Ninehills42 Posted January 2, 2018 3 minutes ago, scifista42 said: Bonnie submitted his map less than 24 hours after the agreed-on December 31st deadline, though. I guess then we should have 52 maps, @StormCatcher.77 0 Quote Share this post Link to post
StormCatcher.77 Posted January 2, 2018 (edited) 4 hours ago, bonnie said: a map that is 75% custom textures I ask you not to despair. Pay attention to the Doomworld Omega Project 2018. There everything is allowed the same as here. Perhaps your map will be the first in this project. @scifista42 started it very timely. I'm very uncomfortable for this, but try to understand me. I have already formed a hub-map for 50 portals, and I ... too lazy to re-do it again, even for one map ... I have 9000 files of different versions ... and there are already mistakes due to which I need to contact the authors directly ... but I just started ... I sincerely hope I didn't chagrin you with this too much. In any case, thank you, that you did not deprive this project of your attention. Edited January 2, 2018 by StormCatcher.77 0 Quote Share this post Link to post
Ninehills42 Posted January 2, 2018 2 minutes ago, StormCatcher.77 said: I ask you not to despair. Pay attention to the Doomworld Omega Project 2018. There everything is allowed the same as here. Perhaps your map will be the first in this project. @scifista42 started it very timely. Thats not the original 2018 project though. 0 Quote Share this post Link to post
StormCatcher.77 Posted January 2, 2018 I know, but it seem like good alternative. 0 Quote Share this post Link to post
NaZa Posted January 2, 2018 Hold on a minute. If you are working on a hub for all maps, doesn't that make the project essentially ZDoom as a whole? I thought the focal point of compiling these projects was to split the Doom/limit-removing, Boom and ZDoom submitted maps to make it available to a wider audience. 0 Quote Share this post Link to post
Ninehills42 Posted January 2, 2018 (edited) I updated my map btw. Hopefully my last update. (just a small bug fix) Edited January 2, 2018 by Ninehills42 0 Quote Share this post Link to post
StormCatcher.77 Posted January 2, 2018 (edited) Post with a map from @bonnie has a time stamp of 01 \ 02 \ 18 05:42 (10 hours ago). I saw this post this morning, but I already woke up with the realization that today the project will no longer be replenished. Deadline passed completely. Just yesterday, I was still doing the hub-map remaking, and today I finished it a couple of hours ago. @NaZa OMG ... I do not know yet. Maps for Vanilla will be the very first (from 01 to 07). I hope this allows to run them in Chocolate Doom? Or... NOT? I do not know, I'm actually noob in quiet things. Edited January 2, 2018 by StormCatcher.77 0 Quote Share this post Link to post
NaZa Posted January 2, 2018 I should've worded it a bit better. Every year, the compilation is split. AFAIK, it's split in three WADs - the first one contains vanilla maps, the other Boom maps, and the third one (G)ZDoom maps. For limit-removing, I'm not sure is it with vanilla or Boom. That way, one can play vanilla maps separately from (G)ZDoom maps, in Chocolate Doom. Same for Boom maps. If all the maps were packed into one WAD, you'd need (G)ZDoom to play it, regardless of the individual compatibility for each map, because it's the most advanced one. If you need (G)ZDoom to launch maps that were made vanilla or Boom, it's kinda redundant, and it might have been all (G)ZDoom in the first place. That's why the whole core is split into two (three since 2015 afaik). 0 Quote Share this post Link to post
StormCatcher.77 Posted January 2, 2018 (edited) @NaZaI took the example of project formation with DMP2016. I began to get acquainted with the entire sequence of DMP from this part. Only then did I notice that, yes, some parts were divided by the type of port. But I thought - once in 16-th year it was decided to make a single wad, so it was a new stage of the project evolution. I did not go into details. It seemed to me: if you need to pass a project on Chocolate Doom, then you can only go through the first maps (before Boom), the rest will simply not be launched. Accordingly, to increasing: limit-removing, boom and gzdoom at the very end. So, what if I take on a similar project someday, I do not need to go back to such a scheme and do some separate wads? Edited January 2, 2018 by StormCatcher.77 0 Quote Share this post Link to post
NaZa Posted January 2, 2018 Alright then, your project, your compilation. Will play the finished version and report. 0 Quote Share this post Link to post
scifista42 Posted January 2, 2018 22 minutes ago, NaZa said: If all the maps were packed into one WAD, you'd need (G)ZDoom to play it, regardless of the individual compatibility for each map, because it's the most advanced one. This is actually false. If you pack vanilla and non-vanilla maps into one wad, and launch this wad on one of the vanilla maps in a vanilla exe, it will work properly. It would only crash or not work properly if you launched the wad on one of the non-vanilla maps in a vanilla exe. Similarly with other ports and map compatibilities. 6 Quote Share this post Link to post
NaZa Posted January 2, 2018 I know, I was thinking about the mentioned hub map, and more direct cases with potentially some users not knowing about -warp or them continuing after the vanilla maps. 0 Quote Share this post Link to post
scifista42 Posted January 2, 2018 The hub map would be made in a special map slot inaccessible from non-ZDoom ports and defined in MAPINFO as the start map. With this setup, the game will start on non-ZDoom maps in non-ZDoom ports, and in the hub map in ZDoom. 2 Quote Share this post Link to post
bonnie Posted January 2, 2018 (edited) 1 hour ago, StormCatcher.77 said: I have already formed a hub-map for 50 portals, and I ... too lazy to re-do it again Why didn't you tell me you weren't going to accept my map when you very well knew I was actively working on it to get it in? I submitted on time, you knew in advance that it was being worked on and would indeed be submitted on time, so what happened??? Can't you add the map in as a little secret spot in the hub instead of reworking the entire hub for my map? I wanted to have my map published in last year's project, but I missed it. I've been wrapped up in maps all over all year, and barely had time to do this one. I can't submit it to next year's project, and I really don't want to submit to the omega thing. I don't think you understand that I don't want to wait years for my map to be published. Edited January 2, 2018 by bonnie 0 Quote Share this post Link to post
StormCatcher.77 Posted January 2, 2018 (edited) @bonnie I see that this is really important for you ... Tomorrow I'll add another slot to the hub. This is technically not difficult, hour of work. Now I'll put your map in the general list. Please, do not be offended at me. Perhaps I was too haughty to say "laziness." Of course, I knew that many people are still working on their maps, and they will probably be able to implement them in a new project, but everything turned out to be as it was ... Edited January 2, 2018 by StormCatcher.77 0 Quote Share this post Link to post
bonnie Posted January 2, 2018 1 minute ago, StormCatcher.77 said: Tomorrow I'll add another slot to the hub. you don't even have to do that, i'll honestly take not having a spot in the hub at all at this point (just having my map in the wad, inaccessible from the hub), and i definitely don't want to delay the release :( if it's too time-consuming and difficult to do, then don't bother, i really don't want to hurt everyone else because of this 0 Quote Share this post Link to post
StormCatcher.77 Posted January 2, 2018 Your map will be available like any other map. You will not detain the project in any way. I already today found a map in which some textures are missing, and while waiting for a response from the author. One more map is waiting for the update ... 0 Quote Share this post Link to post
bonnie Posted January 2, 2018 4 minutes ago, StormCatcher.77 said: One more map is waiting for the update ... So if I update my map later today, will that affect it being in the hub? Like if I update the map, does it break it in hub, or will it still work? If I can't update it, that's fine, but if I can I'll be sure to work on it. 0 Quote Share this post Link to post
StormCatcher.77 Posted January 2, 2018 (edited) You can make edits at any time until the entire project is not uploaded to / idgames. The difficulty is that all maps are numbered, and teleport objects are assigned to them in the hub map. More than half of authors and names of maps are included in the arrays inside the scripts. Now I have to reassign them so that your map is at the end of all Boom maps. Create the slot itself - quickly by copy-paste ... and everything else - manually. Edited January 2, 2018 by StormCatcher.77 1 Quote Share this post Link to post
bonnie Posted January 5, 2018 (edited) Seeing that there wasn't any pressure on me to update, I took my time with this one: https://www.dropbox.com/s/t157ez6673aifhb/bonsewersv4.wad?dl=1 edit: new update 1/18/18 https://www.dropbox.com/s/r1wks4x12hfsuoj/bonsewersv5.wad?dl=1 This should hopefully be the final version, unless people find bugs I missed (i probably missed a lot) :c one thing you should take note of mr. @StormCatcher.77 is that I replaced the 2 vent textures (one of them wasn't the right size and the other looked really bad), so you may need to remove the old ones and reimport the new ones (sorry ;~;) besides that, this is basically just taking care of the countless remaining bugs and homs that were everywhere, as well as important balance changes and whatnot, especially with the ending place but most importantly: i added water to the vending machine thank you Edited January 18, 2018 by bonnie 1 Quote Share this post Link to post
Pegleg Posted January 5, 2018 (edited) On 12/30/2017 at 6:20 AM, Pegleg said: Name: Assault on the Mountain Garrison Author: Pegleg Map Format: Vanilla Doom Ports Tested: Chocolate IWAD: Doom 2 Map: MAP01 Textures: Stock Music: Stock Build time: About 30 to 40 hours spread over 2 weeks Tools used: Eureka Gameplay: Designed for single player, but has co-op and deathmatch starts Difficulty Settings: Yes Multiplayer Placement: Yes Requirements: No requirements. Since it is intended to be Vanilla, it was designed around not using jumping, crouching, and freelook. Known bugs: The name of the map still reads "Entryway." For some reason, the areas that I marked as secret don't say "A secret has been revealed," but they do register as secrets at the end of the level. There was a HOM and a possible visplane overflow in the opening area, but I think both have been fixed. Comments: Here is my submission, coming in just under the wire. This is the first map that I have actually finished in several years, so I some rust to knock off. This was meant to be a rather short map; for reference, it's comparable in size to Maps 6, 17, and 26 in the original Doom 2. I meant for the map to be challenging, particularly on the higher difficulty levels, but I'm not particularly good as a player, so perhaps my idea of challenging is lower than others. Sorry for the lack of screenshots. Let me know what you think. Assault on the Mountain Garrison The link in the previous post was bad, so I fixed the link and this should download just fine now. I went back and tried it again on UV and found that at one point, I was down to 5 shells and 50 bullets, with another dozen or so enemies lurking. I figured no one finds ammo starvation to be any fun, so I added some more ammo and set some of the enemies to ambush. Otherwise, the map is the same as I tried to upload on the 30th. Spoiler Edited January 5, 2018 by Pegleg Corrected link to dl=1. 1 Quote Share this post Link to post
StormCatcher.77 Posted January 5, 2018 @Pegleg Thank you. Now it remains for me to add 4 playerstarts to all maps, as @obake said. I spend few hours on testing maps, which I wasn't playing yet. If all is ok, then today there will be a beta release. 3 Quote Share this post Link to post
Pegleg Posted January 5, 2018 1 hour ago, StormCatcher.77 said: @Pegleg Thank you. Now it remains for me to add 4 playerstarts to all maps, as @obake said. I spend few hours on testing maps, which I wasn't playing yet. If all is ok, then today there will be a beta release. I put 4 player starts in my map already, but feel free to adjust them if need be. 1 Quote Share this post Link to post
StormCatcher.77 Posted January 5, 2018 The project is delayed for several reasons: 1. I forgot to do CWILV's and just finished it an hour ago. 2. I found visual portal glitches on the hub-map, and 2 hours could not understand what is the cause. 3. I could not get compatibility with Chocolate Doom. At start i get "R_ProjectSprite" crash. I hope after the release, someone will help me with this. 4. In Boom, after 32 map, starts 16th, not 33rd. I tried to fix it for a long time, until I realized that it was impossible ... 5. Right now I'm finishing the map list. Unfortunately, today I do not have time to test all maps. I hope that the players will do it. If something else does not happen, then release in the next few hours. 0 Quote Share this post Link to post
Memfis Posted January 5, 2018 On 2017/12/30 at 2:20 PM, Pegleg said: For some reason, the areas that I marked as secret don't say "A secret has been revealed," but they do register as secrets at the end of the level. Whether that message appears or not depends on the port you're using and its settings. It has nothing to do with the level itself. I believe in Chocolate Doom it simply never appears. Fun hectic map, I didn't fully understand the trigger system (wonder what these switches and keens at the start were about) but survived anyway. Here is a demo. 0 Quote Share this post Link to post
bonnie Posted January 5, 2018 14 minutes ago, StormCatcher.77 said: 4. In Boom, after 32 map, starts 16th, not 33rd. I tried to fix it for a long time, until I realized that it was impossible ... you could alter BOSSBACK to say something like "use -warp to access maps xx-xx" to let players know that there are more maps to play after map30 :o 1 Quote Share this post Link to post
StormCatcher.77 Posted January 5, 2018 (edited) @bonnie Done it. Beta-release is available to download: Mediafire (27 MB, 7Z) When I placed additional playerstarts on the maps, I had to change the position of some lines on the @Carlos_Lastra and @Obsidian maps. I hope this is not critical for the authors. The project was tested on PrBoom 2.5.1.3 and GZDoom 3.2.0. Compatibility with Chocolate Doom is absent (I hope temporarily). Download link and map list also available in main post. Edited January 5, 2018 by StormCatcher.77 6 Quote Share this post Link to post
bonnie Posted January 5, 2018 (edited) i can't warp to my map because it says "S_ChangeMusic: Bad music number 68" ;~; edit: @StormCatcher.77 i think the reason might be because vanilla doom doesn't like music past level 32 maps 33-35 have default doom music like menu and intermission music, so I would recommend figuring out what tracks it's using for those maps and replacing those tracks with whatever the levels originally used as for my map... well as far as I can tell it can only be played using -nomusic (you should put that on BOSSBACK too), which sucks because I really liked the music I chose for my map :c unless somebody knows of a workaround to allow music to be played on my map, it's gonna be a very quiet map in prboom+ oh well it still works Edited January 5, 2018 by bonnie 0 Quote Share this post Link to post
StormCatcher.77 Posted January 5, 2018 OMG... I hope to sort this out tomorrow ... I really need to sleep now. 1 Quote Share this post Link to post
bonnie Posted January 5, 2018 Just now, StormCatcher.77 said: OMG... I hope to sort this out tomorrow ... I really need to sleep now. well while i'm at it, i just wanna say that the hub is frickin amazing!!!!! :D i only have 3 questions: why do you start with 20 bullets in the hub? why do you not do a regular pistol start going into levels from the hub (you go into levels with whatever supplies you had in the hub)? extremely small thing, but is it possible to reduce the colored warping-blur thing that's in front of the levels? it looks really cool, but it's a little hard to see the pictures behind them, but if you can't fix it easily i dont care at all the hub is still amazing otherwise i'm really happy about this 0 Quote Share this post Link to post
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