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Inuk

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  1. I checked the MAP16 and MAP30B stucks in DSDA-Doom (complevel 2, though cl probably doesn't matter), Chocolate Doom, GZDoom, they're always stuck because they're inside monster-blocking lines. Here's some recorded evidence from DSDA-Doom:
  2. Looks fun as hell with all these dehacked changes and I want to give feedback but don't have the time to play the maps before release. I'll keep an eye on this! I scanned RC1 with some bug-finding tools I made. Mostly a few stuck multiplayer/easy mode monsters:
  3. I really love the marked walls. I try to do as well as I can on the first try, and this design allows for some very dangerous ambushes that you're still able to fully prepare for on your first shot, and it's great fun. I've never played anything like this before. This simple choice makes it feel calibrated and deliberate, and I would love a sequel to this, or at least more wads that take inspiration from this style of mapping, because I hold first impressions and casual playthroughs in very high regard. This wad is exemplary. There were ambushes that I could not possibly have prepared for, which like RHhe82 says require a few tries to find the right strategy, but this didn't happen many times. The final fight was rather frustrating because I kept getting blocked by flying monsters that were way way up in the sky where I could not possibly see or shoot them, and I resorted to BFG spam. I feel this fight is most calibrated for GZDoom/Zandronum players. Now, bugs, and I did find a fair few...
  4. New trick! 1:04.71 aa27o104.zip map27 NoMo 1:19.94 aa27os119.zip map27 NoMo 100% secrets
  5. 01:04.00 Map31 secret exit UV-Max s231sm104.zip
  6. Sacrament MAP01 Pacifist 00:51.66 sac01p051.zip MAP02 Pacifist 00:47.77 sac02p047.zip MAP04 UV-Max 08:29.91 sac04m829.zip
  7. Can confirm. This bug is caused by GZDoom having a different algorithm for checking collision when exactly on top of a linedef, you can fix it in GZDoom by enabling the vanilla algorithm: Use Doom's point-on-line algorithm. For another example, this bug happens on Ancient Aliens MAP23, making it impossible to UV-Max on Zandronum which has this different algorithm but no way to switch to the vanilla one. The mapper can fix by making the monster closet a bit more spacious on the other side of the teleporter line. I wonder if there are more maps with this bug.
  8. E3M7: These easy difficulty only pinkies are unable to move because their closets are too slim: I found out you can quickly discover what you've been missing on difficulties you didn't try by search filtering for these difficulty-specific things in UDB, and this is the only bug I found with this method. Tried it in a different wad and I found a lot of different bugs, so that's a pretty good tool to have. I mentioned E4M7 before as having an impossible secret, but that wasn't true; I've since gotten better at cheating (by playing through 1996's Eternal Doom) and I learned how to pick this secret apart correctly. Pretty well-hidden when it can withstand that kind of effort.
  9. I think you're using the software-looking OpenGL renderer, which like hardware renderers in other ports doesn't appear to be able to see node builder errors at all. You'll get all the bugs plus nice slime trails if you're using the software renderer proper. Now for my cheatthrough: I finished E4M8, found some bugs, and I completed quick 3x100% run through the rest of RC2. I really like how very little in this mappack feels samey. I especially like E1M7's take on techbases, one of the most boring environments to me, that map is easily up there with my all-time favourites. Still salty about E3M8, but I'm learning to appreciate its place in here. Here are the bugs: E1M4: Very small node (?) error, I am glad to say this is the only node bug that I could find and it can just be ignored. E1M6: These stair blocks are bugged after they descend and then ascend again, they keep hurting even after losing the slime texture and becoming floor. I'm no mapper so I don't know how easy this is to deal with. E3M7: The platforms in this area are very deceptive, the frame you see is much wider than the actual platform you can touch, which makes it very annoying to run across. E3M8: I read some posts and learned everything I need to play it. I still think it's just not a good map. The normal route to beat it is fine, it does get in your face about infinite tallness that makes you appreciate how mappers usually take the time to work around engine limitations, but what you have to do to max it is truly arcane and none of it is telegraphed. It does at least feel good to get the jump and then you won't have to deal with the cacodemons. To me, it's that map. More so than E4M8 or even E4M9, which I think is unfortunate, but I also came in with the completely wrong expectations. E4M1: The texture misalignment and flying medkit remain. E4M2: The row of armour bonuses on this ledge continue to mystify me. Alongside the glitchy fence grab you can do to get them, I also learned you can perform an extremely difficult SR50 parkour to them. I never found a more normal way to get them. E4M8: It was daunting, but now that I've taken the time to play it, it's a really enjoyable map. Certainly very different, but just bring DSDA rewind and you'll have a good time learning it. I normally only like maps that will let you play all the way through in one unbroken blind run, rewarding attentiveness and preparing for ambushes (it'll be a long time before my Sunlust playthrough is done), but with time I learned to adjust and appreciate this one. The WR teleport triggers in both of these long red stripe rooms are bugged, they're nearly impossible to touch because the player is too fat. 100% item completion is bugged: The soul sphere at the masterminds and the 5 soul spheres at the final cyberdemon fight are mutually exclusive. I think the simplest solution would be to replace the mastermind soul sphere with some large health packs, because attempting a reroute from the cyberdemon fight would also need to account for the fact that crushed masterminds don't trigger tag 666. The flashing lights in front of the crusher maze are safe to stand in and makes it easy for the player to walk against the crusher and wait, instead of taking the effort to time their entry. This could be prevented by making the flashing sectors slimmer and closer to the wall. This map also exhibits a very weird engine (?) bug: If you noclip back to the long crusher after completing the map, it will do double damage while crushing and also hurt you while rising. It probably depends on how you completed the map. This never happened while testing from the start of the map, and I haven't found anything that could explain why this happens. Pretty interesting, I don't think you'll encounter it while playing normally though.
  10. Did a quick check on RC2 to see what changed, and the maps definitely got a lot of fixes, here are a couple of things that didn't get fixed though: e1m1: I think it got even glitchier than before e4m2: Variant monsters for different difficulties are still stuck because the cyberdemon spawns on easy (things 375, 407) Now seems like a good time to play e4m8, I will post again if there are any issues, I will also do a godmode + weapons cheats run through the mappack to see if there are any node bugs left.
  11. I went in UDB and searched for harmless lava/nukage and found some interesting safe spots that you'd think would be dangerous, but these things are sometimes intentional so I'll just post the spots I found and leave it at that: e4m7: Harms the player for stepping inside the monster teleporters, but missed sector 1928 and 1890, 1892, 1893, 1894 which are safe to stand around in. e4m6: Harmless lava floors on sectors 220, 318, 207, 317, 316, 363, 314 e3m6: Harmless lava sector 379. Since there's a very long linedef 0 there's also a danger of this bug happening. I haven't seen it on this map, but I know that it can randomly show up and block bullets because I found it on Freedoom map29 and it was only recently fixed there by subdividing the linedef. e3m5: There's also a possibility of that linedef 0 bug happening here. e2m8: The plasma rifle rests on harmless lava in sector 914, there's also 901 e1m3: The vats full of nukage are safe in sectors 344, 347
  12. I saw UltraViolence play this and I wanted to try it out. UV-Max + items for each episode (so no pistol start on every level), bugs were found and I made a few notes. UDB helped me cheat to find the secrets. I mostly wrote negatives because I focused on bugs, but I enjoyed the maps. There's only one map I didn't like and it'll be clear from my writing which one that is. Played RC 1.2 on DSDA-Doom 0.26.2 complevel 3 Episode 1 Episode 2 Episode 3 (skipped map: e3m8) Episode 4 (skipped map: e4m8)
  13. 0:27.69 aa01os027.zip map01 NoMo 100% secrets 0:36.80 aa02os036.zip map02 NoMo 100% secrets 0:23.77 aa03os023.zip map03 NoMo 100% secrets 0:53.29 aa04os053.zip map04 NoMo 100% secrets 0:59.97 aa05os059.zip map05 NoMo 100% secrets 0:35.91 aa06os035.zip map06 NoMo 100% secrets 0:56.26 aa07os056.zip map07 NoMo 100% secrets 1:20.97 aa08o120.zip map08 NoMo 1:30.60 aa08os130.zip map08 NoMo 100% secrets 2:24.43 aa09os224.zip map09 NoMo 100% secrets 1:55.74 aa10os155.zip map10 NoMo 100% secrets 0:59.91 aa11os059.zip map11 NoMo 100% secrets 0:24.77 aa12os024.zip map12 NoMo 100% secrets 0:54.60 aa13os054.zip map13 Both NoMo & NoMo 100% secrets 0:41.91 aa14os041.zip map14 NoMo 100% secrets 1:02.80 aa15o102.zip map15 NoMo 1:13.26 aa15os113.zip map15 NoMo 100% secrets 1:11.40 aa15sos111.zip map15 Secret exit NoMo 100% secrets 2:11.17 aa16os211.zip map16 NoMo 100% secrets 0:59.86 aa17os059.zip map17 NoMo 100% secrets 0:36.86 aa19o036.zip map19 NoMo 0:36.86 aa19os036.zip map19 NoMo 100% secrets 1:04.26 aa20os104.zip map20 NoMo 100% secrets 0:46.94 aa21os046.zip map21 NoMo 100% secrets 1:59.06 aa22os159.zip map22 NoMo 100% secrets 2:57.17 aa23os257.zip map23 NoMo 100% secrets 1:37.17 aa24o137.zip map24 NoMo 2:11.43 aa24os211.zip map24 NoMo 100% secrets 1:02.43 aa25os102.zip map25 NoMo 100% secrets 0:57.34 aa26os57.zip map26 NoMo 100% secrets 1:06.71 aa27o106.zip map27 NoMo 1:21.54 aa27os121.zip map27 NoMo 100% secrets 1:21.37 aa28os121.zip map28 NoMo 100% secrets 0:39.91 aa30stroller39.zip map30 Stroller 1:01.74 aa31o101.zip map31 NoMo 3:21.29 aa31os321.zip map31 NoMo 100% secrets 1:07.74 aa31so107.zip map31 Secret exit NoMo 3:11.94 aa31sos311.zip map31 Secret exit NoMo 100% secrets 0:54.69 aa32os054.zip map32 NoMo 100% secrets
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