CorSair Posted September 1, 2014 Jimmy said:way to actually do a thing guys just when Square releases That's just perfect timing. ;) 0 Quote Share this post Link to post
Graf Zahl Posted September 1, 2014 Salt-Man Z said:Were there even any issues with ep1? I played through the first one in GZDoom, and don't remember seeing a single glitch... Yes, there was one in MAP06 which I discovered yesterday. It involved some unclosed sector setup that made the engine think it had a missing lower texture it had to fill with the surrounding floor texture. This was only visible from some specific places. It was also easily fixable. 0 Quote Share this post Link to post
SFoZ911 Posted September 1, 2014 I just had a quick look for the things that I most expected which was the sky texture and the hub and i have to say that i'm very disappointed from both of them. I don't understand why the pre-released version sky didn't make it. about the hub, well not the structure but the music, the train station from E1 was much better then whats came in this hub. Gonna play the maps today, i'm sure i'll see some great layouts and visuals from them. 0 Quote Share this post Link to post
Joshy Posted September 1, 2014 FuzzballFox said:Sorry to say but...the MAP01 map...kinda has a very large um... Well let's just say even the map itself is very excited. :I We all know, you're not the only one who saw it. ;) 0 Quote Share this post Link to post
40oz Posted September 1, 2014 Oh wow, September 1st release date? Nice one, dick. 0 Quote Share this post Link to post
esselfortium Posted September 1, 2014 40oz said:Oh wow, September 1st release date? Nice one, dick. The release deadline was set in June and was announced a couple months ago. 0 Quote Share this post Link to post
kmxexii Posted September 1, 2014 40oz said:Oh wow, September 1st release date? Nice one, dick. maybe not the most obvious of release announcements but it's been a long time coming dude 0 Quote Share this post Link to post
franckFRAG Posted September 1, 2014 Good news and congratulation in all mappers which contributed to the project. When I learnt the news, I quickly drew a layout, during my Wordpress courses. My map for the episode 3 is badly realized, I hesitate to make a new map. 0 Quote Share this post Link to post
Vorpal Posted September 1, 2014 40oz said:Oh wow, September 1st release date? Nice one, dick. How embarrassing, especially for the people who are contributors to your project to have a clown at the helm. 0 Quote Share this post Link to post
dew Posted September 1, 2014 40oz said:Oh wow, September 1st release date? Nice one, dick. Oh wow, that salt! It is all my life lacked. 1 Quote Share this post Link to post
Pottus Posted September 1, 2014 Could you put some more health in multiplayer there just isn't enough for survival type game play (No we don't play with health respawn too lame). It gets annoying when your searching for ages and all you can find is 2 stimpacks. 0 Quote Share this post Link to post
Vermil Posted September 1, 2014 Only played the first couple of maps so far, but it's impressive; nuff said. 0 Quote Share this post Link to post
RottKing Posted September 1, 2014 Vermil said:Only played the first couple of maps so far, but it's impressive; nuff said. who's nuff 0 Quote Share this post Link to post
Springy Posted September 1, 2014 RottKing said:who's nuff Not sure, let's hope she doesn't have a hairy muff. 0 Quote Share this post Link to post
Vermil Posted September 1, 2014 Now now, nothing like that. I guess I like the 'nuff said' line describing the Lost Soul in the Doom manual. 0 Quote Share this post Link to post
Plut Posted September 1, 2014 Player can get stuck at the start of map15 in coop: http://i.imgur.com/FV1bstI.png The hellknight is stuck on map15 in coop: http://i.imgur.com/2HasVRl.png 0 Quote Share this post Link to post
MaxED Posted September 1, 2014 A typo in btsx_e2.deh, line 208: level 2: underhallsUnderwater Explosio Also, a slight misalignment near the start of MAP02: Spoiler 0 Quote Share this post Link to post
fraggle Posted September 1, 2014 Tutti Frutti on "Dirty Water": EDIT: More: 0 Quote Share this post Link to post
Pottus Posted September 1, 2014 Marnetmar said:it sucks I like it a lot better than the first episode to be honest. 0 Quote Share this post Link to post
Marnetmar Posted September 1, 2014 Pottus said:I like it a lot better than the first episode to be honest. I'm just kidding around :P It's really good to see this be released, I probably won't be able to play it until a few days down the road but I'm excited. 0 Quote Share this post Link to post
MaxED Posted September 1, 2014 Looks like an incorrect ceiling texture (MAP02): Spoiler 0 Quote Share this post Link to post
WH-Wilou84 Posted September 1, 2014 Congrats on being on time for the release, guys. :) There's a ton of awesome stuff in this megawad, I can't think of any bad map, and everyhing from the texture set to the music reeks of sheer quality. I could point out that there's maybe too much enforcement of Tyson gameplay in the earlier maps ( 01 and 02 )... I liked E1's debut a bit more because of this. But still, E2 is full of masterpieces that every Doomer should play. Once again, congratulations and thanks :) A couple notes while we're at it : E2M04 : - Linedef 3798 is misaligned. E2M26 : - A blood drop near the starting area ( thing 24 ) hovers on the stairs in PrBoom. E2M31 : - It seems that linedef 240 "absorbs" projectiles ( rockets go through without exploding ). Try flipping said linedef, maybe the bug will disappear. For reference, see this thread ( thanks again Memfis ) : http://www.doomworld.com/vb/doom-general/69536-why-do-some-upper-lower-textures-in-backside-absorb-missiles/ Same goes for the linedef on the other side. 0 Quote Share this post Link to post
fraggle Posted September 1, 2014 Altazimuth is doing a playthrough on Twitch: http://www.twitch.tv/altazimuth 0 Quote Share this post Link to post
Eric Posted September 2, 2014 Map13 has no player 2 start. Really enjoying this, otherwise. 0 Quote Share this post Link to post
joepallai Posted September 2, 2014 Map03 has a VPO. Stand on Sector 68 and look at Blue Armor in a NNE direction. More specifically it occurs when you're around the halfway point in that sector. other than that it's really good so far 0 Quote Share this post Link to post
Steinmetz Posted September 2, 2014 Dat sky texture, that's beautiful. 0 Quote Share this post Link to post
Memfis Posted September 2, 2014 I think map31 gets stuck in coop if someone dies behind the sector 1016 after it closes. On map20 some rocks in sectors 650-651 aren't aligned properly. 0 Quote Share this post Link to post
dew Posted September 2, 2014 Memfis said:I think map31 gets stuck in coop if someone dies behind the sector 1016 after it closes. Derp. It's fine if the person inside crosses linedef 1977, but that's not guaranteed. I guess that particular walkover will have to be placed in front of the invasion trigger - or at least the walkover for the shortcut teleports. edit: Or not. Damn, well... we'll think of something. :) 0 Quote Share this post Link to post
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