KVELLER Posted May 19, 2018 16 hours ago, Urthar said: I'll probably leave the card messages alone since I think Quake referred to them as blue or yellow. Silver and gold, actually. 1 Quote Share this post Link to post
NightFright Posted May 19, 2018 Will there be keycards in the game? Until now I have only seen keys. The cards only appeared in the first levels of each episode (the gateway maps) IIRC. 0 Quote Share this post Link to post
Urthar Posted May 19, 2018 (edited) I had a go at doing Keycard sprites today, working from the Quake textures, but when I tested them in game they didn't look as good as the Doom ones. So I'll stick with Doom's versions for now, especially since DOTB doesn't have any keycards in it's maps. Though I might revisit this concept for ZDOOMQTX and try a rotating keycard sprite in the future. Edited May 19, 2018 by Urthar 3 Quote Share this post Link to post
NightFright Posted May 19, 2018 They look quite good here, actually. 0 Quote Share this post Link to post
Crunchynut44 Posted May 24, 2018 These are some of the best levels in Doom I have ever played, I played through each level multiple times and had an absolute blast. I even go through with no monsters just so I can gawk at the sheer complexity of the architecture and use of faux shadows and all the other many tools you've utilized to create some of the best looking maps I have ever seen. They are tough but very fair in their fights and set ups and the secrets are very satisfying to find, I also love the way all the secrets are visible from different access points, as well as how the maps interweave throughout themselves. Based off the quake intro level it seems like you plan on a whole megawad? Either way, thankyou for making this spectacular mapset! 1 Quote Share this post Link to post
Catpho Posted May 24, 2018 2 hours ago, Crunchynut44 said: These are some of the best levels in Doom I have ever played, I played through each level multiple times and had an absolute blast. I even go through with no monsters just so I can gawk at the sheer complexity of the architecture and use of faux shadows and all the other many tools you've utilized to create some of the best looking maps I have ever seen. They are tough but very fair in their fights and set ups and the secrets are very satisfying to find, I also love the way all the secrets are visible from different access points, as well as how the maps interweave throughout themselves. Based off the quake intro level it seems like you plan on a whole megawad? Either way, thankyou for making this spectacular mapset! Its finished 1 Quote Share this post Link to post
Urthar Posted May 24, 2018 @Crunchynut44 I'm glad you enjoyed it. There will be sequels one day, but they'll be based on UDMF format for ZDoom and Eternity. 2 Quote Share this post Link to post
Not Jabba Posted May 24, 2018 (edited) (Edit: ninja'd) Edited May 24, 2018 by Not Jabba 0 Quote Share this post Link to post
Urthar Posted May 28, 2018 (edited) It's done. (Link removed, see first post.) Coop stuff has been tested in solo-net and adjusted. The Shambler now does randomised damage in the 20 to 40 range, but has less hitpoints. A variety of bug fixes and encounter tuning. Not all that different on the whole, if you played the beta then you've played this pretty much. (In the end I didn't add the deltafont stuff for Eternity, since I assume stable releases will be the player default. But it will certainly be used for the sequels.) I added everyone whose feedback prompted direct changes, to the credit screen, but I would also like to thank everyone else whose comments encouraged me onwards. Shamefully, I can't remember who it was who lent me the combined SSG sfx, that helped free up some sounds, but I am grateful. And of couse, I would like to thank all the source-port and editor authors, whose works are the foundation upon which this little episode rests. Edited October 15, 2018 by Urthar 14 Quote Share this post Link to post
FrancisT218 Posted May 30, 2018 This wad is amazing. Not only are maps great (one exception...) but I've never felt so immersed in the world of Quake while playing DooM. Quake should have played like this! Map06 is the exception, it seems like the aesthetic is rushed & is undersupplied for pistol start IMO even with all secrets. Thankfully Map08 exists to generally keep a bad aftertaste away. Map thoughts will follow here if NOT picked for next DWMC. 2 Quote Share this post Link to post
SiFi270 Posted May 31, 2018 So over at the ZDoom forums (specifically the QCDE thread) there's been talk about mod compatibility for this wad and I thought "what a perfect opportunity to share this patch I made to play it with Samsara" but then I thought it'd derail the QCDE thread so I went here. Load the patch last. 1 Quote Share this post Link to post
Rex705 Posted June 1, 2018 Am I doing something wrong? When I load this WAD in GZDoom 2.3.3. I just get normal Doom 2. How do I play this? 1 Quote Share this post Link to post
ShadesMaster Posted June 1, 2018 Add Vores!!!! Sprites and behavior exists for them already thanks to Tormenter's 667 site! But they're NOT in be bestiary, they can be found however in a certain mapping project from just a few years back.... https://www.realm667.com/index.php/en/projects-mainmenu-50/104-projects/finished/1487-zdoom-community-map-project-take-2 2 Quote Share this post Link to post
Urthar Posted June 1, 2018 @SiFi270 Nice, I'll have to give Samsara a go at some point. @Rex705 Sorry, I'm at a bit of a loss. If you can play Doom2 normally on GZDoom, then DotB should work just fine. Even dragging the zip file onto gzdoom.exe without extracting the wad file first works. And, since DotB is compatible with ZDoom 2.8.1 I would imagine GZDoom 2.3.3 should be ok. All I can suggest is trying GZDoom 3.2.2 @ShadesMaster Can't sorry, there's no room for any additional SFX in MBF Dehacked. Decorate is another matter of course, so they might very well made an appearance in the ZDoom sequel. 0 Quote Share this post Link to post
Rex705 Posted June 2, 2018 Ok so I got it to work but with an error. It seems If I unzip the file and try to load wad as normal it won't work and will just start normal Doom 2. If I rename it or put it in a folder it will not work. So the only way for me to play is to just leave it as a zip not place it in a folder or rename it and it will work but will give a red error saying Frame 705: incompatible code pointer 'RandomJump' 0 Quote Share this post Link to post
Urthar Posted June 2, 2018 (edited) 1 hour ago, Rex705 said: Ok so I got it to work but with an error. It seems If I unzip the file and try to load wad as normal it won't work and will just start normal Doom 2. If I rename it or put it in a folder it will not work. So the only way for me to play is to just leave it as a zip not place it in a folder or rename it and it will work but will give a red error saying Frame 705: incompatible code pointer 'RandomJump' Oh well, so long as it works. Sadly, I can't try to reproduce this bug, since the download options for earlier builds of GZDoom appear to expire once a new stable version is released. But I almost certainly would have been building and testing on versions 2.3.2 and 2.4.0, which seemed to work fine at the time. (I couldn't find any reference to a 2.3.3 version.) In any case, the RandomJump is a Dehacked pointer which GZDoom should ignore as it will look up the Decorate code instead, so you should be able to safely ignore it. Edited June 2, 2018 by Urthar 0 Quote Share this post Link to post
Gez Posted June 2, 2018 RandomJump for Dehacked has been supported in ZDoom since January 2010. 0 Quote Share this post Link to post
Rex705 Posted June 3, 2018 (edited) oh, I typed the wrong version it's GZ 3.3.2. Other than not being able to put it in a folder and all that everything works so it's all good :) Edited June 3, 2018 by Rex705 0 Quote Share this post Link to post
FrancisT218 Posted June 3, 2018 Beat Level 2 on Hard pistol start within the (very strict!) par time: 1 Quote Share this post Link to post
Urthar Posted June 3, 2018 5 hours ago, FrancisT18 said: Beat Level 2 on Hard pistol start within the (very strict!) par time: Nice one, it's always fun watching these sort of runs. I think the route I used for the par was Chaingun, hard right to BFG secret, then blast the Cacos and grab Blue Armour, then rush Gold Key, and head for the Exit. I tried a few times to use the Shambler attack as a sort of Archvile jump to activate the upper exit button and skip the finale, but I'm not a good enough player to consistently pull that off. 1 Quote Share this post Link to post
Gez Posted June 3, 2018 Looks like the "incompatible code pointer" thing is a glitch with an overzealous check. It's been fixed, so the next GZDoom version (which may happen sometimes soonish) shouldn't have this issue anymore. 0 Quote Share this post Link to post
FrancisT218 Posted June 3, 2018 1 hour ago, Urthar said: Nice one, it's always fun watching these sort of runs. I think the route I used for the par was Chaingun, hard right to BFG secret, then blast the Cacos and grab Blue Armour, then rush Gold Key, and head for the Exit. I tried a few times to use the Shambler attack as a sort of Archvile jump to activate the upper exit button and skip the finale, but I'm not a good enough player to consistently pull that off. My route I found best was a bit different once emerging from the BFG secret, keeping Cacos asleep for longer as well. In the last room, I don't see how a jump to the top switch would save that much time, unless you were able to get by without fighting either Shambler (I killed the top one). 1 Quote Share this post Link to post
galileo31dos01 Posted June 3, 2018 Question! In map 05, when I take the first secret to the blue armor, how do I get out of there? 0 Quote Share this post Link to post
Urthar Posted June 4, 2018 1 hour ago, galileo31dos01 said: In map 05, when I take the first secret to the blue armor, how do I get out of there? You've probably already discovered the answer, but a leap of faith is required to transverse the void. 0 Quote Share this post Link to post
SOSU Posted June 4, 2018 I love these maps and i sincerely hope that you are gonna make more of these! 0 Quote Share this post Link to post
galileo31dos01 Posted June 4, 2018 15 minutes ago, Urthar said: You've probably already discovered the answer, but a leap of faith is required to transverse the void. Yeah, well, not sure, since it's slippery and damaging, and seemed odd to me if crossing it "naked" is the only way. 0 Quote Share this post Link to post
KVELLER Posted June 4, 2018 1 hour ago, galileo31dos01 said: Yeah, well, not sure, since it's slippery and damaging, and seemed odd to me if crossing it "naked" is the only way. I also got confused with that. It took me a while to realize that that was what I was supposed to be doing. 0 Quote Share this post Link to post
NightFright Posted June 4, 2018 (edited) There seems to be some issue with the DEHACKED of RC1. GZDoom gives this error message: Frame 750: Incompatible code pointer 'RandomJump' Not a showstopper, but I'd like to know what's causing this... *Edit* I see that the issue had already been reported, with a different frame number, though (705). Edited June 5, 2018 by NightFright 0 Quote Share this post Link to post
galileo31dos01 Posted June 4, 2018 A couple of things in map 05: 1. This monster remained sleepy forever. 2. In the BK area, at the top of the stairs, I'd suggest some monster block lines so this doesn't happen, because being Boom/MBF you can push the mancubus off the lift. 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.