport - the chainsaw secret appears to be unmarked and the pools of slime in that area don't damage you. Is this intentional? Ah that's why he wouldn't tp in. Hmm I thought I marked that secret. Maybe not (shrugs) Will fix if needed. As for the slime, just didn't mark it yet. Thanks for the feedback! :) 0 Quote Share this post Link to post
RjY Posted April 26, 2011 Sorry I realised I said something misunderstandable - I don't mean the chainsaw secret isn't a marked as a proper secret area, I meant there was no indication that it was there. I'm not sure how you could find it without endless wall humping, or using the map cheat. Maybe I missed something, though. 0 Quote Share this post Link to post
BondEar Posted May 4, 2011 You should at least give some sort of indication that there's a secret in the area. Just don't make the entrance to it too obvious. A good example of a "hidden in plain sight" secret is the first level of Requiem. 0 Quote Share this post Link to post
wesleyjohnson Posted May 5, 2011 Ditto. Do not care for secret area that cannot find by careful looking. Do not accept humping walls anymore, will bring up editor or other cheat first. 0 Quote Share this post Link to post
sgtcrispy Posted May 5, 2011 wesleyjohnson said:Ditto. Do not care for secret area that cannot find by careful looking. Do not accept humping walls anymore, will bring up editor or other cheat first. Fair enough. Will fix. 0 Quote Share this post Link to post
RjY Posted May 5, 2011 Since it's been a week or so I went and fixed the obvious bugs I mentioned upthread (changelog, updated file) I left the chainsaw secret alone though. If it was me I'd put it behind linedef 1161, in the wall opposite the switch that lets you out of that area. Then the asymmetry of the room is enough to hint at a secret there. Better than at the back of one of eight identical slime pits the monsters emerge from. (Sigh, and I just noticed I typoed one of the linedef numbers in the commit message...) 0 Quote Share this post Link to post
sgtcrispy Posted May 9, 2011 Whee! I made a few more changes and fixed (think so...) the bugs/issues you guys found. Also kinda shoehorned a bit of the old sewer system at the end. I'm not quite married to the idea so if it seems "meh" taking it out would be a biggie. http://dl.dropbox.com/u/17073948/SC-Freedoom-map03-beta3.wad "Keep On Doom'n!!!" 0 Quote Share this post Link to post
RjY Posted May 10, 2011 Thanks for the update. Your version still has many of the bugs I reported, though. It would have been nice if you had started work from the fixed version I posted just above, but I guess you had already begun, or didn't see the post. Edit: updated, fixed again, pushed out, updated file is here. 0 Quote Share this post Link to post
sgtcrispy Posted May 10, 2011 Sorry about that. I was working on it and didn't even think to grab it. My bad. :( 0 Quote Share this post Link to post
natt Posted May 27, 2011 Let me make sure I'm getting this right: If there's a map on the list with a bug report next to it but no name of a person currently working on it, I can take that map and fix it up? I feel like I owe something for starting map31 and then disappearing for a few decades. 0 Quote Share this post Link to post
wesleyjohnson Posted May 27, 2011 Map09 rev 8 and Map13 rev 2.3 updates to incoming: 5/26/2011 johnson_map09_08.zip johnson_map13_023.zip Some fixes, some accessories added, a few adjustments. More than just minor changes. MAP13: Monsters climbing walls of conveyor fixed. Added heating pipes, support posts, and other basement stuff. MAP09: Friction adjusted in mud pit. A roof bolter added. Added more pillars and reduced size of roof opening in pit. Changed some monsters in water-treatment plant. 0 Quote Share this post Link to post
BondEar Posted June 9, 2011 There's this one big hallway in E2M8 that moves up and down and can crush you. At the end is a teleporter with a plasma cannon on top of it. So I figured I'd run there as soon as I could and then I would be teleported out of the hallway. Only problem is that there wasn't a teleporter. When I figured it out, it was too late. I think the level would be better if that teleporter looking platform was taken out. It makes the player feel like the level is cheating. Also, there's some texture misalignments in E2M1 (warning 600k images): http://imgur.com/Iv35O.png http://imgur.com/wnLNi.png 0 Quote Share this post Link to post
RjY Posted June 11, 2011 BondEar said:Also, there's some texture misalignments in E2M1 (warning 600k images): http://imgur.com/Iv35O.png http://imgur.com/wnLNi.png Fixed, thanks 0 Quote Share this post Link to post
Death Egg Posted June 18, 2011 My E3M3 and E3M9 are pretty much done now, and looking at the list I notice E3M6 isn't on there, which I was considering doing. It isn't in the current Ultimate FreeDoom IWAD... Is it done, but not added in yet? In the meantime, I'll probably do one more Episode 3 map (Likely E3M7) before moving on to E4M9. (A bit random but I have my reasons) I may do an Episode 2 map while I'm at it. 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.