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Doomworld Mega Project 2015 - Now on /idgames


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Here you can get what alphas I managed to download before the File Dropper links went down:

http://rhinoduck.mooo.com/downloads/?dir=/temp/dmp2015/

Missing:

dmp15a_alpha3_alt
dmp15b_alpha2 (if someone has this one and could link it, I would be very grateful)


EDIT: The linked "collection" is now complete thanks to EffinghamHuffnagel.

NOTE: These files will be removed once official sources become available again.

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Yes, after this one will be finished and on /idgames.

By the way, ZDoom compilation is almost done, I only need to figure out what were XLightningStormL's texture resources for "N_WOOD05" and "STEP12".

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I think they might be from Shadow Maverick's Multi-Purpose Mod. I don't know if he made them or grabbed them from someplace else. I found both those files in the smmp_mapsandextras_r612.pk7 file at best-ever. It's a big download (136 MB).

http://static.best-ever.org/wads/smmp_mapsandextras_r612.pk7


If you just need the actual textures, I also found them here:

http://shadow-mavericks-multi-purpose-mod.googlecode.com/svn/trunk/pk3_extras/Textures/


Edit: Sigh. N_ prefix means a Nick Baker texture. I knew that. I really did. I just need more sleep.

I found an N_WOOD05 in mortres.wad and a STEP12 in nb_recol.wad. Both are different from the ones I found above. Not knowing what the original textures in the map looked like, I probably should have just shut up and not posted at all. I'll do that now.

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Downloaded both the limit removing and Boom map sets and there was some impressive stuff in there!

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MAP10 from boom compilation still suffer from texture zdoom-ism, checked on Doom builder and found the following textures that need to be remaked as normal floor / wall: FLAT5_8, DEM1_5, MFLR8_2 are used as walls and BRICK4 is used for floor texture...

Also i have some problem passing the CWolfRu's map but maybe i've going wrong with something, and the sky textures for the maps after MAP12 have some bleeding bugs, as i shown you the last time....

Also yay Zdoom comp (and probably a proper release) is on the way...

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scifista42 said:

Yes, after this one will be finished and on /idgames.


I'd recommend setting up at least a signup thread because there's April already.

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walter confalonieri said:

Also i have some problem passing the CWolfRu's map but maybe i've going wrong with something


Huh? What's wrong?

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walter confalonieri said:

the sky textures for the maps after MAP12 have some bleeding bugs, as i shown you the last time....

That last time was before Alpha 2 was released, and I've tried my best to fix those bleeding bugs in Alpha 2, but if you've discovered some in Alpha 2 that I have missed, please post new screenshots or tell me where exactly they are.

EDIT: Oh wait, you don't mean incorrect sky transfers, you mean slime trails. I told you those won't be addressed.

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scifista42 said:

EDIT: Oh wait, you don't mean incorrect sky transfers, you mean slime trails. I told you those won't be addressed.


Ah ok, get it, gonna playing the last 2 maps i missed playing...

EDIT: Ok, just finished the boom compilation, lots of good effort maps like in vanilla /limit removing map pack, the only "trouble" i've had is understanding where to go on the starting in CwolfRu map without any walktrought (i've understand where i had to go thanks to the author itself),is even also kinda of shown where to go thanks to a hidden sign that you need some , but i didn't noticed the first time i've played this map unril today... also did spaceswitch 2 is even beatable if you don't find at first the correct switch, that needa a lot of luck?

Talking about this last map, oh boy i want to see this played on Friday Night Survival, this would shows a lot of fun!

No huge problem in these maps expect of that sky textures problem... and maybe make more visible where to go at CwolfRu map start... but i think you just need to be careful about strange signs on that section...

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  • 2 weeks later...

Compilation of ZDoom/GZDoom maps (first alpha version) finished:


> > > DMP15C - Alpha 1 < < <


What is included:
- 11 maps split into 2 episodes (ZDoom and GZDoom compatible)
- All textures and music used by these maps
- MAPINFO, ANIMDEFS etc.
- CWILV intermission signs

Possibly looking for:
- custom title music, intermission music, and intermission texts

Needs your playtesting to:
- check for critical bugs in maps
- check if all maps are actually the latest versions posted
- check if I wrote everybody's nicknames and map names right in the MAPINFO and CWILVs
- discuss map order


Maplist:

Slot    Author                Map name               Reason why I put it into this mapslot

The ZDoom episode:

MAP01   Mechazawa             HONEYCMB               Small and simple.
MAP02   DoomLover234          Miner's Paradise       Large and easy.
MAP03   XLightningStormL      Hanger 2               Even larger, still easy.
MAP04   glenzinho             Downbase               Medium length and difficulty.
MAP05   DMGUYDZ64             Death awaits           Contains high-HP monsters.
MAP06   obake                 Ultimate Countdown     Large, not entirely easy.
MAP07   riki2321              City Escape            Easy run around lots of monsters.
MAP08   Omnistar              Land of Erebus         Enormous!

The GZDoom episode:

MAP09   LittleInferno         Doomenstein            Small and easy.
MAP10   walter confalonieri   Black Plague (...)     Large, but not much hard.
MAP11   Protester             A Clear Line Drawn     Medium sized, relatively hard.
I changed walter confalonieri's map name on the automap to make it fit there, I added/changed music of maps that used D_RUNNIN, and added coop starts to maps without them.

Again, I welcome any honest feedback, particularly feedback related to my requests that I wrote earlier in this post.

Also, sorry for my delay, again.

Also, my 10000th post on this forum.

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scifista42 said:

Possibly looking for:
- custom title music, intermission music, and intermission texts


I may try, but don't promice anything right now...

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MAJOR BUG!
My map doesn't have the reduced gravity and air control! It is literally impossible to beat it normally without these!

Edit: Looking at the map info for the original, the gravity needs to be 110, and aircontrol set at 1.

Also, I played through the first five maps. So far, the set is pretty dodgy. The first map is a pain due to tons of hitscanners and no armor until the end. The last trap is strangely the easiest part, but that's fine by me :D

Maps two has some cool ideas, and interesting layout. But gameplay wise it's pretty meh.

Map three is amateurish, but has a certain charm. On pistol start, it is notably difficult, as the vast majority of monsters are hitscanners, often in giant groups.

Map four looks really nice, but the rocket launcher needs much better placement. During my playthrough, I couldn't, for the life of me, find where it was, even with iddt. I had tons of rockets, but no RL. Putting it in a more obvious spot would be a big help.

Map five is still ludicrously difficult, with almost no health or ammo. However, it's not that hard to get through.

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Played all the episode, i join obake with the fact that MAP01 and MAP05 must be swapped (or MAP01 and MAP02), don't found any new game-breaking problem expcet the one obake found, just make the "glass" windows, the map versions are ok for me...

KInd of mixed bag this episode, with the best maps as omnistar epic journey, protester and glenzinho maps... also glenzinho map is used as map02 for this tiny mapset

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I don't get it. Why is it split into multiple downloads? What am I supposed to download to get the whole thing?

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