Killer5 Posted January 28, 2017 Hello. Thursday during JohnSuitepee's Holy Hell stream we sparked up a discussion about possibly fixing some of the odd stuff in Sunder and release it because insane_gazebo has been away for many years (at least I think so anyways). Obviously this is weird because what if insane_gazebo comes back because it would mean messing with another mapper's wad (wish insane_gazebo would come back D:). I cant decide if I would truly want to fix these things because they make for some interesting demos. Anyways some of the stuff I was thinking about would be: - Removing the death exit pit in su14 - Preventing player from hitting the switch early in the small room just prior to bfg area in su14. - Fixing all of the lines in su08 so the player cant exploit fights (especially the final fight) - Fixing the PE spawns in su13 so there isnt a chance of PEs getting stuck in closets - Fixing the stuck cyb during final fight of su08 - Preventing player from abusing tele traps in map09 (I guess it is cool being able to pacifist it by simply skipping the initial group of monsters?) - Preventing player from hitting switches through bars in su10 - Reworking teleporters in su10 to make monsters spawn quicker and more consistent - Removing deaf imps in su10 - Reworking the switches in su05 so the player can no longer skip switch sequences - Preventing rocket cheese against vile island in su05 Anyways just curious what people think. I am on the fence personally. 0 Quote Share this post Link to post
Memfis Posted January 28, 2017 sunder.txt said:Authors MAY use this level as a base to build additional levels. Seriously, go have some fun! It's not like I'm getting paid for this. 0 Quote Share this post Link to post
Grain of Salt Posted January 28, 2017 All wads have quirks like that, though. At this point, what you'd gain from "fixing" those things doesn't come close to justifying the cost of breaking demos etc. You'd just be creating a fork of Sunder that fewer people would play and record demos for, and which would mostly just confuse people. 0 Quote Share this post Link to post
Doomkid Posted January 28, 2017 As long as you make the filename significantly different somehow and distribute it with a .txt explaining what it is, I don't see an issue since the author expressly allows you to do so. 0 Quote Share this post Link to post
Firedust Posted January 28, 2017 Dang, and here I thought insane_gazebo was going to finish this thing. Would've been best mapset ever. 0 Quote Share this post Link to post
Suitepee Posted January 28, 2017 Killer5 said:- Preventing rocket cheese against vile island in su05 *notes down strategy for my eventual Sunder playthrough* 0 Quote Share this post Link to post
rehelekretep Posted January 28, 2017 leave it how it is for now. if you want to make a 'Sunder Deluxe Edition' then go ahead, but make sure the wad is named and distributed to make it clear that its a different release entirely. i too am annoyed as i thought this was an announcement the IG had made contact with someone from DW and that he was coming back :'( 0 Quote Share this post Link to post
4shockblast Posted January 28, 2017 Yeah, the thread name is a bit misleading haha, but making something like this could be good. The things that actually seem worth fixing for this would be the stuck/hard-to-reach monsters, map 14 death pit, and slow/bad teleporters. I think switches being possible to hit early is just part of IG's apparent unawareness of or disregard towards tricks within the Doom engine and wouldn't make sense to change without fixing all of the other tricks such as glides and RJs. They would also be difficult to fix in some places without substantially changing the map, e.g. su05. Abusing the final fight on su08 might be worthwhile to change, though, as it's a particularly silly oversight. Map 09 would be easy enough to fix with a forced shot at the start, but I also think it's kind of amusing that a Sunder map can be done stroller. 0 Quote Share this post Link to post
Veinen Posted January 28, 2017 Fixing some cosmetic issues half a decade after the wads initial release sounds completely pointless to me. It's not like these things have hindered demo recording activity for the wad in any way either considering there's 27 hours' worth of demos in the DSDA for Sunder. 0 Quote Share this post Link to post
Linguica Posted January 28, 2017 rehelekretep said:i too am annoyed as i thought this was an announcement the IG had made contact with someone from DW and that he was coming back :'( Same. Thread title changed. 0 Quote Share this post Link to post
dew Posted January 28, 2017 Grain of Salt said:All wads have quirks like that, though. At this point, what you'd gain from "fixing" those things doesn't come close to justifying the cost of breaking demos etc. You'd just be creating a fork of Sunder that fewer people would play and record demos for, and which would mostly just confuse people. QFT. Re-releasing the wad in its entirety would create a ton of confusion. There's no new content, just a short list of fixes, which in my eyes doesn't justify dumping the demo history. If you really want to go forward with this, perhaps a better way would be to create a bugfix file that's run on top of Sunder and contains just the treated map lumps, no resources. That way everything is kept intact within Sunder itself and the fixes are optional. Also beware of feature creep, I've seen similar ideas turn sour as more stuff gets attached to the list and suddenly it's a full-blown reimagining, you're forcing the mirrored lost soul sprite on everyone and half the community denounces your name. :) 0 Quote Share this post Link to post
Killer5 Posted January 29, 2017 Ok. Was curious what everyone thought. So I'll just leave it be for now =). 0 Quote Share this post Link to post
VGA Posted January 29, 2017 If there is a fixed version I will play that one instead of the original. 0 Quote Share this post Link to post
dew Posted January 29, 2017 VGA said:If there is a fixed version I will play that one instead of the original. That's nice and everything, but that version would be incompatible with the demos recorded so far - just to fix exploits abused by people recording demos. With so many years gone by, this can do more harm than good. The compromise I described alleviates the problem partially, because you need that extra file with the updated maps loaded after "base" Sunder to play the fixed version. 0 Quote Share this post Link to post
kb1 Posted January 30, 2017 Doomkid said:As long as you make the filename significantly different somehow and distribute it with a .txt explaining what it is, I don't see an issue since the author expressly allows you to do so.Seconding this recommendation. I'd love to play a "fixed" version, if: . As already stated, you rename it sufficiently, as to not cause confusion about demos . Limit your changes to bug fixes . Don't create more bugs :) For example, fixing stuck monsters makes sense, but "removing monsters, cause a certain area seems to difficult" would not qualify as a bug fix, IMHO. It is an awesome mapset as is. It would not feel official if areas or monsters were added/removed, I think. 0 Quote Share this post Link to post
dew Posted January 30, 2017 So let me get this straight. You're proposing a significant project name change for the sake of several minor, non-critical bugfixes on a few maps, while keeping everything else as faithful as possible, including not changing maps 01-04, 06-07 and 12 at all. And everything's going to be explained in the txt and there will be no confusion on the mp servers or when recording demos. Wow. 0 Quote Share this post Link to post
SArais Posted January 30, 2017 Here's to insane_gazebo re-appearing this year. 0 Quote Share this post Link to post
baja blast rd. Posted January 31, 2017 I don't 100% agree that maps shouldn't be changed outside of minor bugfixes. The prevailing tastes have changed significantly over the past few years, and Sunder could use a touch-up or two in many places -- nothing huge, just slight changes -- to be more suitable for the times. For example, map06 isn't really compatible with Brutal Doom at all, due to the slaughterfest gameplay all over the place. I'd propose a removal of slaughterfest gameplay bugfix -- it would still be a great wad without it -- so that it's playable with modern settings. 0 Quote Share this post Link to post
Grain of Salt Posted January 31, 2017 I'd be completely in favour of a bugfix to make all the maps incompatible with brutal doom. That'd be neat. 0 Quote Share this post Link to post
Xaser Posted January 31, 2017 While we're at it, could we patch Sunder so that it's compatible with Sunder? 0 Quote Share this post Link to post
Death Egg Posted February 1, 2017 Current version doesn't load in Chocolate Doom, could you fix that in the bugfixed version 0 Quote Share this post Link to post
Voros Posted February 1, 2017 Wouldn't it be a better idea to release an external patch for Sunder rather editing Sunder itself? 0 Quote Share this post Link to post
Outrageous Videos Posted February 1, 2017 I personally think the glitches are fun and make speedrunning more enjoyable Sunder should be kept as is until insane gazebo comes back (if he ever does) 0 Quote Share this post Link to post
SArais Posted February 1, 2017 Could always try to continue the legacy 0 Quote Share this post Link to post
kb1 Posted February 2, 2017 dew said:So let me get this straight. You're proposing a significant project name change for the sake of several minor, non-critical bugfixes on a few maps, while keeping everything else as faithful as possible, including not changing maps 01-04, 06-07 and 12 at all. And everything's going to be explained in the txt and there will be no confusion on the mp servers or when recording demos. Wow.You get confused easily, don't you? Wow. rdwpa said:I don't 100% agree that maps shouldn't be changed outside of minor bugfixes. The prevailing tastes have changed significantly over the past few years, and Sunder could use a touch-up or two in many places -- nothing huge, just slight changes -- to be more suitable for the times. For example, map06 isn't really compatible with Brutal Doom at all, due to the slaughterfest gameplay all over the place. I'd propose a removal of slaughterfest gameplay bugfix -- it would still be a great wad without it -- so that it's playable with modern settings.There's nothing wrong with that approach, but it's no longer a "Bug-fixed Sunder", it's something else. The OP described a bugfix version, which suggests fixing bugs only. I'm sure people have varying philosophies in regard to the releasing of modified versions of popular maps by other authors that have been away from the community for an extended period of time. I was hoping to avoid that discussion, and simply provide the OP an opinionated answer to his question. 0 Quote Share this post Link to post
dew Posted February 2, 2017 I care about the game, not just the code. You're just handing out technocratic advice that would actually backfire on the community in several aspects. Such solution should be avoided. 0 Quote Share this post Link to post
kb1 Posted February 4, 2017 dew said:I care about the game, not just the code. You're just handing out technocratic advice that would actually backfire on the community in several aspects. Such solution should be avoided.Are you replying to me? Did you "butt-post" in the wrong thread, maybe? 0 Quote Share this post Link to post
Marcaek Posted February 4, 2017 How to concern troll new life into dead threads 0 Quote Share this post Link to post
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