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Sunlust [on /idgames]


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UV is designed primarily for ubermensch doom-gods, thus we encourage most players to start off on HMP or lower.

I guess I'm a better player than I thought. I started playing on UV as I usually do, but I didn't read that part till now. Maybe the wad will get really harder.

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How do you reach the Invul secret on MAP24? Their's no teleporter to it, and it looks like the lift to it is triggered by a voodoo doll, but theirs a wall which needs to be lowered in it's chamber first which seems to be tagged to a switch in the secret area in the first place?

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dannebubinga said:

Summer of '69 is now on /idgames. This file includes 5 maps that were either reworked or replaced. Have fun.

Wonderful, the old 'in flight' lives on! MAP06 is very entertaining too, the secret is very reminiscent of a timeofdeath map.

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Sunlust has some of the best maps ever, it seems.

Am I dreaming or did I see monsters being resurrected when no arch-vile was nearby? How was that done?

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Aqfaq said:

Am I dreaming or did I see monsters being resurrected when no arch-vile was nearby? How was that done?

The WAD has a Dehacked lump that gives Commander Keens the archvile walking code pointer. Then they teleport the keens inside pillars, and any dead monster next to the pillar gets revived.

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Linguica said:

The WAD has a Dehacked lump that gives Commander Keens the archvile walking code pointer. Then they teleport the keens inside pillars, and any dead monster next to the pillar gets revived.

I will have to remember that one, very creative. I also noticed the teleporting SSG which I thought was very psychedelic indeed. I am quite curious to know how that one worked.

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boom has scrolling/coneyor belt-like floors. Outside the map, the SSG is dumped on a scrolling floor with a door blocking it from moving. Player steps over a line that opens the door, the SSG then scrolls over a teleport line teleporting it into the map.

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This seems pretty much interesting, I will download it and try it for myself, hoping I will handle the difficulty. :P

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About to finish playing through this all on UV+Pistol starts... fuck there was some tough moments but all in all A++++ megawad would play again. The "Green" maps were sexual.

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Map01 on multiplayer has a cyber and four barons in the start area, but only on easy. Is that a "haha that's what you get for playing on easy" or was the cyber supposed to be medium/hard?

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Really nice megawad, but may I ask why you included ALL assets from doom2.wad? There is everything in there - menu lumps, weapon lumps, monsters, the whole thing.

It would have been enough to just put those you actually changed. This way, you don't only needlessly clutter your wad, you also override stuff others may have in their autoload, e.g. the sprite fixing project.

Would it be possible to release a revised version?

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Well, not really. Custom palette takes effect on stock graphics without reincluding them. Just the graphics that need to change appearance in terms of using different color indexes, only those need to be reincluded. Not all of them. If you take a particular graphic, and its color indexes (even if not the colors themselves!) are pixel-by-pixel the same with the new palette as with the original palette, the graphic doesn't need to be reincluded. I think Sunlust has many needlessly reincluded graphics, indeed.

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the idea was to minimize the difference in appearance between sprites in sunlust and stock doom2 content. the primary purpose of the palette (as explained in the textfile) was mostly so that dark red areas in later E2 maps didn't look like shit in software (when played with reasonable gamma), it wasn't just for the hell of it. This meant remapping any sprites with noticeable amounts of reds (which turns out to be a lot). If a significant number of a particular enemy's sprites were remapped, I usually included the remaining animations/rotations as to not cause single-frame discordancies for mods that replace them (under the assumption this would be preferable to skipping back and forth between stock and custom graphics mid-animation). Quite possible there are a few unnecessary assets that slipped through the cracks, but the overhead is really not significant compared to the size of the map/texture data.

Feel free to delete whatever graphics you want in your personal copy of the wad.

kmxexii said:

just wanted to say that the alternating arch-vile encounter in map19 is total genius, you are a fucking fun-wizard


a harder variation of this idea appears in m29 as well, hope you like :D

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According to my observation, the following sprite sets don't contain red and were reincluded needlessly:

CHGG - Chaingun (without muzzle flash)
SAWG - Chainsaw (almost)
PISG - Pistol (without muzzle flash)
TFOG - Teleport fog
IFOG - Item respawn fog
APLS,APBX - Arachnotron plasma
BOSF - Boss cube
PUNG - Fist
MISG - Rocket launcher (without muzzle flash)
SHTG - Shotgun (without muzzle flash)
PLSG,PLSF - Plasmagun
PLSS,PLSE - Plasma ball
BFGF,BFS1,BFE1,BFE2 - BFG plasma
PLAY - Player (except death frames)
BOS2 - Hell knight (except two lone pixels in one frame of his death animation)
BAL7 - Baron ball
SSWV - Nazi (except attack + death frames)
VILE - Archvile (except death + healing frames)
FIRE - Archvile's fire
CAND - Candle
CBRA - Candelabra
SHOT,MGUN,LAUN - Weapons
CLIP,ROCK - Ammo
ARM1,ARM2 - Armors
COLU - Floor lamp
BPAK - Backpack
BROK,AMMO - Ammo
ELEC - Tech pillar
BKEY,YKEY - Keys
SUIT,BON1,SOUL,BON2 - Pickups
SGN2 - Super shotgun
COL2,TRE1,SMIT,SMIT2 - Decorations
BSKU,YSKU - Skull keys
TRE2 - Big tree
CELL,CELP - Ammo
TGRN,TBLU,SMBT,SMGT - Torches (also, TGRN appears twice)
MEGA - Megasphere
TLMP,TLP2 - Lamps

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