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RAMP 2023 - Rabbit's All-Comers Mapping Project [RELEASED!]
Caleb13 replied to DavidN's topic in WAD Releases & Development
@jerrysheppy You're right, it works now, with non-beta GZdoom 4.11. It still reports shit-ton of Decorate and script errors/warnings during startup, though. -
Hi, I like music you've chosen for your Tetris-themed map in RAMP2023, but I can't identify the tracks. I know NK_TETRA is metal remix by Simon Loveridge, but what are the rest? Thanks.
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RAMP 2023 - Rabbit's All-Comers Mapping Project [RELEASED!]
Caleb13 replied to DavidN's topic in WAD Releases & Development
It took me a month, but I've played all the maps in version v1234b. I was able to finish vast majority of them normally, although I ended a few prematurely because of tedious gimmicks or custom stuff. But I also run into some game-breaking bugs. I know these probably won't be ever fixed, but here they are anyway: MAP01: the most buggy map of the pack, there are several softlocks (mostly because of lifts) and HOMs. MAP67: red door can't be re-opened from the outside. MAP89: script that ends the map after you kill the cyberdemon is apparenly poorly designed. It worked only 1 time out of my 3 tries. Fortunately, the map is short. MAP208: I went for SSG right after start, but I couldn't reach it and then I was stuck in the room, the exit sector was blocked by HOM. MAP296: GZdoom crashes if you go outside to the northern area. It seems it's caused by crossing linedef 4696 or 4871, they're overlaying and I can't tell which one. And RAMP2023 doesn't run at all on GZdoom 4.11 beta due to Decorate errors. So it won't be playable for very long, unfortunately... Edit: BTW, those stories about DavidN's life you can unlock in the hub - are they true? -
RAMP 2023 - Rabbit's All-Comers Mapping Project [RELEASED!]
Caleb13 replied to DavidN's topic in WAD Releases & Development
Huh, almost 300 maps and 900 Mbytes file size, and that's after PK3 compression. Doesn't it break some record? I know there were joke WADs that just slapped together many random maps and/or contained huge non-Doom lumps (video files and such), but what's the biggest legitimate WAD? Anyway, I tried to run v1234b in GZdoom 4.10.0, but there were about 100 script warnings during startup. Is that normal? -
Fantastic work, this mod really puts GZdoom engine (and my old-ish PC) to the limit. But TBH I got lost in both the main plot and side plot (the logs). They were already rather nebulous in Winter's Fury, but this mod feels like playing through Mulholland Dr. or Eraserhead. I suppose they would make more sense if I played WF and IE back-to-back, but what's done is done. Maybe someone will write up an explanation at Doom Wiki, similar to My House mod. I see you've already addressed many shortcomings, but do you plan to make MAP08 more engaging somehow? I explored it for a while, but then just used IDKFA to obtain the keys... In the meantime, I'd like to ask
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LUNACY (on idgames!) (cl-9, UMAPINFO)
Caleb13 replied to Death Bear's topic in WAD Releases & Development
I know it's too late, but I played this recently on UV in GZdoom 4.10.0 and I noticed some bugs. Here they are in case you'll ever make an update: MAP07: lift sector 16 is too low. If you drop into sector 331 before you get the red key, you can't get out. Also, radsuits are rather tight compared to other maps. MAP16: there is a weird HOM-like effect around the yellow key, see the screenshot. It is visible only interminently as the player moves around, I had to quickly make about 20 screenshots to capture it. MAP19: there are some goodies behind red door, but red key is missing? MAP23: the first imp closet is somewhat unreliable, most of them teleported out only after you drop down towards mancubus. It makes getting 100% kills annoying, because there are rather few radsuits in this map. They're fine when you already know where to go, but not for first time exploration. Also, there is a wall with a candle near exit. Isn't it supposed to open after you beat the map? MAP33: one spectre in pit around the red key is stuck in wall. MAP44: linedef 1585 shouldn't be impassable, it blocks some rockets and cells. If you drop into sector 40 from sector 165, you will become stuck behind the rocks (thing type 27). -
2 ENEMY COMMUNITY PROJECT [DEVELOPMENT THREAD]
Caleb13 replied to El Jeff's topic in WAD Releases & Development
I know it's too late, but there is a bug in MAP20: the first yellow skull key can be opened from the other by the nazis, thus you can skip the key. Fortunately, you can still finish the map if you choose to use such opportunity. -
Ultimate Doom "In Name Only" - On IDgames
Caleb13 replied to cannonball's topic in WAD Releases & Development
Oh, I almost forgot, GZdoom reports missing textures in some maps. -
Ultimate Doom "In Name Only" - On IDgames
Caleb13 replied to cannonball's topic in WAD Releases & Development
Well well well, looks like UDINO made it out of development hell! The maps are a mixed bag as expected, some of the gimmicks were clever, some were tedious, some both. I played RC2 on UV in GZdoom 4.10.0 and I noticed some problems. I know some are caused by this port, but here they are anyway: E1M5: sector 133 is tagged 7, but there is no linedef to activate it. E1M6: sector 355 is still damaging after you rise it again. E2M3: I think lindefs 3317 etc. shouldn't block monsters, it looks odd that cacos can't fly over them. E2M8: in GZdoom, about 30 monsters can't teleport out of 2 parts of closet sector 1161. It happens because teleport linedefs are too close to the walls. E3M2: sectors 200 etc. shouldn't be damaging. Also, it feels odd that shallow acid pits in front of the main entrance are inescapable. And what's the deal with the soulsphere in the acid path in the south? It's just a deathtrap? E3M3: why radsuits in sector 312 become inacessible after you get the blue key? E3M7: the transparent platforming puzzle around berserk doesn't work properly in GZdoom. I can walk over one square, but then I get stuck at the edge of the next. Then I either fall or I'm suddenly "teleported" to the bottom of the black pit. E4M2: there seems to be no way to get armor bonuses in sector 45. E4M4: Another GZdoom-specific problem, 100% kills is impossible because of 5 lost souls in east monsters closets. I know they trigger the lifts, but maybe it could be done some other way? -
[RC3] Jack Builds a Techbase (4 maps, -cl21)
Caleb13 replied to BENCHY's topic in WAD Releases & Development
Is the WAD's name reference to movie The House That Jack Built? https://www.imdb.com/title/tt4003440/?ref_=fn_al_tt_1 -
Doom Eternal II (aka Shadow Warrior 3) Rules!
Caleb13 replied to QuaketallicA's topic in Doom Eternal
Ah, I wondered when somebody would bring this up. I played all 4 SW games, including the 1997 one. But regarding the reboot series: SW1 - run-out-the-mill gameplay, but suprisingly strong and complex story for a shooter. The final scene in particular felt almost like something taken from Final Fantasy series. SW2 - slaughter-tilted gameplay, much weaker story. Second half got repetitive, in part because it re-used the same maps for different missions. But I played it after Mario Doom Eternal and I loved it, particularly that explosive weapons can actually kill several mid-tier monsters at once when properly upgraded. And of course you tried to make as many combos as you could to keep the Chi rush going as long as possible. I also learned that apparently motorbikes, air conditioners, ATMs, vending machines and other appliances were dangerous explosive gadgets back in 1980s japanese cities. Too bad the weapon upgrade interface was boring and repetitive exercise, with unpredictable results. And better upgrades required farming certain orbs, which became old quickly. Still, it's most engaging and my favorite game among the reboots. Hail to the rocket launcher!! SW3 - obvious DE knockoff as noted, but it wasn't nearly as overcomplicated tedious chore as DE. The "natural hazards" in some arenas were amusing and most of the special weapons were actually useful and devastating. Even the platforming sections flowed better and were more intuitive and forgiving than in DE. The downside is absolutely ridiculous plot, which includes the bosses and mini-bosses. I think they killed the series because of that. One common thing I don't like about the reboots are Lo Wang's and Hoji's voice actors, they sound like retards even during the "serious" scenes. Quite a departure from the "old, wise and psycho" warrior persona of the 1997 original. -
****Romsu VS Allrealms**** - Doom2, 3maps, UDMF (Update *1*)
Caleb13 replied to romsu89's topic in WAD Releases & Development
Pisu primo cesky, zadny translator jeste neni tak dobry. To snad neni nic neobvykleho, ze na mezinarodnim foru se najde par cechu? Kdyz uz je rec o MAP02, tak jsem si vzpomnel jeste na jednu vec: nektere vytahy jde tezko rozpoznat, ze to jsou vytahy. Nejhorsi je to ve vode, hlavne u vypinace, ktery spousti ty mrize. Tam jsem se zasekal asi na 5 minut, nez jsem to nasel. -
****Romsu VS Allrealms**** - Doom2, 3maps, UDMF (Update *1*)
Caleb13 replied to romsu89's topic in WAD Releases & Development
Wow, Romsu se vratil! A ma dalsi paradni mapy! Uz jsem se bal, ze jsi po Cacowardu usnul na vavrinech... Hraji se dobre, i kdyz hledani vypinacu je nekdy matouci a osobne mi taky moc nesedly ty nove prisery. No, alespon jsi to s nimi neprehnal. Taky mi prislo, ze MAP01 je vyrazne tezsi nez MAP02, protoze v MAP02 je pomerne hodne modrych vest, megaspheru a jinych silnych powerupu. Hral jsem na UV v GZdoom 4.1.0 a MAP02 ma vaznou chybu, hrac muze aktivovat sektor 246 a utect zpet nez se zvedne. To zablokuje postup mapou (myslim, ze tomu zde rikaji softlock). Sektor 1740 se neda prekrocit, musel jsem se skrcit, abych se dostal k vypinaci vzadu.