Jump to content

Delirium [MBF21 mapset] [BETA 2, updated 15.07.2023]


Recommended Posts

Looks promising! However, when I try to load the WAD in dsda-doom, I get this in the terminal and it fails to start up:


1:0:Expected 'map' but got 'Identifier' instead.

 

Edit: I think it's an issue with the UMAPINFO lump.

Edited by Shepardus

Share this post


Link to post

Good stuff. Really love the gameplay, will definitely replay again.

Share this post


Link to post

This looks fantastic! Please know that Disjunction was a source of inspiration when I made OTEX, so this is super satisfying to see!

 

(I’ll play it when child juggling duties allow, so in 20 years maybe)

Share this post


Link to post
13 minutes ago, Shepardus said:

Looks promising! However, when I try to load the WAD in dsda-doom, I get this in the terminal and it fails to start up:

 

Loading DEH lump from /tmp/DeliriumBeta_01.wad
1:0:Expected 'map' but got 'Identifier' instead.

Works fine with PrBoom-plus 2.5.1.4, for what it's worth.

Congrats on the release floatRand, Disjunction was a blast so I'm quite pumped to test this one !

Edited by WH-Wilou84

Share this post


Link to post

Looking at the screenies this looks like a real step up from the very good Disjunction. Hopefully I might get a little time this evening to take a proper look.

Edited by cannonball

Share this post


Link to post

I am not good enough at doom to finish Map05, I can already tell, but I've taken a look through Map01-04, map01, 02, and 04 demos
Delirium(beta1).zip

Map04, btw: Line 475 doesn't have a lower texture and line 574 only has a middle, no upper, no lower.

Edited by forgettablepyromaniac
small edit to fix the sites stupid formatting lmao

Share this post


Link to post
38 minutes ago, Shepardus said:

Looks promising! However, when I try to load the WAD in dsda-doom, I get this in the terminal and it fails to start up:


1:0:Expected 'map' but got 'Identifier' instead.

 

Edit: I think it's an issue with the UMAPINFO lump.

Same thing is happening to me, since it might be the UMAPINFO I'll check the PRBoom without UMAPINFO

Share this post


Link to post

Yeah, might have screwed up the UMAPINFO format.

 

Edit: I have hopefully fixed the issue. Redownload wad from the opening post.

Edited by floatRand

Share this post


Link to post
On 5/27/2021 at 12:40 PM, floatRand said:

Yeah, might have screwed up the UMAPINFO format.

 

Edit: I have hopefully fixed the issue. Redownload wad from the opening post.

Thanks, it works now!

 

Edit: I played the first two maps and have a small bug report. In MAP02 MAP03 there's a shotgunner stuck in a wall, rendering it unable to move or attack.

Spoiler

doom00.png.582b2948108d8bb7ec30949aaca01361.png

 

Edited by Shepardus

Share this post


Link to post

what an awesome set! only truly played a handful so far, but map11 and map14 are some of my favorite maps in recent memory so far

Edited by Tango

Share this post


Link to post

Yo. Enjoyed the wad. My favorite maps are map08 and map14.

 

Spoiler

If I had one criticism it would be the tendency to constantly use viles in pretty much every significant fight in your maps. Map11 has viles in pretty much every fight and even repopulates the main area of the map with viles rezzing things? My own personal preferences coming out the more different stuff I play/map.

 

I found myself playing quite slowly with shotgun for my initial playthrough. I missed the ssg in a few maps for quite some time (map07 became quite a thing because of this).

 

Map15 I ended up waking up the entire final fight without realizing it and was wondering what was going on =x. GarrettChan let me know what was happening after beating it. I think it would be a good idea to put the monsters you are going to spawn behind and above the three switch area if the layout can account for it. Then after the player hits a switch the player sees the monsters disappear which would let the player know what exactly is happening in this fight. I like how you can pick up all of the ammo in this fight without actually starting the fight. On UV it is fun to screw with the player like this imo.

 

Share this post


Link to post

MAP06: Sector 489 has tag 100 but no way to lower it, looks like it's tied with BFG secret bridge or something but it wasn't really needed to get it.

 

Good wad overall, but VERY CHALLENGING.

Edited by NuMetalManiak

Share this post


Link to post

I've played through maps 01, 03 and 04, and love the wad so far!

 

Bug report below:

Spoiler

In map04, I was able to "jump" (strafe run) into the secret area from the top of the elevator that leads to the "exit area", thus bypassing the secret passageway. I don't know if this is intended or not. It may be a feature rather than an bug.

 

Share this post


Link to post

This looks absolutely gorgeous...OTEX on full and deft display here. Some of these environments, and I must marvel at how well put-together and varied they are, parallel a lot of the more abstract and "magical" ideas I have for maps in my own head. It's refreshing and satisfying to see ideas like this actually "making it to the paper", so to speak. In that sense, this set is very inspiring to me, especially maps like Satin. I love the tonal shifts across maps and the depth but also consistency of the theming throughout each experience. I'm enjoying the gameplay as well, even though difficulties are not implemented yet. Really great work with this set! Will be keeping one eye on this space for the difficulty balances and additional maps.

Edited by SiMpLeToNiUm

Share this post


Link to post

I have played the first five maps uv saveless (though the start of map06 looked pretty hectic so I don't know how long I will last) so far and they have been amazing. There is a low enemy count but the encounters are brutal (especially map05 where I died the most before changing route). The secrets are pretty nice and well hidden overall.

Spoiler

I don't even know how I managed to survive the secret fight in map04 without the rocket launcher but it really shows how well designed that fight is that I didn't really need it as the fight had plenty of shells and cover.

 

The new enemies look interesting but so far I've barely seen them, so I'm really interested on how they'll be used in the remaining maps.

 

Pretty good stuff!

Share this post


Link to post

Love these maps. Especially the low enemy count. Not sure why but I keep on replaying the first map also. :p
 

Can't wait for the full release.

Share this post


Link to post

I've uploaded a new version.

Minor fixes, mostly fixing a softlock (map14) and some HOMs or buggy midtexes (map01, map03, map14). I also had old version of MAP06. New version just mostly changes texturing and some monsters at last encounter. Oops. 

Which means I had to recompile pruned resource for it. 

 

On note, I will not be doing that many new gameplay tweaks until next major version, which hopefully should have all new maps. However, it might take some good time before that. 

 

 

Edited by floatRand

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...