nxGangrel Posted August 12, 2015 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. 0 Quote Share this post Link to post
DeletedUser Posted August 16, 2015 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? 0 Quote Share this post Link to post
Demonologist Posted August 16, 2015 @ Bloodite Krypto: nomo demo. 0 Quote Share this post Link to post
DeletedUser Posted August 16, 2015 Thanks buddy =) so much for me being observant >_> 0 Quote Share this post Link to post
dannebubinga Posted August 16, 2015 Marcaek: I can't reproduce that visual glitch your screenshot shows. 0 Quote Share this post Link to post
dannebubinga Posted August 16, 2015 Summer of '69 is now on /idgames. This file includes 5 maps that were either reworked or replaced. Have fun. 0 Quote Share this post Link to post
Andrea Rovenski Posted August 17, 2015 How do you get the MAP05 berserk? Been looking for like 30 minutes. 0 Quote Share this post Link to post
dannebubinga Posted August 17, 2015 There's a switch behind the pillar that's located in front of the other pillar that holds the berserk. If that makes any sense. 0 Quote Share this post Link to post
koren Posted August 17, 2015 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. 0 Quote Share this post Link to post
Aqfaq Posted August 20, 2015 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? 0 Quote Share this post Link to post
Linguica Posted August 20, 2015 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. 0 Quote Share this post Link to post
Springy Posted August 21, 2015 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. 0 Quote Share this post Link to post
40oz Posted August 21, 2015 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. 0 Quote Share this post Link to post
Demonologist Posted August 21, 2015 Action 247, guys, action 247. 0 Quote Share this post Link to post
Avoozl Posted August 21, 2015 This seems pretty much interesting, I will download it and try it for myself, hoping I will handle the difficulty. :P 0 Quote Share this post Link to post
NuMetalManiak Posted August 21, 2015 up to MAP10 with this, my keyboard is still intact. MAP08 is my favorite so far. 0 Quote Share this post Link to post
Ex Inferis Posted August 21, 2015 Up to map 7 now... WHOA! That is some really, really good stuff! So far, lol... 0 Quote Share this post Link to post
Dagazur Posted August 24, 2015 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. 0 Quote Share this post Link to post
baja blast rd. Posted August 25, 2015 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? 0 Quote Share this post Link to post
kmxexii Posted September 1, 2015 just wanted to say that the alternating arch-vile encounter in map19 is total genius, you are a fucking fun-wizard 0 Quote Share this post Link to post
Fonze Posted September 1, 2015 Fun map set and very beautiful. Need to play farther :) 0 Quote Share this post Link to post
NightFright Posted September 2, 2015 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? 0 Quote Share this post Link to post
Da Werecat Posted September 2, 2015 The wad has its own modified palette. Including graphics is important. 0 Quote Share this post Link to post
scifista42 Posted September 2, 2015 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. 0 Quote Share this post Link to post
Da Werecat Posted September 2, 2015 scifista42 said:Custom palette takes effect on stock graphics without reincluding them. Well, duh. 0 Quote Share this post Link to post
Ribbiks Posted September 2, 2015 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 0 Quote Share this post Link to post
scifista42 Posted September 2, 2015 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 0 Quote Share this post Link to post
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