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Everything posted by finnks13
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Hello again, I wanted to let everyone know that @SharkyChip has just finished editing the soundtrack video (which is on @LPad's channel), so if you're wanting to listen to the nearly 4(!!) hour long soundtrack that was created for Hardfest 2 without having to rip the midis yourself, then now is a fantastic time to do that!
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Interception III [MBF21 Community Project]
finnks13 replied to Moustachio's topic in WAD Releases & Development
I really enjoyed Interception II, so I'd love to be a part of the third one! Out of interest, what sort of thing are you expecting out of the third episode since the idea seems very interesting, but I'm not sure exactly how distant in the past you want them to be set :P Are you expecting something like an ancient egyptian-themed (or some other ancient civilisation) map, or something further back with far fewer man-made structures? -
@spottydog10 Hi, This map required a ZScript patch to function correctly in GZDoom, so if you open the console when loading Map 25 for the first time and it says "Patch for m25 applied.", then try squeezing through the passage on the right again - it might take a bit of wiggling to get through because it's just wide enough. If this message does not display, then your version of GZDoom doesn't support the patch that fixes the map, and you'll have to skip it. I'm glad you're enjoying the wad :)
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Don't worry about not getting round to it until now, it's fine! I have no idea how I managed to miss a VPO this large, but I believe I've fixed it now (seems to be a classic case of crash-by-overly-long-sightline :P). I've also taken the oppourtunity to make some slight improvements to the visuals in a couple of areas. Hopefully there shouldn't be any more crashing problems! 95_finnks_v2.zip
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Hello everyone! Hopefully you know the drill by now, since Hardfest is back and will once again be focused on hard maps of any style! We've got a significantly more expansive resource wad to work from this time, with a lot more changes to existing stuff and a lot of new toys for mappers to play around with! This time the wad's theme is pink, but I've also thrown in the Hardfest 1 green range & the Hardfest 2 yellow range for good measure :P Your map should be MBF21 Compatible (-complevel 21). The intended ports will be dsdadoom & Woof. The target IWAD is DOOM2.wad Difficulty settings should be implemented. Add co-op starts. Complete co-op support would be nice, though it's not necessary. Use a sky transfer or a UMAPINFO definition for any custom sky. If you don't do this I will assume you want RSKY1. Don't submit obviously low-effort maps, as they will be rejected. Your map should be "hard". Yes, this is vague on purpose. You may submit as many maps as you like. If you submit a map that takes you longer than 15 minutes in-game-time to complete, then the next map that you submit must take you less than 15 minutes in-game-time to complete (once you have submitted a "short" map, you can then submit a "long" map again). This will be done by an honour system, but if it's obvious that you're lying then I may reject your maps. Collaborations between mappers are excepted from this rule. Please submit a MIDI with your map. Non-MIDI music is not allowed. Some bespoke MIDIs may be made, but this will need to be organised with the composers instead of being the default. Pistol starts are intended, though I will not enforce them on every map. It must be possible to get 100% kills and secrets in your map on HNTR, HMP & UV (n.b. this does not mean you can't put in stuff like one-way drops, just that you can't place kills & secrets that are impossible to get) Do not map for the MAP30 slot. Please use the resource wad (which can be found in the project discord server), as it has custom things that may break if your map is not built with it. Please do not use textures that start with the prefix XX without asking as these have been requested by a specific mapper for their map only. Custom textures that are not in the resource wad are allowed, though please don't go too nuts with them or include the entire resource wad with your map submission. The resource wad is based on Hardfest 2's resources, with a few additions, the main one being the entirety of PatchTEX! There is a test map on the Map02 slot that shows off the new stuff, but I will detail it below too. Arachnorb - 130HP Flies around and fires plasma in bursts of three. I've fixed the bug from last time where I forgot to remove the Refire check, so they'll function a bit less like stationary turrets now! Baby Cyberdemon - 1000HP Don't think I need to tell you what this is at this point lol Kobold Warrior - 80HP This little fucker is silent, and will dash for you to stab you in the face. It's melee attack has the exact same timing as the revenant's punch attack in a tragic turn of fate. Veilimp - 90HP Due to incredibly popular demand, the Veilimp from Eviternity 2 is in the resources. It functions almost identically to how it does there, but might look a bit different to how you remember :P Grenadier - 100HP A zombie that fires a bouncy grenade. The grenades do a bit less splash damage than rockets, but they're still pretty scary! Grenade Mancubus - 700HP If that previous monster didn't seem bad enough, here's one that fires grenades in the same attack pattern as a mancubus! Cybruiser - 1200HP If you've played NoSp2 or 3, then this guy will feel familiar. If you haven't, this guy fires a rocket and then a baron ball in succession and is all around a bastard. Jump Orb This peculiar object makes you jump when you walk into it, as if an archvile attacked you (but you only take 20HP damage!). Perhaps it could be used to unlock weird navigational routes through the map (or just for horrendously difficult platforming :P) Weapon Changes: - The pistol & chaingun are always 100% accurate - The pistol, chaingun & plasma gun now share an ammo pool, which has been increased to 600. (As a consequence, the BFG now has it's own ammo pool) - The rocket launcher & BFG no longer have the safety on when you switch to them. - The fist's damage has been normalised to make berserk punching a bit more consistent. New weapon - Ultra Rocket Launcher! This rocket launcher fires four times as quickly as the standard rocket launcher, and it consumes one rocket for every two rockets fired through demon magic or something. It's pretty ridiculous, and I hope you enjoy using it more than the chainsaw that it replaces :P GET THE RESOURCES HERE: HF3_TEX_v6 How do I claim a slot? You don't need to! Join the server and say you want to make a map, and you're in the project! I will order the submissions at the end of the submission window. What gameplay style should my map be? "Hard Map" does not just mean slaughter, feel free to interpret that as you want. We've had a wide variety of maps in the last two Hardfests, including small, Scythe-styled levels, maps with mostly combat puzzles, maps with resource starvation, large slaughtermaps, platforming maps and monsterless puzzle maps, so don't worry if you don't think your idea would be considered traditionally "hard". What theme should my map be? Do whatever you want! I will order the maps roughly by their difficulty, style and weapon progression so don't worry about any specific theme as it'll likely get put between two completely different maps anyway! Are newer mappers welcome? Absolutely! I'd like to think that the project discord is pretty welcoming, so feel free to join in and give it a go. I have a few more tips for newer mappers here: How do I submit maps? Submissions will be taken only through the discord, in order to make communicating with the mappers easier, though feel free to post maps in the thread to get feedback from people who aren't in it. The deadline for submission is Saturday 21st September at 11pm BST (UTC+1) How do I sign up as a Mapper/Composer/Tester? Ping me here in the thread with what you'd like to do and join the discord server! (Or just join the discord server, and ping me there lol) Discord server? https://discord.gg/eg2fSD7hkS Thank you for reading this far and best of luck!
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OK, the mappers have confirmed that it's a bug, and that the imp is unkillable. In order to not have two versions of the wad out that can desync UV demos on this map, I'm not going to update it to fix this and therefore, I believe the maximum number of kills on this map is 1061/1062. Sorry about that!
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I'm not sure what to tell you, having compiled the wad I know there's absolutely nothing there and I have had multiple people download it to try to reproduce this to no success. It is definitely a false positive. I've had Windows Defender misidentify this exact virus before with one of the recent versions of Woof, so I think it might just not be very good at detecting this specific one. If it makes you feel better to use a RC, then that's fine but I promise you that there is no virus in the wad.
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Sure: Map99's song is called "Serendipity" by LPad The Intermission Screen's song is "Hardmission" by LPad The Text Screen's song is "Zephyrs" by LPad Also, there are a couple of mistakes in the text file's song names (sorry!): Map26's song should be "A Strange Thing to Say" by thelokk Map34's song should be "HMS Erebus" by Ravendesk Map41's song should be "Rhubarb" by Aphex Twin, sequenced by Scorpius
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Hardfest 2 is now on idgames! https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/hardfest2 Sorry it took so long, but I think the new music was worth it! The soundtrack video is not quite done yet, but I will post about it when it is. Hardfest 3 is happening soon. Gimme a week or so to chill ok :P
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Thank you all for playing! Hopefully more of them do, but that depends on whether the mapper & recipient want that to happen (I can't force 'em :P) I'd love to say it was intentional, but I didn't realise that those archviles got woken up until I added some stimpacks there! Kept it in though cause I enjoyed the idea of the player crapping themself when they woke them up lol I'm conflicted, because while the non-fullbright rain definitely looks better, it looks significantly less dense & overwhelming and I think it'd take away from the effect I wanted to get by using so many of the rain props. I'll have mess around with it and see though - thank you for sending an altered dehacked to make it easy to test :P
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I've just updated the download link in the OP to fix the large HOM found by @Vile and @dashlet, thank you for pointing that out! It's also here if you hate scrolling up: RC2
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The acidic rain has been going for weeks and your house has started to crumble. You decide to take shelter in a nearby cave, but after setting your foot down in the wrong place, end up far deeper within than you wished. Subterror was created during a small secret santa event, for @gabirupee. I was originally going to make something primarily inspired by Crumpets, but ended going in a somewhat different direction. The map is about 10 minutes long, and reasonably challenging, though it should be pretty doable for most people still. This was rather out of my comfort zone to make, being almost entirely made up of randomly arranged, hand-drawn curves initially, and I definitely got the scale a little too small, but I hope you enjoy it nonetheless, bouncy walls and all :) My sincere thanks to @gabirupee, @Mr. Freeze and @Yumheart for playtesting. PLAY INFO: IWAD: DOOM2.wad Maps: Map01 Compatibility: MBF21 (entirely to avoid boom's monster falling off ledge behaviour :P) Coop Starts: No Deathmatch: No Difficulty Settings: Yes Note: The rain sprites replace the large red torch, so if you're playing in GZDoom I would recommend turning dynamic lights off so the map isn't glowing red :P Full credits can be found in the accompanying textfile! DOWNLOAD: Here! (rc2) (probably the final version, unless any major errors are noticed!) Old Versions:
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Well, this has been a very wonderful morning for me :P I can't believe that Hardfest 2 got a gold cacoward! I just want to thank everyone who mapped for, or made music & art for the project since Hardfest 2 wouldn't be what it is with any of you guys missing, you're all awesome <3 I'm also shocked that Doomed: By the Hour got a mention! I'm so glad that people got something out of our silly set of speedmaps. Thanks @Yumheart for being a great friend and mapping partner! Congratulations to all the other winners, this is an incredibly stacked year and I'm honoured to be featured alongside you guys!
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Hey guys, I've just updated the release candidate build due to some errors that were found in Map12 by it's author. No other changes have been made. LINK: https://drive.google.com/file/d/1pPrdbAZoXhFIT8lIeVgK-snNyoCmbSmq/view?usp=sharing ~~~ I know he was working on a map for the project (posted a few screenshots of it in the discord), but he didn't finish it which is a shame.
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Doom 2 In City Only - Community Project [All Slots Claimed]
finnks13 replied to myolden's topic in WAD Releases & Development
Hey, I'd like to take m21 if that's alright! Quick question before I start - are death exits being put between episodes? -
Hey everyone, after a month's work (and a lot of procrastinating on my part, sorry!), here is the RC2 update for Hardfest 2! Featuring a bunch of changes & bugfixes to the existing maps and a load of new music too! You can download it here: https://drive.google.com/file/d/1MI-jFoxwPBhcQS5TTPJC91STLDoHkuuX/view?usp=sharing (it's also linked in the OP if that's more your speed) IMPORTANT IF YOU ARE CURRENTLY DOING A PLAYTHROUGH: The map order in Episode 4 has been moved around a bit, so if you're currently on that episode, then you might wanna warp through it quickly to make sure you've actually played them all :P Full Changelog:
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