Bob9001 Posted July 26, 2018 @Jaws In Space Another question I have is how do I get this secret? Spoiler 0 Quote Share this post Link to post
valkiriforce Posted July 27, 2018 It's a rocket jump from the crate platform to the left of it - as slightly marked by that trail of blood nearby. 0 Quote Share this post Link to post
Bob9001 Posted July 27, 2018 Oh right, I'm not good at rocket jumping but I'll go do some practise. 0 Quote Share this post Link to post
lirui1001 Posted August 4, 2018 Map21: cyberdemons on platforms are visible with GZDoom but not with PrBoom+ (-cl4). 0 Quote Share this post Link to post
lirui1001 Posted September 2, 2018 All cyberdemons on platforms are invisible in PrBoom+ like this pic below: Also some enemies cannot teleport in, like this arachnotron. 0 Quote Share this post Link to post
belandino Posted February 3, 2019 Is TNT Revilution compatible with actual vanilla TNT, or was it meant to work with PrBoom+? It looks like it's getting stuck on "P_Init: Init Playloop state", even with Doom2+. 0 Quote Share this post Link to post
Beezle Posted February 3, 2019 15 minutes ago, Anonymous3000 said: Is TNT Revilution compatible with actual vanilla TNT, or was it meant to work with PrBoom+? It looks like it's getting stuck on "P_Init: Init Playloop state", even with Doom2+. That's weird, it seems to work on everything except Chocolate Doom for me. 0 Quote Share this post Link to post
FearTheReaper Posted February 3, 2019 (edited) It works on everything especially in Chocolate Doom but you might want disable savegame and demo limits and set -gameversion to final for normal playthrough or final2 if you want "id Anthology" compability since it's the fixed version on ex. GOG release. Edited February 3, 2019 by FearTheReaper 0 Quote Share this post Link to post
belandino Posted February 6, 2019 (edited) On 2/3/2019 at 7:07 PM, FearTheReaper said: It works on everything especially in Chocolate Doom but you might want disable savegame and demo limits and set -gameversion to final for normal playthrough or final2 if you want "id Anthology" compability since it's the fixed version on ex. GOG release. I have tried it with Final Doom on DosBox and it printed the error I posted above. Edited February 6, 2019 by Anonymous3000 0 Quote Share this post Link to post
FearTheReaper Posted February 7, 2019 (edited) 13 hours ago, Anonymous3000 said: I have tried it with Final Doom on DosBox and it printed the error I posted above. In case of original DOSBOX you still need to merge both main file and .deh with tnt.wad, simple -file will not work or will cause error. Similar thing happens with several megawads like Perdition's Gate or Eternal Doom 3 even if they don't have .deh http://www.gamers.org/addons/utils/deutex http://www.teamhellspawn.com/exl/whacked4/ Edited February 7, 2019 by FearTheReaper 0 Quote Share this post Link to post
Jaws In Space Posted September 8, 2019 Hey mappers, just this week TNT: Revilution has hit a new milestone. Last Tuesday @lirui1001 made a UV Max demo of Map 19. With that all maps of Revilution now have demos recorded for them. You can check out all of the Revilution demos here, there's 96 in total! http://doomedsda.us/wad2954.html I'd like to give a big thank you to all of the players who have recorded Demos for Revilution so far, they have all been a joy to watch :) 9 Quote Share this post Link to post
P41R47 Posted November 3, 2019 (edited) I'm in map21, entering final chapter of TNT: Revilution... ...guys, in HMP it is a little hard, but playing in HNTR its totally feel like something team TNT would do. Congratulation! This wad is outstanding so far, i'm enjoying it too much, maybe, because i spend an hour in map12: Transduction, just looking at the details. When i saw the blood writed door, Kill Us... WOW! My head goes boom with this mapset. The little review at the cacowards didn't make this megawad justice. I don't understand how this only come as a runner-up in 2017, for me, this mapset is even better to some that earned a Cacoward... ...but well, who am I. Edited November 3, 2019 by P41R47 3 Quote Share this post Link to post
Bob9001 Posted November 10, 2019 Sorry to bump this, but it has come to my attention that while doing solo-net attempts for Map 28, the red key trap breaks in solo-net but works in normal skill levels. Is there any plans to fix this and some other things that have been highlighted, I know it would be a pain for demo purposes but some maps are just broken in solo-net with Map 28 being the best example. 0 Quote Share this post Link to post
Jaws In Space Posted November 10, 2019 13 hours ago, Bob9001 said: Is there any plans to fix this and some other things that have been highlighted, I know it would be a pain for demo purposes but some maps are just broken in solo-net with Map 28 being the best example. No. 1 Quote Share this post Link to post
P41R47 Posted November 14, 2019 (edited) I just finished this marvelous work, guys. You really did a great job with this wad. Now i hope every other wad out there has the deep inmersive storytelling as this wad. The last level was amazing indeed. I really loved it all. Special mention to the soundtrack. There is no track that perfectly fits the map any better. Kudos to all! Thanks for this amazing megawad! Edited November 14, 2019 by P41R47 4 Quote Share this post Link to post
FearTheReaper Posted November 15, 2019 (edited) It always janked me wrong way, was this ever intentional or just simple mapping error? I mean multiple former humans in the same spot like legion to kill that can't move (screen doesn't show it in motion, exit area, Fortress of Bullets) - last idgames released version. Edited November 15, 2019 by FearTheReaper 0 Quote Share this post Link to post
Gez Posted November 15, 2019 I'm pretty sure it is intentional. It's a joke. In ZDoom where stuck monsters are allowed to move if the move they attempt gets them unstuck, they all "flow" out of each other in a funny way. 3 Quote Share this post Link to post
guydude Posted November 15, 2019 lol I played that yesterday and it made me laugh especially since i played with gzdoom and they could all flow out of that spot. It was unexpected. I was like where could those last 10 kills be. That whole level is woops I accidentally a hitscanner literally everywhere. Fun stuff. 2 Quote Share this post Link to post
dobu gabu maru Posted November 15, 2019 10 hours ago, FearTheReaper said: It always janked me wrong way, was this ever intentional or just simple mapping error? Intentional. I liked how many early wads had terrible exit switch guardians (a single imp? Really?), so I decide to play with the formula a little bit. 5 Quote Share this post Link to post
Archvile Hunter Posted November 15, 2019 (edited) 41 minutes ago, dobu gabu maru said: Intentional. I liked how many early wads had terrible exit switch guardians (a single imp? Really?), so I decide to play with the formula a little bit. This is especially hilarious in source ports that allow enemies to move even when in the same spot. As soon as you start firing, the single zombieman suddenly explodes into a battalion, it's absolutely amazing. Edit: I'm basically reiterating what Gez and guydude said earlier Edited November 15, 2019 by Archvile Hunter 1 Quote Share this post Link to post
Archvile Hunter Posted November 15, 2019 1 hour ago, guydude said: I accidentally a hitscanner literally everywhere lmao 0 Quote Share this post Link to post
P41R47 Posted December 18, 2019 I was listening to TNT: Revilution's soundtrack and something just come to my mind while i was experimenting an eargasm. Are there unused music tracks from this project? IT would be cool to listen some more tracks. 0 Quote Share this post Link to post
Diabolución Posted December 20, 2019 As far as I am aware, there is this: https://viscramaelstrom.bandcamp.com/album/tnt-revilution-ost (two unused tracks) https://www.doomworld.com/forum/post/1980424/ 2 Quote Share this post Link to post
P41R47 Posted January 5, 2020 On 12/20/2019 at 5:08 AM, Diabolución said: As far as I am aware, there is this: https://viscramaelstrom.bandcamp.com/album/tnt-revilution-ost (two unused tracks) https://www.doomworld.com/forum/post/1980424/ Yo! Never noticed your reply until now. Thanks for sharing! Gonna melt my ears with those tracks while endlessly waiting for Devilution. 0 Quote Share this post Link to post
UnknDoomer Posted July 15, 2020 (edited) Playing in combo with "Complex DOOM" (without add-ons) + texture pack. ZDoom. Stuck on the MAP05, "Graveyard Shift". How to get blue key here? I've used the switch near by, but it doesn't do anything, or I can't get what specificly it do. Update: solved. You need to press grey panel. Marked on the screen. Update #2. MAP07. Another hidden switch. At my point - weird / bad choice to do such onces. By other hand perhabs I've texture glitch around in case upscale pack I've used. But other switches seems to work fine. Edited July 15, 2020 by UnknDoomer 0 Quote Share this post Link to post
Jaws In Space Posted July 15, 2020 2 hours ago, UnknDoomer said: At my point - weird / bad choice to do such onces. By other hand perhabs I've texture glitch around in case upscale pack I've used. But other switches seems to work fine. Some IWAD textures were replaced in TNT Revilution to add more switches & animated textures, but not all of them. Your use of a custom texture pack is conflicting with the replaced IWAD textures in Revilution which is causing you problems. 3 Quote Share this post Link to post
UnknDoomer Posted July 16, 2020 (edited) Okey. Turned it off. Another question. Stuck on the MAP10. Last thing - switched switch from the screen. Has blue and yellow keys. No idea where to go now. Can't enter to outside area. Edited July 16, 2020 by UnknDoomer 0 Quote Share this post Link to post
Final Verdict Posted July 16, 2020 42 minutes ago, UnknDoomer said: Okey. Turned it off. Another question. Stuck on the MAP10. Last thing - switched switch from the screen. Has blue and yellow keys. No idea where to go now. Can't enter to outside area. Been awhile since I played it, but if I remember correctly you need to go back to the start of the map then drop down (between the left and right path you'll see a gap) to get outside. Outside you'll see two very dark caves, drop down into them and you can continue from there. Like I said, it's been awhile and I might be getting it mixed up with a different map...or a different section of the map. But it's worth a try. 0 Quote Share this post Link to post
UnknDoomer Posted July 16, 2020 (edited) Quote you need to go back to the start of the map then drop down (between the left and right path you'll see a gap) to get outside. Half true. The is an elevator in the center of the map about which I've forget about. If you go down on it - you will see that block was removed and it's now access available to outside. There you can find an dark entrance in big cave with a lot of pinkies. Later, after you got the red skull, better run out from there to the elevator near by and go back again to kill monsters by main entrance. Behind the red door, perhabs, also available exit to the secret level, but I don't get how to get near the switch. So used teleport to level 11. BTW. In case of PROS/COTRAS. Finished first episode and some other maps. On MAP11 didn't find blue key which, I guess, leads after all to secret level, instead of that I got to the ship. Pros: 1. + MAP012 (Transduction), MAP013 (Hangsman's Curse), MAP014 (Abandoned Port), MAP015. (Nukage Zone), MAP017 (Spider Colony), MAP020 (Portal Facility), MAP24 (ЯƎᗡЯUM) - great design and sounding. 2. + MAP016 (Devil's Den), maze, Hexen like style, but good one. If you solve one complex puzzle - you can get the BFG. 3. * MAP019 has first cyberdemon on it. 4. + Can be played fine in combo of Complex Doom. Contras: - 1. MAP010 as example. Has like up close to 300 monsters. You can call that I prefer more 90's like style gameplay, not today "shoot and run" between tonns of enemies, in which for many mods and maps stays today (Brutal, Guncaster, ...), still. I think it's too much. (?) *. I'm playing on "Hurt me plenty". Perhabs it is a matter of "Complex DOOM", still. In case med-packs thing works fine, but in case of ammunition - you never you feel that there are not enough cartridges or so. I.e. difficult has no mention in that case. Monsters still kill you very fast, in case of what Complex represent, but it doesn't stick to things of weapons. (?) *. MAP015. (Nukage Zone). If you use this teleport you will get into the trap. You can grab the chainsaw, but there is no exit from this location in case tower with chainsaw is always going down. Unless you will get the ammo pack first using another teleport - in that case there will be teleport in the location. Perhabs I missed that one before, when using switch, but seems to it's not working in first case. Edited July 21, 2020 by UnknDoomer 0 Quote Share this post Link to post
Rathori Posted July 17, 2020 Well, you're playing with a mod that changes gameplay balance. What did you expect? 0 Quote Share this post Link to post
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