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Everything posted by Devalaous
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The status updates USED to be on the right side of the forum after the big upgrade, they got hidden not too long after.
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They are likely more to do with distilled energy taken from spectres, or the reverse, artifacts that bleed into demons and make them permanently 'invisible'
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To be fair, status updates are *extremely* broken right now
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It was...'okay' as the first *real* port of Doom without reinventing everything to fit on limited RAM and so on, had a bunch of bizarre bugs though, like all of Ultimate Doom using the E1 sky, which Activision doubled down on defending as 'intended'. The Master Levels port exclusive to Resurrection of Evil was the sloppy one of the three, three of the levels were cut for some reason (Paradox, Minos' Judgement and Mephisto's Mausoleum), TEETH and Bad Dream were reamed to 'Express Elevator I' and 'Express Elevator II' and the majority of the level names on the automap pointed to the wrong level. The only thing the port did right with Master Levels was the skies and maybe the music. Sadly, that port is under-documented on Doom Wiki, so I dont know of the cut levels still exist in the code, if they actually do work or what. As for Sewers and Betray, I like em in a weird way. The first thing you must do, is realise and accept that they are NOT id-made or sanctioned levels, just sneaky easter eggs the developers snuck in, likely without approval. Sewers was removed from the Xbox 360 port, which was the successor of Xbox Ultimate Doom, and Betray was disabled in Xbox 360 Doom 2, BFG Edition Doom 2 and Unity Port Doom 2, until being fully removed in Unity port by a title update. Sewers is 1994 jank, and ive attempted to polish it a few times. A real pro that could make it fit in with id' levels would be a remaster I'd love to play. I quite like the mazey sewer system, although it definitely points out that the missing WFALL textures were sorely needed, with all the height changes. Having to do it from a pistol stat or from E1M1 is also a pain, because all you'll have is the shotgun for almost all of the level. Due to this, I placed a second chaingun in a sideroom that previously had nothing in it, just to vary up the combat earlier. I also placed a box of rockets down at the end so there was a 'reward' for doing it when accessed from E1M1. Betray is a much better level, and the bizzareness of all the liquid textures, the boxes in boxes in boxes design, strange layouts and the 'final' shootout in the multi-tiered liquidfalls all feel 'surreal', like Doomguy hit his head in Underhalls and is having one hell of a delirious bad dream. The balance is all off too, so if you play it, you'll have all the weapons much much earlier in the campaign, and also have seen a lot of the beastiary. I replaced all the nazis with chaingunners in the slightly-touched up version I included in a Unity port add-on I published, but havent yet adjusted the over the top weapon supplies iirc. I made a small patch to make Ultimate Doom and Doom 2 play a little like the Xbox ports; the music is all slowed to the speed it is on the Xbox, and Ultimate Doom has the E1 sky for all episodes. The only reason I havent published it yet, is because I still need the Super Shotgun and item respawn sounds from the Xbox versions.
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That map is actually broken, several of the paths in the pushwall maze aren't set up correctly. If everything worked correctly, you'd have to choose between 100% kills or treasure at the final pushwall, but alas, a huge amount of one ups in that maze cant ever be reached due to errors in pushwall placement. You can probably see a few of those on the map. It is very very common for people to fixate on order, completion, tidy even numbers, ticking off boxes on checklists etc, its why the Xbox 360's achievements took off like they did. Even the 'non-completionists' likely fixate to a similar degree on something else in their lives.
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Doom 2 In City Only [Now on idgames]
Devalaous replied to myolden's topic in WAD Releases & Development
I love the animated skies in this. Ive always wanted animated versions of the IWAD skies as a neat little bonus, this proves its feasible. Also massive points for the Bricked Up level, its utter perfection for a wad focused on cities. -
Mega-armour has never been part of the items count, as you cant pick one up at 200% armour. The general rule is that 'items' are better described as 'power-ups', they are either 'pickup on touch' hell artefacts (spheres, bonuses) or UAC tech thats either permanent (berserk, automap) or longlasting help (lightamp). Mundane things like armour, backpacks and radsuits are not counted as items, even though radsuits clearly follow the powerup formula (Because honestly, who is going to run around putting on all the radsuits?)
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Pop-up monsters top the list. Really breaks the immersion and reminds you your exploring a videogame world. Sure, modern standards of '50+ sweaty chaingunners all awkwardly stuffed in a tiny dark room closet, bursting open because you looked at a key' is also immersion breaking, but things instantly popping out of floors to jumpscare you? Whats worse is that Dr Sleep *loved* popup monsters and instant-open doors, so his otherwise great works have that against them
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If a map does an A or B route (and doesn't give a way back to experience the other) I'll just noclip to the second route. I have literally *thousands* of wads registered on Doom Launcher, and im not interested in replaying 70/80/90% of a level ive already beaten just for that extra bit. Generally I play wads once and try to experience everything it has to offer so I can play another thing. If I mained DSDA which has built-in score tables for *every* wad combination you play, maybe I'd play things again, but theres just too much to see and do. There are actually ways you can make routes exclusive for replay value while also allowing 100%, you can crush monsters on Route B via a tripwire in Route A, have items either all appear befroe the split, or in a brief shared branch, and naturally avoid putting in official secrets in the exclusive routes (In Tomb Raider 3, noone ever takes the right, fun, path on River Ganges, as there is a secret on the left unfun path; you cant get the bonus level without all secrets, so your hands are tied. Thus I'd prefer to never have secrets on only path A, B, C etc)
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Everytime this thread/topic pops up, there is always a huge arguement forming between completionists and non-completionists, neither can understand the other's mindset, neither will budge. I appreciate it, I've never liked it when a mapset has shades of a mapper watching over your shoulder, trying to enforce every movement and action. Part of why I am so enamoured with 90s/early 2000s 'wing it' style mapsets
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What are your favourite "Thanks for playing!" maps?
Devalaous replied to BlueFandango's topic in WAD Discussion
The second DBP christmas set was great, the epilogue was a fuckmassive shootout that you had no hope of surviving. Survive it I did, and got left wandering around fields of corpses. Thankfully DSDA and GZDoom have console commands to forcibly finish these 'progression stoppers' to record the stats of a full set of maps, so my achievement of actually surviving that slaughter was not in vain. With UMAPINFO finally taken root in almost every popular modern port, hopefully we'll see more epilogues that lead to a castcall or credits screen to properly 'end' a mapset. It feels a bit empty to me when I have to manually quit a game. -
In the age of UMAPINFO, bonus/extra maps are easier to deal with than ever thankfully. Boom-compatible means pretty much every modern Boom port will run that too. Just be aware that if you guys hide the maps in command-line only stuff, I WILL do the usual and make a patch to integrate them/make them more accessible :p I finished RoC96 somewhat recently and enjoyed the majority of it, so im definitely excited for this one.
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Is it just me who dislikes Spectres?
Devalaous replied to Critter with Rabies's topic in Doom General
Now someone has to make a mapset based on this, just to annoy you ;D I'd take spectre revenants over stealth revenants anyday tbh -
Community Chest 1 to 4 updated, since I found a mistake in CC4 where the regular patch would send you to Map 35 after 32 anyway in ZDoom-family ports, making the choice of patch redundant. CC4 should also now hopefully have a green 'which episode?' graphic too. I cannot test this update due to stuff going on at the home today, so if anyone else can give them a run, especially in UMAPINFO ports (which is where most of the updates occurred), please make sure I havent broken them. I thought I responded to this, but apparantly not. Back in the day I actually had to go out and buy a 10 pack of floppies *just* to install STRAIN, I luckily still had a floppy drive in my PC at the time. I remember not being very impressed after finding out STRAIN was full of weird memey monster replacements and odd weapon changes, after spending a bunch of money on more disks than I needed, as bundles were all that were left at that point. I kept hold of that wad for as long as I could though, due to the bullshit to get it working. I recall NWT wads back then still being nigh unusable though. Thank god for the repackages.
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ALT's Map 11 is a great example. A map so big its almost an episode's length all in one map, culminating in an IoS fight.
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I am slowly updating the older patches with improved ZMAPINFO and UMAPINFO to bypass the stock text screens, I originally left them intact incase I came back with better writing skills, or if anyone else offered to do so, but by now, I just put in a generic 'thanks for playing' screen for Map 30, since DSDA/Woof/Eternity give a 'The End' screen if no text is defined, and set all the other screens to be skipped. As for Base Ganymede, ive left it as intended, it was updated for the Unity port and finally got level names and a few updated levels, so any graphics left unchanged are likely intentional My left arm is getting worse again, to the point im going to hospital on the 22nd to get it professionally looked at, so things will be slowing down again. Theres only one thing left in my in-progress folder anyway.
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Yeah, making frequent mistakes like that can be a big downer and embarrassment. I just remember that the various forum legends and most big releases come out with some pretty big 'whoops' moments and that multiple sets of fresh eyes are needed to comb over any release. Its especially frustrating for me though, because I used to comb over developer's work and find inconsistencies and errors for a living, now im doing it myself :D Thankfully its all easy fixes, and I have all the time in the world to jump onto Slade and fix anything asap. Notably, most of the issues tend to pop up on the older ones, made before I had made the Templates, so I saved myself a lot of headaches by making those.
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I swear DTWID must have been made when I was really tired given how many times ive had to go back and fix something. Anomaly Report is also the first one I ever published instead of keeping to myself, so thats a pretty old 'whoops' there All of it is fixed, and in addition I revised Anomaly Report to disable the stock Doom 2 text screens in both ZMAPINFO and UMAPINFO, might need to give it a once over to ensure I didn't morningbrain it I might have to give up my 'UMAPINFO Saint' title from Xaser with all these errors xD
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Is it just me who dislikes Spectres?
Devalaous replied to Critter with Rabies's topic in Doom General
It would have been neat if the PS1 version's 'Spectre flag' was in the PC version the whole time, although im not sure how PC-style would have done nightmare flag visuals. Still, Spectre and Nightmare status just being the same flag was neat, ANYTHING could be a spectre or a nightmare spectre -
Hexen's demo is fucking awful, it has Guardian of Steel missing for no good reason, so you cant actually complete the hub. Even if you cheat to get to the hub's exit portal, it doesn't even work. I don't know how the fuck they got away with releasing an intentionally broken demo, it probably contributed to the stories of it being too obtuse
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Community Project concepts that you would like to see?
Devalaous replied to DoctorNuriel's topic in WAD Discussion
DBPs and the related DBKs do this very often, one of the reasons I love to play them. You never know *what* you'll get each month/every two months -
I'll fix that in the morning, thanks for finding these. When theres only one set of eyes, this stuff keeps getting overlooked EDIT: Fixed
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https://dsdarchive.com/wads/obtic11 This has the fixed version, I redownloaded it earlier today to make sure.
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Obituary is infamously one of the most difficult to run classic Doom megawads, up there with Strain and anything else made with NWT. Not sure why your making things even harder with .pk3 stuff. The only thing that works is the content in the Fixed folder from DSDA's download of obtic11, that's what my patch runs on, and the remnants.wad is integrated into the patch. You have to run obtic.wad from the fixed folder with obtic_fix OR obtix_fix_wep, depending on whether you want the new weapons or not.