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S3M_XM

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Everything posted by S3M_XM

  1. Somehow the teleport line (linedef 2430) isn't working on Woof 12.0.0 nor GZDoom 4.11.00 (Boom (Strict)) on the single player version leaving me softlocked.
  2. You can softlock yourself before the first arena fight if you strafe right before the FIREBLU pillars lock you out. And the Berserk pickup (Thing 5) would be considered as a secret?
  3. Played it again through Chocolate Doom and it runs perfectly normal now, Thank you.
  4. I tried to play on Chocolate Doom, but I get "R_TextureNumForName: TEKGREN2- not found". So I played it on Crispy Doom instead. For the secret:
  5. I've tested in this in Chocolate Doom and it's pretty nice that you were able to do this in vanilla limitations. In MAP01, the rails (Linedefs 7664, 7665, & 7667) are passable and you can't get back up unless you no clip yourself there. In MAP02, on the way to the yellow key, the Baron of Hell and the Mancubus on the left (Things 71 & 704) are stuck each other.
  6. A little simple house map, I can see the myhouse.wad was your inspiration. I liked the furniture though.
  7. After seeing your video, I take back on the "fairly easy" part then. It does get difficult playing on UV, mainly the plasma rifle/rocket launcher rooms where you have to deal with Barons of Hell in a claustrophobic room after getting the weapon, where they could corner you, the fight after getting the blue key, and the fight with the Cyberdemons for the red key. It's how I executed the fight that I found it fairly easy to me. But most of the others, can find it hard this on UV blind.
  8. Played this on Chocolate Doom HMP, UV, and then HNTR. Tested all difficulties as above and it works perfectly normal with no crashes on my perspective. I couldn't find any secrets though. The health bonuses to carry up after pressing the switch to lower the down the platforms at the starting room. I don't know why the health bonuses also do that at the Rocket Launcher and Plasma Rifle rooms. Otherwise, it's fairly easy, but UV can get you at blue key fight.
  9. A simple remake of MAP25, good job on making on Chocolate Doom friendly. Though, some of the secrets a little too generous.
  10. Played this on Woof 12.0.0 Not really a tough one but it can some surprises with some of the weapon pickups. There's a misaligned texture at the exit.
  11. Played this on Woof 12.0.0 on HMP. An early Halloween wad treat we're having here, it does have some tough spots, but it's been enjoyable. I haven't noticed any game-breaking bugs that I'm aware of, but there's a box of rockets standing on the edge of the platform at the graveyard area. For the monsters that sprite replacements, some of them don't fit with the default monster sounds they use. But I did made something that would fit more towards their sprite replacements. pumja-monster_sound_replacements.zip The Werewolf death animations shows to have horns and hooves despite being a werewolf, but it seems to be an oversight from the author. Maybe perhaps the Hell Knight/Baron of Hell projectile sprites should be yellow because the Frankenstein attack animations are yellow as well? DSPSTOP, DSBOSDTH, DSBOSPN have audio clipping. But overall, a casual and spooky experience just in time for October. Yes, DSBOSDTH & DSBOSPN are both same sounds, but still unfortunately, there's an audio clipping I can still hear, but less clipping than it was before.
  12. Played it on HMP on Woof 11.3.0. I did liked the doomcute stuff though, and I liked the door opening at the end, reminds one of the maps from Requiem. It seems I have the same thing issue with the Hell Knight on top of the platform as Plums did. But I'm not sure if that was intentional. For the BFG secret, maybe replace it with a plasma rifle and perhaps for the megasphere secret, replace it with a soulsphere?
  13. For Chocolate Doom, no. Maps 1,2,4, & 6 have W_CacheLumpNum errors, maps 5 & 7 have R_ProjectSprite errors (invalid sprite frame 81), and map 3 crashes with no error messages when starting up the map. For Crispy Doom, yes. Booted all the maps to make sure it works. But there is no exploding barrel sound (DSBAREXP). (All the other source ports seems to have that same issue.) I gave MAP01 a full run, nothing out of the blue other than not having an exploding barrel sound. But all for the others, I just started it up at the beginning area and moved to the next one to make sure it works properly.
  14. Played through Woof on HMP, pretty fun short maps, but there's a softlock in the first map. Using the MARBFACE (Linedef 317) that rises up after pressing the skull switch (Linedef 402) (which only does once) causes to lower down the lift switch (Sector 94) resulting in a softlock. Pressing the switches on that lift doesn't work either.
  15. I forgot to post the image when I played this on the day it came out. But when I played this map again, it seems happens to an imp getting stuck after pressing the final switch to the exit where two barons and the archvile are.
  16. It seems to be a source port thing, it was reported in the Woof thread with a similar issue I had and later was fixed, so the next update for Woof won't do this again hopefully.
  17. I just finished all the maps from yesterday and today. Some of the limitations for the maps were quite interesting to say, and some insane ones there too. All these maps were tested on HMP Pistol Start in Woof 11.3 -complevel 2. Here's some feedback with the maps.
  18. Bought Shining Force II, Subterranean Animism (Touhou 11), and I Am Sakuya: Touhou FPS Game. The third was the only thing on sale.
  19. Got DOOM (2016) and Poly Bridge. I'll think about buying more on sale in future.
  20. I've finished the wad today. I like the simple maps though, but I had some trouble trying to 100% in MAP04 on HMP due to barely any ammo at the end. Also there's a couple of things I've noticed from playing in different difficulties. MAP01: There are no exploding barrels on HNTR & HMP. MAP03: There's no Megasphere in the secret on HNTR & HMP. MAP04: The Plasma Rifle can be bumped before the yellow key door. There are no exploding barrels on HNTR & HMP. There's no box of shotgun shells & bullets, and the two energy cells (Things 172-175) after entering through the red key door on HNTR & HMP. MAP05: The rails (Linedefs 640, 643, 646, & 649) are passable.
  21. I've finished all the maps except for the secret ones earlier today. Been enjoying the speedmaps! Upon starting from DSDA-Doom, a list of P_InitSwitchList messages popped up in the prompt: P_InitSwitchList: unknown texture SW_MARX1 P_InitSwitchList: unknown texture LOVESW1 P_InitSwitchList: unknown texture LOVESW2 P_InitSwitchList: unknown texture LOVESW1W P_InitSwitchList: unknown texture LOVESW2W P_InitSwitchList: unknown texture OSWTCHC1 P_InitSwitchList: unknown texture OSWTCHD1 P_InitSwitchList: unknown texture OSWTCH01 P_InitSwitchList: unknown texture OSWTCH02 P_InitSwitchList: unknown texture REDSW01 P_InitSwitchList: unknown texture REDSW02 P_InitSwitchList: unknown texture SW1GOTH2 P_InitSwitchList: unknown texture SW2GOTH2 P_InitSwitchList: unknown texture SW1ADEL P_InitSwitchList: unknown texture SW2ADEL P_InitSwitchList: unknown texture SW1HELL P_InitSwitchList: unknown texture SW2HELL
  22. You can check out the Tutorials playlist by @DavidN
  23. I've finished the two episodes recently. It's pretty interesting to see to make use of Chex Quest wads nowadays. Also in E1M2, the three Flemoids are stuck each other after activating the red key switch.
  24. So I to go through this wad again because of the RC2 update. This was done on PrBoom+ 2.6.2 -complevel 2. I've found some bug(s) on MAP12, MAP20, & MAP26. MAP12: On the to the Red Skull Key, between Linedefs 5558 & 5559, you can get stuck there, but you can get out of it. It doesn't seem to be a major issue, but just to point it out. MAP20: Linedef 4665 is passable, not sure if that's an oversight or not. MAP26: Linedef 2577: You can end of the level in about a few seconds (or probably less than a second or two). There's another bug I've intentionally found out. This happened I when I was shooting at the mancubus (Thing 206), the bullets were hitting an invisible wall (by Linedef 2781), and fireballs were going through to me, and when I tried to shoot from the other side, it was going through. I looked at Ultimate Doom Builder after I was done with the wad, and doesn't seem any linedefs by 2781. So I don't know why it did that.
  25. I've started last night and finished it today, Been an enjoyable and short megawad, sort of leaning on the easier side on HMP. But I noticed there's some bugs in MAP04. The door near the starting spawn is a red key door (Linedef 27), when opening the door, it appears to be out of bounds, when entering outside of the map from the red key door, you can softlock the map and leaving a major HOM effect. I don't know if Linedef 27 was intentionally to be a red door or not.
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