savagegrant Posted May 14, 2016 Beed28 said:Any hints on finding the secret exit in MAP15? I unlocked the normal exit, but I've come up blank. Just a hint? Well, OK. There's an extra bullseye target that you need to hit after getting the red key. :P I, myself, was wondering how to get to the sector 690 secret in MAP32. I fear that there may be a bug in play here. ;/ 0 Quote Share this post Link to post
skillsaw Posted May 14, 2016 savagegrant said:I, myself, was wondering how to get to the sector 690 secret in MAP32. I fear that there may be a bug in play here. ;/ No bug, I can confirm it's obtainable :D Spoiler Strafe along narrow walkway and into the bloodfall. 0 Quote Share this post Link to post
savagegrant Posted May 14, 2016 Ooh... another one that needs that extra speed boost from a bit of straferunning. ;) 0 Quote Share this post Link to post
Firedust Posted May 14, 2016 Ok, I've just completed this. This is amazing. Fun as hell gameplay-wise. Died the most on tarnsman's map cause I kept getting raped by chaingunners that seemed to be everywhere. Thank you very much for releasing this :) 0 Quote Share this post Link to post
Varis Alpha Posted May 14, 2016 Lizardcommando said:Holy crap, MAP18 of this megawad is the coolest looking, trippiest maps I have ever played. Blegh, I couldn't get the palette to work with InstaDoom. on the contrary, i think that fits the mood of this wad just fine. :P edit: so since i've actually played through the first episode now, and made it to the second, i've gotta say this is pretty damn good. i was expecting some mercilessly pounding difficulty from the way people talked about it and yeah, it is pretty hard, but it's not as hard as i thought it as gonna be (prolly has to do with me playing it continuous with a weapons mod though.) there's some stuff i noticed though: on map 5, there's a bit of a problem with the plasma rifle secret. if you run G/ZDoom with njsplash, the terrain flat will be liquid, and when the pillar lowers into the water, you're unable to get it up whatsoever. simply making the pillar not lower all the way into the water or having a different texture there would solve it. the text screen gets cut-off slightly in ZDoom: https://dl.dropbox.com/s/5ej6675x6c6cewl/Sk%C3%A4rmklipp%202016-05-15%2002.04.26.png?dl=0 0 Quote Share this post Link to post
baja blast rd. Posted May 15, 2016 Holding off on playing past map10, probably for the DWMC. In map07, there are infinitely tall short blue firesticks adjacent to the soulsphere/BK pedestals. 0 Quote Share this post Link to post
Spectre01 Posted May 15, 2016 Just cleared the whole wad on UV + Pistol Start. Easy 5 star wad. Episode 3 felt very unique and experimental with all the guest mappers and changing visuals. Map 23/24(?), the one with the clouds, was one of the most bizarre map's I've played. In a good way. The ending was really cool too. Some possible bugs. On map 28, I had the monster hordes getting stuck on that pathway between the two starting Cyberdemons. Made triggering infighting and then BFG spamming them down quite trivial. I also had some random frame drops and stuttering on the last 3 maps. Even on the final map, when entering a new area my FPS would tank to single digits and then stutter back up to 100+. Didn't have that problem anywhere else in the wad. 0 Quote Share this post Link to post
Varis Alpha Posted May 15, 2016 oh derp, looks like i am still playing RC1 and didn't notice RC2. my complaints can be skipped if they have been fixed in this new version, i'll probably still go on RC1 til i finish though. 0 Quote Share this post Link to post
paymentplan Posted May 15, 2016 RC2 has some weird graphical issues for me playing in glboom+ with 8bit graphics. Certain sprites look all messed up. Example of what I'm talking about : http://imgur.com/a/X6SHY For the record, it was fine in RC1, and is fine on RC2 with 16bit or higher. 0 Quote Share this post Link to post
skillsaw Posted May 15, 2016 paymentplan said:RC2 has some weird graphical issues for me playing in glboom+ with 8bit graphics. Certain sprites look all messed up. Example of what I'm talking about : http://imgur.com/a/X6SHY For the record, it was fine in RC1, and is fine on RC2 with 16bit or higher. I was not able to replicate this in glBoom-plus 2.5.1.4. It seems to happen only in 2.5.1.3. Try updating to the newer version. 0 Quote Share this post Link to post
savagegrant Posted May 15, 2016 In RC2 MAP15, the gap is now big enough to allow for dropping down to access the yellow teleporter, but not for the all-important red teleporter. ;( 0 Quote Share this post Link to post
skillsaw Posted May 15, 2016 savagegrant said:In RC2 MAP15, the gap is now big enough to allow for dropping down to access the yellow teleporter, but not for the all-important red teleporter. ;( Whoops. I fixed it now on my copy (for real this time). Thanks for letting me know! Doomhuntress said:on map 5, there's a bit of a problem with the plasma rifle secret. if you run G/ZDoom with njsplash, the terrain flat will be liquid, and when the pillar lowers into the water, you're unable to get it up whatsoever. simply making the pillar not lower all the way into the water or having a different texture there would solve it. the text screen gets cut-off slightly in ZDoom: https://dl.dropbox.com/s/5ej6675x6c6cewl/Sk%C3%A4rmklipp%202016-05-15%2002.04.26.png?dl=0 Glad you're enjoying it so far! I'd at least switch to RC2 after you finish an episode since you have to pistol start anyway. And I've fixed both of those issues on my working copy. I can't guarantee njsplash won't break other things in aaliens, though. rdwpa said:In map07, there are infinitely tall short blue firesticks adjacent to the soulsphere/BK pedestals. Good call, they're gone now. 0 Quote Share this post Link to post
paymentplan Posted May 15, 2016 skillsaw said:I was not able to replicate this in glBoom-plus 2.5.1.4. It seems to happen only in 2.5.1.3. Try updating to the newer version. Hmm, I don't know what was up then, cause I was using 2.5.1.5. Anyways, I disabled transparency and it's fine now! 0 Quote Share this post Link to post
savagegrant Posted May 15, 2016 I'm up to MAP17 and have completed most of the level but a bunch of monsters never teleported in. I'm running RC2 in GZDoom 1.8.10 and can send a savegame if need be. The monster box is circled in red... 0 Quote Share this post Link to post
skillsaw Posted May 15, 2016 savagegrant said:I'm up to MAP17 and have completed most of the level but a bunch of monsters never teleported in. I'm running RC2 in GZDoom 1.8.10 and can send a savegame if need be. The monster box is circled in red... Oops. I intended to replace those monsters with pinkies on easy but accidentally put them there on hard instead. Fixed on my copy. Thanks again. 0 Quote Share this post Link to post
Aloysius Posted May 16, 2016 So far great wad. Haven't came across any problems yet. just starting E2 0 Quote Share this post Link to post
Brewtal_Legend Posted May 17, 2016 The mancubus is really cool. Where did it come from? And is there a version in the regular doom pallette? 0 Quote Share this post Link to post
Jimmy Posted May 17, 2016 The mancubus is from Amuscaria (aka Eriance)'s Demon Eclipse mod, so yes, it exists in the Doom palette too. It's a different enemy called the Corpulent. 0 Quote Share this post Link to post
Not Jabba Posted May 17, 2016 You can also get a flying version of that mancubus from Mayan Mishap. 0 Quote Share this post Link to post
Da Werecat Posted May 17, 2016 Some not particularly pretty stuff right there: http://i.imgur.com/61uEtff.png 0 Quote Share this post Link to post
esselfortium Posted May 17, 2016 Da Werecat said:Some not particularly pretty stuff right there: http://i.imgur.com/61uEtff.png What map is this? 0 Quote Share this post Link to post
Da Werecat Posted May 17, 2016 It's the exit of MAP09. I noclipped around and noticed that there are supposed to be decorations outside of that window. You can still see the seam, but at least there's an attempt to cover it. Perhaps some action messes them up? I'm using ZDoom 2.7.1. 0 Quote Share this post Link to post
DeletedUser Posted May 17, 2016 Here are FDAs for 08-14, no deaths but some very close calls. 09 was done at a later date (today) as prior comments led me to believe it was a 40+ minute map and I didn't have the time the other day for 1 map which could potentially take over an hour. Joshy map was good :3 moderately challenging but nothing over the top. 0 Quote Share this post Link to post
MaxED Posted May 17, 2016 Not sure if it was already reported, but some of MAP23's trigger logic is borked in ZDoom. This can be fixed by either tweaking the map geometry, or adding "compat_pointonline" setting to either "defaultmap" or "map MAP23" MAPINFO blocks. 0 Quote Share this post Link to post
rhinoduck Posted May 18, 2016 First, rc2 playable in ZDaemon: aaliens_rc2-zdaemon1.zip EDIT: Some of the information that follows in this post may not be accurate anymore; see https://www.doomworld.com/vb/post/1612941 Now...MaxED said:Not sure if it was already reported, but some of MAP23's trigger logic is borked in ZDoom. This can be fixed by either tweaking the map geometry, or adding "compat_pointonline" setting to either "defaultmap" or "map MAP23" MAPINFO blocks. I would really really prefer if this was fixed in the maps themselves because the same issue arises in ZDaemon and we have no "compat_pointonline" keyword. Actually, there are even more problems with voodoo dolls "skipping" linedefs in ZDaemon; I though things worked completely fine in ZDoom, but seeing as they don't, I'm going to post the rest of (possibly) problematic doll-activated lines. 1) This is an example of what MaxED mentioned (doll sits on top of the line) 2) This is an example that can fail in ZDaemon (doll sits right in front of an axis-aligned line before the sector lowers/rises and lets it pass) and which was indeed failing in map25 in rc1 before the angles were changed in rc2 where the lines are now no longer aligned with any of the axes) 3) This is an example from map20 in which I'm not even sure of what the intention was, and which I did not get around to test and fix, if even needed, yet (there are more of such line-doll configurations in that map) I made a "quick" fix for lines I suspected could be broken in ZDaemon. I cannot say if all the cases were truly problematic (I only got reports that map23 and map25 could not be finished in rc1, but it came down to the same line-skipping issue) or if timing is now slightly off somewhere, because I simply could not dedicate the time to test all the lines one by one. Anyway, here it is... Voodoo doll quick fix (contains affected maps only): aaliens_rc2-zdaemon1-voodoofix1.zip Here are the notes I made in the process. It is a dump of player 1 starts; voodoos with (possibly) problematic lines have been marked "BAD" with a reason given in parentheses; all of these, with the exception of map20, have been (hopefully) fixed in the voodoofix wad linked above. Spoiler map index x y angle type flags status ------------------------------------------------------------- MAP01: 0 -2080 352 270 1 0x0007 !OK-TESTED-SP (too close) MAP01: 219 1160 -2024 315 1 0x0007 START MAP02: 1 -480 864 270 1 0x0007 OK-TESTED-SP (diagonal) MAP02: 25 -608 864 270 1 0x0007 OK-TESTED-SP (diagonal) MAP02: 26 -736 864 270 1 0x0007 OK-TESTED-SP (diagonal) MAP02: 27 160 -96 45 1 0x0007 START MAP03: 0 -2528 96 270 1 0x0007 OK (diagonal + distance) MAP03: 17 -2656 96 270 1 0x0007 OK (diagonal) MAP03: 29 -2784 96 270 1 0x0007 OK (diagonal) MAP03: 30 -2912 96 270 1 0x0007 OK (diagonal) MAP03: 31 -3232 96 270 1 0x0007 OK (diagonal) MAP03: 239 -288 -704 180 1 0x0007 START MAP04: 0 -1632 160 270 1 0x0007 OK (diagonal) MAP04: 61 -1504 160 270 1 0x0007 OK (diagonal) MAP04: 62 -1824 160 270 1 0x0007 OK (diagonal) MAP04: 124 -1952 160 270 1 0x0007 OK (diagonal) MAP04: 136 -1376 160 270 1 0x0007 OK (diagonal) MAP04: 360 928 -96 270 1 0x0007 START MAP05: 0 -8416 672 270 1 0x0007 OK (diagonal) MAP05: 29 -8528 672 270 1 0x0007 OK (diagonal) MAP05: 30 -8320 160 270 1 0x0007 OK (diagonal) MAP05: 31 -8416 160 270 1 0x0007 OK (diagonal) MAP05: 32 -8512 160 270 1 0x0007 OK (diagonal) MAP05: 34 -8608 160 270 1 0x0007 OK (diagonal) MAP05: 98 -8224 736 270 1 0x0007 OK (diagonal) MAP05: 115 -8480 1376 135 1 0x0007 OK-TESTED-SP (an odd one) MAP05: 160 -8032 736 270 1 0x0007 OK (diagonal) MAP05: 415 -3712 -1664 135 1 0x0007 START MAP06: 0 2368 224 270 1 0x0007 !BAD (too close) MAP06: 16 2464 224 270 1 0x0007 !BAD (too close) MAP06: 17 1568 1056 270 1 0x0007 !BAD (too close) MAP06: 22 -2464 672 270 1 0x0007 !BAD (too close) MAP06: 27 -2848 672 270 1 0x0007 OK-TESTED-SP (diagonal; teleporting loop works) MAP06: 28 2560 224 270 1 0x0007 !BAD (too close) MAP06: 47 1696 1056 270 1 0x0007 !BAD (too close) MAP06: 66 640 -32 180 1 0x0007 START MAP07: 0 1952 1248 90 1 0x0007 !BAD (too close) MAP07: 15 2272 1248 90 1 0x0007 !BAD (too close) MAP07: 421 2144 1248 90 1 0x0007 !BAD (too close) MAP07: 422 -160 -1248 90 1 0x0007 START MAP08: 0 -2400 3360 270 1 0x0007 !BAD (too close) MAP08: 40 -2272 3360 270 1 0x0007 !BAD (too close) MAP08: 118 -2144 3360 270 1 0x0007 !BAD (too close) MAP08: 148 -2016 3360 270 1 0x0007 !BAD (too close) MAP08: 172 -1888 3360 270 1 0x0007 !BAD (too close) MAP08: 218 -1568 3360 270 1 0x0007 !BAD (too close) MAP08: 229 1408 1120 315 1 0x0007 START MAP09: 1 640 744 90 1 0x0007 OK (diagonal) MAP09: 64 -1312 -1248 270 1 0x0007 !OK (no action tied to it) MAP09: 1050 -1440 -1248 270 1 0x0007 !OK (no action tied to it) MAP09: 1051 -416 -544 90 1 0x0007 START MAP10: 239 6656 32 270 1 0x0007 OK (diagonal) MAP10: 243 6752 32 270 1 0x0007 OK (diagonal) MAP10: 244 6848 32 270 1 0x0007 OK (diagonal) MAP10: 245 6944 32 270 1 0x0007 OK (diagonal) MAP10: 246 5984 32 270 1 0x0007 OK (diagonal) MAP10: 251 6096 32 270 1 0x0007 OK (diagonal) MAP10: 252 6240 32 270 1 0x0007 OK (diagonal) MAP10: 253 8888 2108 270 1 0x0007 TRAP MAP10: 265 6240 992 270 1 0x0007 OK (diagonal) MAP10: 303 6112 992 270 1 0x0007 OK (diagonal) MAP10: 364 416 1440 270 1 0x0007 OK (diagonal) MAP10: 400 6368 992 270 1 0x0007 OK (diagonal) MAP10: 750 1184 800 0 1 0x0007 START MAP11: 0 3808 288 270 1 0x0007 OK (diagonal) MAP11: 5 3680 288 270 1 0x0007 OK (diagonal) MAP11: 7 3552 288 270 1 0x0007 OK (diagonal) MAP11: 8 3424 288 270 1 0x0007 OK (diagonal) MAP11: 9 3296 288 270 1 0x0007 OK (diagonal) MAP11: 11 3168 272 270 1 0x0007 OK (diagonal) MAP11: 12 992 -3744 315 1 0x0007 !BAD (too close) MAP11: 19 3456 1824 270 1 0x0007 OK (diagonal) MAP11: 62 3552 1824 270 1 0x0007 OK (diagonal) MAP11: 63 -480 672 315 1 0x0007 START MAP12: 0 -2080 -608 270 1 0x0007 !BAD (too close) MAP12: 7 -1952 -608 270 1 0x0007 !BAD (too close) MAP12: 8 -2080 -992 270 1 0x0007 !BAD (too close) MAP12: 9 -1984 -992 270 1 0x0007 !BAD (too close) MAP12: 10 -1888 -992 270 1 0x0007 !BAD (too close) MAP12: 11 832 -1664 90 1 0x0007 START MAP13: 0 3552 288 270 1 0x0007 !BAD (too close) MAP13: 32 3680 288 270 1 0x0007 !BAD (too close) MAP13: 41 -2208 -480 270 1 0x0007 OK (diagonal) MAP13: 44 -2336 -480 270 1 0x0007 OK (diagonal) MAP13: 490 1888 -2080 135 1 0x0007 START MAP14: 0 4704 -3296 270 1 0x0007 !BAD (too close) MAP14: 12 4320 -3680 270 1 0x0007 !BAD (too close) MAP14: 15 4192 -3680 270 1 0x0007 !BAD (too close) MAP14: 16 4448 -3680 270 1 0x0007 !BAD (too close) MAP14: 17 2016 1440 270 1 0x0007 !BAD (too close) MAP14: 24 3456 -1856 180 1 0x0007 START MAP15: 0 7328 -928 270 1 0x0007 OK (diagonal) MAP15: 4 7456 -928 270 1 0x0007 OK (diagonal) MAP15: 5 7552 -928 270 1 0x0007 OK (diagonal) MAP15: 6 7648 -928 270 1 0x0007 OK (diagonal) MAP15: 7 7744 -928 270 1 0x0007 OK (diagonal) MAP15: 8 7840 -928 270 1 0x0007 OK (diagonal) MAP15: 9 7936 -928 270 1 0x0007 OK (diagonal) MAP15: 10 8032 -928 270 1 0x0007 OK (diagonal) MAP15: 11 7648 -1120 270 1 0x0007 OK (diagonal) MAP15: 14 7552 -1120 270 1 0x0007 OK (diagonal) MAP15: 15 7744 -1120 270 1 0x0007 OK (diagonal) MAP15: 16 7840 -1120 270 1 0x0007 OK (diagonal) MAP15: 17 7936 -1120 270 1 0x0007 OK (diagonal) MAP15: 18 8032 -1120 270 1 0x0007 OK (diagonal) MAP15: 19 -6304 3744 270 1 0x0007 !BAD (too close) MAP15: 22 -6176 3744 270 1 0x0007 !BAD (too close) MAP15: 23 8288 -928 270 1 0x0007 !BAD (too close) MAP15: 387 8384 -928 270 1 0x0007 !BAD (too close) MAP15: 559 8544 -928 270 1 0x000f OK (diagonal) MAP15: 561 -6176 -800 270 1 0x000f OK (diagonal) MAP15: 681 6752 -416 270 1 0x000f OK (diagonal) MAP15: 724 6880 -416 270 1 0x000f OK (diagonal) MAP15: 725 1696 -1504 90 1 0x000f START MAP16: 0 -5920 468 270 1 0x0007 OK (diagonal) MAP16: 2 -5024 480 270 1 0x0007 OK (diagonal) MAP16: 3 -5664 468 270 1 0x0007 OK (diagonal) MAP16: 4 5408 160 270 1 0x0007 OK (diagonal) MAP16: 9 5536 160 270 1 0x0007 OK (diagonal) MAP16: 10 4160 4896 270 1 0x0007 OK (diagonal) MAP16: 14 4288 4896 270 1 0x0007 OK (diagonal) MAP16: 15 4032 4896 270 1 0x0007 OK (diagonal) MAP16: 21 5760 4896 270 1 0x0007 OK (diagonal) MAP16: 23 5888 4896 270 1 0x0007 OK (diagonal) MAP16: 24 6016 4896 270 1 0x0007 OK (diagonal) MAP16: 37 14304 -96 270 1 0x0007 OK (diagonal) MAP16: 67 7744 4896 270 1 0x0007 OK (diagonal) MAP16: 85 7488 4896 270 1 0x0007 OK (diagonal) MAP16: 86 7616 4896 270 1 0x0007 OK (diagonal) MAP16: 88 11360 -8864 270 1 0x0007 OK (diagonal) MAP16: 168 -4704 480 270 1 0x0007 OK (diagonal) MAP16: 171 -4576 480 270 1 0x0007 OK (diagonal) MAP16: 172 -4448 480 270 1 0x0007 OK (diagonal) MAP16: 397 448 -352 270 1 0x000f START MAP17: 0 1952 1696 270 1 0x0007 !BAD (too close) MAP17: 29 2032 1696 270 1 0x0007 !BAD (too close) MAP17: 30 1952 1416 270 1 0x0007 !BAD (too close) MAP17: 34 2272 1120 270 1 0x0007 !BAD (too close) MAP17: 52 2032 1416 270 1 0x0007 !BAD (too close) MAP17: 60 2032 1120 270 1 0x0007 !BAD (too close) MAP17: 64 2144 2048 270 1 0x0007 OK (distance) MAP17: 273 2144 1120 270 1 0x0007 !BAD (too close) MAP17: 341 352 -1280 135 1 0x000f START MAP18: 0 -4384 992 270 1 0x000f OK (diagonal) MAP18: 54 -4256 992 270 1 0x000f OK (diagonal) MAP18: 59 -4000 1184 270 1 0x0007 OK (distance) MAP18: 176 -4512 992 270 1 0x0007 OK (diagonal) MAP18: 177 5600 3808 270 1 0x0007 !BAD (too close) MAP18: 186 9904 3376 270 1 0x0007 TRAP MAP18: 204 -3680 672 270 1 0x0007 !BAD (too close) MAP18: 829 -3552 672 270 1 0x0007 !BAD (too close) MAP18: 830 -4448 2904 270 1 0x0007 OK (diagonal) MAP18: 960 -4320 2912 270 1 0x0007 OK (diagonal) MAP18: 961 -4192 2912 270 1 0x0007 OK (diagonal) MAP18: 962 -4064 2912 270 1 0x0007 OK (diagonal) MAP18: 963 -2112 -1536 45 1 0x0007 START MAP19: 0 1248 672 270 1 0x0007 OK (diagonal) MAP19: 22 1376 672 270 1 0x0007 OK (diagonal) MAP19: 23 1504 1696 270 1 0x0007 OK (diagonal) MAP19: 31 1632 1696 270 1 0x0007 OK (diagonal) MAP19: 32 1760 1696 270 1 0x0007 OK (diagonal) MAP19: 33 1888 1696 270 1 0x0007 OK (diagonal) MAP19: 34 2016 1696 270 1 0x0007 OK (diagonal) MAP19: 35 2144 1696 270 1 0x0007 OK (diagonal) MAP19: 36 1952 672 270 1 0x0007 OK (diagonal) MAP19: 56 2080 672 270 1 0x0007 OK (diagonal) MAP19: 57 2208 672 270 1 0x0007 OK (diagonal) MAP19: 58 2464 672 270 1 0x0007 !BAD (too close) MAP19: 83 2848 672 270 1 0x0007 !BAD (too close) MAP19: 109 2592 672 270 1 0x0007 !BAD (too close) MAP19: 114 2688 -2560 135 1 0x0007 START MAP20: 4 3680 416 270 1 0x0007 OK (diagonal) MAP20: 12 3552 416 270 1 0x0007 OK (diagonal) MAP20: 14 3456 416 270 1 0x0007 !OK (diagonal; should the first line after tele be activated though? cause it probably won't in zd) MAP20: 15 3360 416 270 1 0x0007 !BAD (depending on when the first lines need to be activated) MAP20: 16 3360 128 270 1 0x0007 !BAD (depending on when the first lines need to be activated) MAP20: 17 3552 129 270 1 0x0007 !OK (diagonal; should the first line after tele be activated though? cause it probably won't in zd) MAP20: 23 3264 128 270 1 0x0007 OK (diagonal) MAP20: 25 3136 128 270 1 0x0007 !BAD (on top of linedef) MAP20: 30 3040 128 270 1 0x0007 !BAD (depending on when the first lines need to be activated) MAP20: 31 2944 304 270 1 0x0007 OK (diagonal) MAP20: 32 3680 128 270 1 0x0007 OK (diagonal) MAP20: 33 3808 128 270 1 0x0007 !BAD (on top of linedef) MAP20: 55 -2720 1952 270 1 0x0007 !BAD (depending on when the first lines need to be activated) MAP20: 58 2944 128 270 1 0x0007 !BAD (depending on when the first lines need to be activated) MAP20: 70 -2912 1952 270 1 0x0007 OK (diagonal) MAP20: 81 2144 -544 270 1 0x0007 !BAD (depending on when the first lines need to be activated) MAP20: 122 -1504 96 0 1 0x0007 START MAP21: 11 2720 1696 270 1 0x0007 OK (diagonal) MAP21: 15 2848 1696 270 1 0x0007 OK (diagonal) MAP21: 16 2976 1696 270 1 0x0007 OK (diagonal) MAP21: 18 3168 1632 270 1 0x0007 OK (diagonal) MAP21: 46 -160 2432 315 1 0x0007 START MAP22: 6 -176 2032 270 1 0x0007 OK (diagonal) MAP22: 157 -128 2032 270 1 0x0007 OK (distance) MAP22: 163 -80 2032 270 1 0x0007 OK (diagonal) MAP22: 164 -32 2032 270 1 0x0007 OK (diagonal) MAP22: 386 16 2032 270 1 0x0007 OK (diagonal) MAP22: 462 4944 -304 270 1 0x0007 START MAP23: 30 4144 11144 0 1 0x0007 OK (distance) MAP23: 33 4144 11080 0 1 0x0007 OK (distance) MAP23: 34 4144 11016 0 1 0x0007 OK (distance) MAP23: 50 4144 11208 0 1 0x0007 OK (distance) MAP23: 120 4144 10952 0 1 0x0007 OK (distance) MAP23: 137 2592 11360 0 1 0x0007 !BAD (on top of lindef) MAP23: 176 3024 11360 0 1 0x0007 !BAD (on top of lindef) MAP23: 241 2784 8920 0 1 0x0007 !BAD (on top of lindef) MAP23: 340 2448 11360 0 1 0x0007 !BAD (on top of lindef) MAP23: 376 2736 11360 0 1 0x0007 !BAD (on top of lindef) MAP23: 377 2880 11360 0 1 0x0007 !BAD (on top of lindef) MAP23: 378 2448 10712 0 1 0x0007 !BAD (on top of lindef) MAP23: 531 2448 9576 0 1 0x0007 !BAD (on top of lindef) MAP23: 773 2448 9440 0 1 0x0007 !BAD (on top of lindef) MAP23: 823 2448 9128 0 1 0x0007 !BAD (on top of lindef) MAP23: 824 2448 9328 0 1 0x0007 !BAD (on top of lindef) MAP23: 825 4944 8512 0 1 0x0007 !BAD (on top of lindef) MAP23: 1088 2448 6880 0 1 0x0007 OK (distance) MAP23: 1213 2448 6544 0 1 0x0007 !BAD (on top of lindef) MAP23: 1214 2448 6480 0 1 0x0007 OK (distance) MAP23: 1347 2448 6800 0 1 0x0007 !BAD (too close) MAP23: 1348 2448 6688 0 1 0x0007 !BAD (on top of lindef) MAP23: 1409 608 -7968 270 1 0x0007 OK (diagonal) MAP23: 1669 -3808 -7904 90 1 0x0007 START MAP24: 7 2560 8064 0 1 0x0007 OUT OF THE MAP MAP24: 15 80 832 0 1 0x0007 OK (distance) MAP24: 62 5216 -2120 270 1 0x0007 OK (diagonal) MAP24: 108 4960 -2120 270 1 0x0007 OK (diagonal) MAP24: 109 5088 -2120 270 1 0x0007 OK (diagonal) MAP24: 199 736 1888 270 1 0x0007 !BAD (on top of lindef) MAP24: 547 2704 984 45 1 0x0007 START MAP25: 0 160 1312 270 1 0x0007 OK (diagonal) MAP25: 7 288 1312 270 1 0x0007 OK (diagonal) MAP25: 12 160 480 270 1 0x0007 OK (diagonal) MAP25: 26 416 1312 270 1 0x0007 OK (diagonal) MAP25: 28 544 1312 270 1 0x0007 OK (diagonal) MAP25: 76 928 1312 270 1 0x0007 OK-TESTED-SP (diagonal) MAP25: 78 800 1312 270 1 0x0007 OK-TESTED-SP (diagonal) MAP25: 93 672 1312 270 1 0x0007 OK-TESTED-SP (diagonal) MAP25: 149 1056 1312 270 1 0x0007 OK (diagonal) MAP25: 430 4608 -704 90 1 0x0007 START MAP26: 16 4896 -1760 90 1 0x0007 OK (diagonal) MAP26: 696 -160 -1888 90 1 0x0007 START MAP27: 0 8224 2592 270 1 0x0007 !BAD (too close) MAP27: 35 8928 1376 270 1 0x0007 OK (distance + diagonal) MAP27: 72 -4512 6432 270 1 0x0007 OK (diagonal) MAP27: 76 11936 -3232 270 1 0x0007 OK (diagonal) MAP27: 115 8416 2592 270 1 0x0007 !BAD (too close) MAP27: 145 7648 1184 270 1 0x0007 OK (diagonal) MAP27: 454 2208 1984 180 1 0x0007 START MAP28: 0 -544 10720 270 1 0x000f !BAD (too close) MAP28: 232 -928 10656 270 1 0x000f !BAD (too close) MAP28: 245 -840 10656 270 1 0x000f !BAD (too close) MAP28: 246 -1060 10656 180 1 0x000f !BAD (too close) MAP28: 247 -677 10718 270 1 0x0007 !BAD (too close) MAP28: 252 -736 10976 270 1 0x0007 OK (diagonal) MAP28: 899 -136 64 180 1 0x0007 START MAP29: 436 8096 -672 270 1 0x0007 !BAD (too close) MAP29: 493 12400 -1104 90 1 0x0007 TRAP MAP29: 503 15904 8672 270 1 0x0007 OK (diagonal) MAP29: 521 -3936 96 270 1 0x0007 OK (diagonal) MAP29: 566 -1888 7008 270 1 0x0007 OK (diagonal) MAP29: 914 -1440 10016 270 1 0x0007 OK (diagonal) MAP29: 953 15712 8672 270 1 0x0007 OK (diagonal) MAP29: 969 1920 -1664 90 1 0x0007 START MAP30: 1 8736 -160 270 1 0x0007 OK (diagonal + distance) MAP30: 247 1760 3680 135 1 0x0007 START MAP31: 1 256 -512 135 1 0x0007 START MAP32: 0 -480 2400 270 1 0x0007 !BAD (too close) MAP32: 7 -608 2400 270 1 0x0007 !BAD (too close) MAP32: 17 -352 2400 270 1 0x0007 !BAD (too close) MAP32: 33 3616 -608 135 1 0x0007 START From your previous posts, I kind of felt that it was OK to make the ZDaemon-compatible versions. The voodoo fix wad goes a bit further so please tell me in case I'm cutting too deep; it seemed like a better alternative to unfinishable maps being hosted on the server. 0 Quote Share this post Link to post
Shadow Hog Posted May 18, 2016 First off, thanks for implementing WISLASH. Looks good to me. Second, I found a way to get stuck at the very end of MAP10; have a demo I recorded in GLBoom+ 2.5.1.3. It's really easy to get into that little alcove with all the trees and such, and nigh impossible to get out without turning on jumping (if your source port even lets you do so). 0 Quote Share this post Link to post
rhinoduck Posted May 18, 2016 Also, I'm not sure this hk stuck in a manc has been reported... Spoiler rc2, map32, bk switch area 0 Quote Share this post Link to post
AD_79 Posted May 18, 2016 rhinoduck said:3) This is an example from map20 in which I'm not even sure of what the intention was, and which I did not get around to test and fix, if even needed, yet (there are more of such line-doll configurations in that map) Huh? The left one is for very quickly lowering the red door, and the right one opens a door at the very start of the map, and then making certain lights in the map periodically glow. The rest of them are generally similar. Not sure what the confusion is about, but if there's something that's actually fucked in a certain port, my apologies, heh. I only really test in PRBoom+. 0 Quote Share this post Link to post
rhinoduck Posted May 18, 2016 AD_79 said:Huh? The left one is for very quickly lowering the red door, and the right one opens a door at the very start of the map, and then making certain lights in the map periodically glow. The rest of them are generally similar. Not sure what the confusion is about, but if there's something that's actually fucked in a certain port, my apologies, heh. I only really test in PRBoom+. I am yet to truly look into how line activation exactly works and how it differs across ports, that's why those setups are a bit confusing to me. It is not about the specific actions the lines execute, it is about whether and when they will be executed; aaliens already nicely highlighted some of the differences between ports in this (specifically, prboom+ is a lot more "forgiving", it seems). These are the specific questions I have: 1) Are the two lines forming a "roof" on the left expected to be triggered before or after the sector blocking the voodoo doll moves out of the way? 2) Is the voodoo doll on the right expected to trigger the topmost line when it teleports back? I'll have to test things anyway, but knowing the original intentions would help me with what to look out for. 0 Quote Share this post Link to post
AD_79 Posted May 18, 2016 rhinoduck said:I am yet to truly look into how line activation exactly works and how it differs across ports, that's why those setups are a bit confusing to me. It is not about the specific actions the lines execute, it is about whether and when they will be executed; aaliens already nicely highlighted some of the differences between ports in this (specifically, prboom+ is a lot more "forgiving", it seems). These are the specific questions I have: 1) Are the two lines forming a "roof" on the left expected to be triggered before or after the sector blocking the voodoo doll moves out of the way? 2) Is the voodoo doll on the right expected to trigger the topmost line when it teleports back? Ah, gotcha. 1. They are meant to be triggered after the sector blocking the voodoo doll moves. 2. Nope, it only triggers (at least, it should) the first time it crosses right when the map starts. 0 Quote Share this post Link to post
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