Jump to content

EffinghamHuffnagel

Members
  • Posts

    840
  • Joined

  • Last visited

5 Followers

About EffinghamHuffnagel

  • Rank
    Forum Regular
    Forum Regular

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I don't normally do congrats posts because I'd just feel like a fanboy, in awe of the quality of work of so many people, but I have to give you this one. It's been almost 12 years since you first released cbspeed, the first episode of what became 'ConC.E.R.Ned', and now 'Ultimate Return to Hadron'. I've been Absolutely Positively Ultimately Concerned, following it for most of that time. Big congrats, dude. Talk about your epic journey!
  2. Nice. Enjoyed playing the first two. Looked through the textures in the resource wad. Noticed SW1BRIK1 was wrong. It's slightly out of focus and looks like it was converted from a jpg instead of the original png.
  3. Stuck on MAP12, RC4d. When you open the tag 10 bars and step through the opening, the door closes behind you (or in front of you, if you step through and back up quickly). The door has no tag, so there's no remote switch to open it and it's tagged on both sides as WR OpenClose, not SR. Did I miss something?
  4. Just started this. Like it. You should add SECRETMESSAGE = "Se revela un secreto!"; to the Language lump. Edit: Just got to MAP04. I found two more messages that can't be added to Dehacked because they were added by Boom later, and so need to be added to Language. Note: I'm using ZDoom. Found all these in ZDoom.pk3 in Language.enu. PD_ALL3O = "Requiere las tres llaves para activarlo"; PD_ALL6O = "Requiere las seis llaves para activarlo";
  5. I wasn't exactly sure either. Googling, found this: ž is pronounced like in “Version.” š is pronounced like in “Short.” č is pronounced like in “Czech.”
  6. Pretty good. But no, the Red Key bars are not fixed. You still need to remove all the W1 actions on the bars themselves and let just the voodoo dolls control them. It's still possible to get softlocked inside the room or outside of the room without the key and no way to continue. I like the three-switch secret, but it seems a lot of work for an SSG and a Backpack. Maybe swap the SSG and the Rocket Launcher or replace it with a Plasma Gun and Cells, since you have Barons and AVs in the map. Otherwise, solid map.
  7. Did you put the right file into the zip? It's exactly the same as the RC1c wad released 3 weeks ago.
  8. What serendipitous timing. I was just looking for something to play. CWILV19 is 'Trapier'; Dehacked is 'Trappier'. Not sure which was intended.
  9. Finally finished this. There are some people who make maps that are just fun to play and you're one of them. I've always liked your maps. Really enjoyed this. Found an actual bug, but it's not automatic. Also a spot that might need to be adjusted, I think. ------- E3M2 ------- The Baron wandered into the tag 24 teleport. The landing spot is 56 units high, and, since Barons are 64 units high, it couldn't move or attack. Became an easy telefrag. ------- E3M7 ------- I never walk across the middle of large empty rooms. I played too many D&D Thieves in college. So in the SE room, I hugged the wall, got to the tag 84 switch to open the door, and kept hugging the wall to exit the room. I never triggered the tag 89 bars to close or raised the tag 83 monsters, so I fell into the monster pit past the tag 81 door. Neither of these are automatic, so maybe just make note of them if more things come up that need to be addressed.
  10. Just finished EP2. Level design is great. Suitably puzzle-y without being ridiculous. I'll echo NightFright's comments and add monster placement. When you grab a key or hit a switch, massive monster closets don't just open. Some monsters show up. Then a few more. Then another, and another, and two more. It's like a slow wave. I love that. It raises the tension because you're never quite sure if you're done. Lots of fun so far. Found one thing in E2M2, which is half a bug, I guess. The blood pit where you have to raise the bridge to continue has two damaging sectors (#161 and #335), but the rest of the blood in the pit isn't damaging. I found that odd. There's an escape lift, so not a biggie. Also, the boss levels can function as intended in ZDoom with a properly edited Mapinfo (or ZMapinfo, I guess) without Dehacked trickery. Here's my edited E4M8 in the generic Mapinfo I use: map E4M8 lookup "HUSTR_E4M8" { levelnum = 38 titlepatch = "WILV37" next = "EndGame4" secretnext = "E4M9" sky1 = "SKY4" cluster = 4 par = 360 nointermission nosoundclipping specialaction = "Cyberdemon", "Floor_LowerToLowest", 667, 16 specialaction = "SpiderMastermind", "Door_Open", 666, 16 music = "$MUSIC_E4M8" exitpic = "EPS4END" } Specialaction requires a monster that calls A_BossDeath to function. I think the "16" argument is the speed, but I couldn't visually verify that. Here's an 'add' wad with my Mapinfo, Dehacked (I added the ExTEXTs from Umapinfo), a Gameinfo, and a plain black EPS3END graphic I made, just to be consistent. Edit: updated the file. I forgot to add the Language lump to the wad. E4 music doesn't play properly in ZDoom without it when using the generic '$MUSIC_ExMx' format. Edit2: updated again. I copied the wrong action to E3M8 in Mapinfo. Should have been "Floor_LowerToLowest". Fixed. Sorry. Edit3: checked that E4M6 wasn't a boss level, but missed that E4M7 was. Fixed Mapinfo again. Probably should have played the whole wad before I posted this. Mea maxima culpa. hellbane-add.zip
  11. How come the Absurdity RC1 only has 4 maps in it? I remember the last beta had 9. Edit: I also just found that Vol2 has two pieces of music named D_E3M3.
  12. Enjoyed this. I particularly liked that it plays as a continuous area, i.e. each map exit room is the start room of the next map. Feels like an actual complex rather than disparate locations. Not being able to get back to previous areas of a map for ammo or to look for secrets is completely subjective to the author, so I mention that only in passing. I only found two things, both on MAP06 (which was appropriately named). Past the Blue Key door is a 32-wide METAL3 column in the middle of the hallway. Space to either side is 48 wide. Spectres and Demons beyond it are 60 wide and can't get to you. Easy kills. Intentional as a kind of jump scare in the dark? Tag 12 door can't be opened from the inside. If you don't run in quickly enough to use the tag 11 switch, softlock. Also one thing on MAP05 was annoying. I grabbed the Blue Key, but didn't step out the window, which is what opens the exit door from the area. I backtracked to grab ammo and ended up back at the door the way I came in. I couldn't figure out how to open the door. Took forever to find what I missed. This was fun. Well done.
  13. Finally finished this. This was great fun, start to finish. Those UFOs are outstanding! On a random note, there are two duplicate flats in the wad, FLITELG and FLITEYB. Not a note, but a question on MAP14.
  14. https://www.mediafire.com/file/8a0rcf3oytc0rea/E2M8remake.zip/file And for future reference:
×
×
  • Create New...