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Embryo: where each map is smaller than the last
macro replied to Moustachio's topic in WAD Releases & Development
Sure, no problem. If you ever need opinion or something, you can count on me. -
Embryo: where each map is smaller than the last
macro replied to Moustachio's topic in WAD Releases & Development
From here I would suggest that your idea of the default complevel 17 in PrBoom should be also used to test the maps, not to make them complevel 17 compatible, but because chances are people might be playing the project with PrBoom in its default settings not knowing what is complevel, and something might not work. A few things related to physics and friction are slightly different there but for the kind of maps that are being created here I doubt anyone will use anything that doesn't work, but just in case. Unfortunately COMPLVL lump does not work in PrBoom. Still, and for anyone creating maps, be aware that complevel 9 doesn't guarantee that what you implement in your map that seems to work in PrBoom/DSDA, will actually work in boom 2.02. Complevels do not disable MBF actions that work with PrBoom/DSDA but not with boom.exe, such as actions 271 and 272. There might be others but I cannot recall at this very moment. So anyone using sky transfers, be aware that your sky will look like the default Doom2 if someone happens to play your map with any source port that doesn't implement (some) of the MBF functions. -
Embryo: where each map is smaller than the last
macro replied to Moustachio's topic in WAD Releases & Development
I don't know what is your problem. Instead of calling someone a liar or tell him you are not convinced, why not instead try to find out about that issue? Your wad cannot be played in PrBoom-plus or DSDA at all. My wad can be played and the part that is designed to illustrate works fine. See the difference? My map at this moment cannot be finished in gzdoom even when the voodoo dolls work, and since there was a clarification from Moustachio, I will have to modify the map to make it work. I never said that I will not comply with the rules or anything so I don't know what is your point here and I don't even care about it. But further discussing with you would be waste of time. Might be also good to add these as well: Boom instakill floor landing effect does not work well and is unreliable in zdoom, so if someone is designing a death exit using that effect, be aware that it might not always work. Sector lightning, for some reason gzdoom makes sectors to look a bit darker than PrBoom or DSDA, even if you set gzdoom to look like vanilla as close as possible. If your sectors are quite dark originally, be aware that in gzdoom they might look completely black. The opposite is also true, if you test your map only with gzdoom, it might look brighter in PrBoom/DSDA Doom. -
Embryo: where each map is smaller than the last
macro replied to Moustachio's topic in WAD Releases & Development
First and foremost, I don't hate gzdoom. I simply don't know anything about it, hence I cannot know every single thing that will work or not in that port. You should definitely stop assuming things about other people. And there is no need to guess things from the rules. It says clearly that voodoo dolls should work in gzdoom, but it doesn't say that every single boom effect that you create must work in gzdoom. As long as the map can be played and finished, the rest doesn't matter. I don't lie about you not testing your death teleport wad. In fact, I confirm again that something was wrong with the wad and for the sake of confirming, I just downloaded a fresh copy of PrBoom-plus and DSDA doom, I copied a real doom2 IWAD from my CD and I re-downloaded your file that you shared here. The result: prboom and dsda doom crashed with an "error 11" of some sorts but not zdoom or other ports. Did you test download the file itself? It is possible something is wrong with the upload or who know what but why would I invent an error? I even invested my time trying to find a possible reason for that. You are talking so much about teamwork and others being irritated but instead of finding what could be the problem that someone else found in your wad you call that person a liar. That is the only thing that irritates me. I didn't upload any faulty voodoo doll script. That one from that video is just a sample map to illustrate the behaviour of a voodoo doll thing, the point is not about coping and pasting the map structure itself, but to see how an instant walking death could be done. So the voodoo behaviour is fine, the map is just an example. There is no need to do anything else with the map, nor even try to find bugs in the map because it is not the purpose of the example. And btw, i read your message but you edited it after i read it, so how can I know you added something else? -
Embryo: where each map is smaller than the last
macro replied to Moustachio's topic in WAD Releases & Development
The rules say that this is a boom-compatible project and above all that means that we can make extensive use of boom features as long as they work in prboom and the like. There is nowhere in the rules that say that our maps must be gzdoom compatible. It only says that the voodoo dolls should work in gzdoom, to which I comply. Unfortunately, there are a couple of other things that work in boom but not in gzdoom. I have no idea why they don't work or how to make them work because I don't have no idea about gzdoom and I am not going to invest my time to learn about gzdoom mapping or its limitations and intricacies. Or should we limit or ban these boom features in a boom-compatible project just because it doesn't work in other sourceport? Imagine a zDoom project but they restrict ACS because it doesn't work in Eternity Engine. At the very least it sounds ridiculous. I think I didn't explain well. What I meant is that if the mapper designs a map to look in a certain way but you add bright elements to the map, you might be ruining what the mapper tried to design. Since Moustachio asked for our opinion, my opinion is that as long as the original version as played in Prboom/DSDA is not affected, from my side I don't mind it. -
Embryo: where each map is smaller than the last
macro replied to Moustachio's topic in WAD Releases & Development
I will download the updated version. As for me, I don't care about GLDEFS or gzDoom, as long as it doesn't affect the original Boom.exe aesthetic and gameplay. Some parts of the map look horrible in gzdoom and the map can only be completed in Boom.exe, DSDA or PrBoom. I rely in some boom features that do not work in (probably) any other port. I didn't check other maps, but I am quite sure that at least your map will see its visual quality quite deteriorated as well. I will share some screenies of different ports later. -
Embryo: where each map is smaller than the last
macro replied to Moustachio's topic in WAD Releases & Development
Played next map, MAP09. @DerBlanca here is the demo: MAP09_DEMO.zip Tested on UV with PrBoom-Plus. Completed in about 7 minutes, but I think i wasted some time here and there, so probably can be completed in 6 or even 5. Overall a nice map, but I think it might need a little more of ammo. I left two enemies alive because I didn't have enough ammo to kill them, and I think I was really careful not to waste ammo. Finding the secret/s would help a lot, but you cannot rely on people finding secrets to be able to finish your map. I will use an ANIMATED lump instead of replacing a doom texture, so you will be free from that. As for your map, it was pretty cool imo and I had a lot of fun. Very well constructed and nice scenery to enjoy. In terms of difficulty, I think I played on UV but it was not particularly difficult, but the trap with the demons and hell knights that you designed it was really harsh! Lucky me I had that Soulsphere! : ) Without having it at that point it would probably require several tries to solve that trap. -
Embryo: where each map is smaller than the last
macro replied to Moustachio's topic in WAD Releases & Development
I made a test gameplay and I found a possible small issue in MAP01. In the area with the round nukage pools. Excuse the poor photo quality: If the player happens to fall in one of these round pools, there is no way to exit them and he will die without any chance of escaping. It was a bit discouraging because I was recording a demo and pretty advanced in the gameplay, but I accidentally fell in one of them and I couldn't continue. I will leave the partial demo in case you need it: MAP01_PARTIAL.zip I don't know if you want to fix this or not, but I think a new gameplay by me will be pointless at this point since I am already familiar with the map. But I can try again if you really want to see a full gameplay. I will record a demo of the next map but I think other people should record demos as well to see how maps behave with different gameplay styles. Here is a screenshot of the TITLEPIC and M_DOOM graphics shown in boom.exe. They look really nice. TITLEPIC: M_DOOM: -
Embryo: where each map is smaller than the last
macro replied to Moustachio's topic in WAD Releases & Development
I didn't know we could use ANIMATED lump since the rules say we can use only the resources in doom2.wad. But anyway for the sake of simplicity I will use this time just a custom RSKY1 texture. I already finished all the mechanical parts of the map. Now only left to do is texturing, monster placement, sprite decorations, detailing and clean up things. I might still consider an animated sky if the deadline allows it. Also, the name of my map will be Blackheart Inferno. Once you play the map, you will understand why "Blackheart" and why "Inferno". If that name is too long, please let me know. You can add it to the map list if you want. EDIT: This coming week I will be busy with job and so on, so I might not have much time for mapping, but I will test your compilation at least. -
Embryo: where each map is smaller than the last
macro replied to Moustachio's topic in WAD Releases & Development
@Moustachio But who will be doing the playthrough reference for the partimes? Also, we could include a COMPLVL lump. I noticed a possible problem with animated sky. Currently i am using a stock doom 2 animated texture where i replaced the patches with my custom texture, but the original texture might be used by someone else. I only come up with the idea of using one of the unused animated ones, but still someone might be also using them. So how can that be done safely? Or better forget about an animated sky and just use an static sky? -
Box Doom - Community Project [Slots Filled]
macro replied to randomsounds01's topic in WAD Releases & Development
In the op message it says that 30 is open. I was planning to use it, but since I will not make more maps for this project, I will be happy to have your box between mine. Still, it has been almost 10 days since the organiser didn't reply or updated anything here, and with several issues with the project not even solved, I'm not sure... -
@AmongPro6800 Also, I would recommend you not to rely just on the map editor automatic creation of doors (like that Ctrl+D thing) and stuff, but rather do things manually by yourself so you get to understand well how things really work.
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Embryo: where each map is smaller than the last
macro replied to Moustachio's topic in WAD Releases & Development
Did you actually test it in PrBoom? Both in PrBoom and DSDA doom it crashes with signal 11 error. I think there was something in the way you built nodes that is not supported by these two ports, I think it is probably something in the glnodes because after deleting the corresponding lumps or after building the nodes with Eureka, it works fine. But interestingly enough, it works fine in Boom.exe right out of the bat, maybe because it totally ignores gl nodes lumps. But just speculation. Your version is fine i guess, but in fact, there is another way that is even simpler than yours and it only requires one single voodoo doll, no moving (up/down) sector, no scrolling floors, one single linedef tag and it is also silent, truly immediate and will always work, and also compatible with any source port, including Boom.exe, but not with Vanilla. Death_Walking_Exit_V3.zip But the point here is to create some examples that people without much experience can easily understand how it works and then can reproduce by themselves or use as a base to achieve other things. Someone new to mapping and/or boom format might be wondering how this works. For us it might be obvious, but might not for everyone. -
Embryo: where each map is smaller than the last
macro replied to Moustachio's topic in WAD Releases & Development
@Moustachio Sorry for double post. I made a sample map with a death exit when walking over a linedef. It is completely silent, it is instant death and also instant map exit. You can change the delay between crossing the linedef and killing the player, but you cannot change the delay between killing the player and exiting the map. The map will finish as soon as the player dies. Tested with Boom.exe, PrBoom-Plus and DSDA-Doom. Does NOT work in gzdoom, zdoom or similars. You can get it here. Feel free to use it in your map: Death_Exit_Walking.zip -
Embryo: where each map is smaller than the last
macro replied to Moustachio's topic in WAD Releases & Development
Very nice map. Completed first time in UV without savegames. In terms of difficulty, in the lines of any normal Doom 2 IWAD map, if so slightly more difficult. I recorded a PrBoom-plus demo. Get it here: demo_map15.zip prboom-plus.exe -file map15.wad -playdemo demo_map15.lmp I think after the Megaphere, there might be a bit too much of health, but still the map is lots of fun, so it doesn't need to be a deadly map to be enjoyable. In my case, I didn't need to use many medkits, only in certain fight I really got injured. Other than that, no problem. I only found two of the three gargoyle buttons.