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Catoptromancy
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Posts: 892
Registered: 08-06


List of maps that need work and bug reports, also links to updated maps.
Post bug reports in this thread and I will update this post.

Submit new maps with ones that need replaced!

ATTN: Mappers can use the latest daily build so the new Final Doom textures can be used.

Doom Builder 2 Mapping cfgs,
Freedoom
Ultimate Freedoom

All bug reports are for the latest official daily builds. http://free.doomers.org/

Maps with names next to them are known to be currently worked on.

ALL MAPS NEED PLAY TESTING IN SKILL LEVELS 2,3 and 4.

-= Freedoom =-

map01: HOM in sky by balcony, door sector|secret path missing colormap. Also In the basement area with the brown fog, the scrolling river of nukage carries you even if you aren't standing on it directly. So it needs to be changed from wind to only the floor carrying the player.
map03: more health on lower skills, maybe swapped into another mapslot
map05 - COOP Test, needs a gun at start, tagged multiplayer. Maybe an sg. During coop the suits can run out and players can lose keys making map nearly impossible with so much slime to run through. A decent fix may be to have the lowest area cause no damage. That should save enough health to grab red key and finish map. Other more logical ways may be possible. Maybe a small ledge in lower area so player can avoid damage.

map08 - COOP Test, Nobody could raise bars at exit. No idea. Maybe an Odamex bug.
map10: not finished, currently being worked on = xerent
map19: not finished, currently being worked on, crashes boom202 = dabski?
map23: route management, more keys(maybe all 6), locked doors or something is needed.
map24: is being remade = cato
map29: monsters can get trapped on lift corners blocking player.
map30: retexturing?
map31: now playable, has both exits, Currently being worked on =cato
map32: not finished, currently being worked on = Archfile

-= Ultimate Freedoom =-

E1M5: currently being worked on = Zok
E1M6: looks very nice but no monsters or ammo
E1M7: Possible trap around 1159, 2567, -128..blue key door area
E1M8: Lots of HOM in sky, big lift in middle HOM at edges.

E2M3: not started
E2M4: Elevator bugs, one door is meant to be jammed, but something is still buggy
E2M5: not started
E2M6: not started
E2M7: not finished, currently being worked on = lareman
E2M8: not finished, currently being worked on = Archfile

E3M2: not finished
E3M3: not finished, currently being worked on = Truedude
E3M4: not finished, currently being worked on = NKo
E3M5: not started
E3M9: not finished, currently being worked on = Truedude

E4M2: not finished, currently being worked on = ghostlydeath
E4M3: not started
E4M4: not started
E4M5: not started
E4M6: not started
E4M7: not started
E4M8: not finished, currently being worked on = skib
E4M9: not finished, currently being worked on = Truedude

Last edited by Catoptromancy on 08-18-11 at 03:13

Old Post 02-12-11 18:30 #
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Catoptromancy
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Posts: 892
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Previous thread was too old edit the first post in. I will keep this one up-to-date.

Old thread if needed for reference:
http://www.doomworld.com/vb/freedoo...ap-bug-reports/

Old Post 02-13-11 23:11 #
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wesleyjohnson
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Reminder: MAP09 rev7 is in incoming, but has not made it to GIT logs yet.
This rev has multi-player fixes, and other general update.
Would like to hear from coop players on suitability of item placements.

Old Post 02-15-11 17:15 #
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Catoptromancy
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http://ftpusers.coffeenet.org/~cato...on_map09_07.zip
Here is a link so it can be committed.

Also map19 from dabski needs relinked, was removed for release due to error and not finished.

Last edited by Catoptromancy on 02-22-11 at 15:08

Old Post 02-21-11 22:06 #
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wesleyjohnson
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Sorry, but that link only offers me a chance to download my own upload zip file. I already have a copy. I have GIT on another system, but have never used it before (we use Subversion). I lack all information on how and where to upload into FreeDoom GIT, and probably the permissions. How to submit to FreeDoom still says that I should put it into the incoming directory. (was that post aimed at someone else ??)

Old Post 02-22-11 05:59 #
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RjY
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wesleyjohnson said:
[...] (was that post aimed at someone else ??)
Yes, after three lines of ranting the penny drops :-) It was almost certainly aimed at MikeRS/chungy, Freedoom's illustrious, yet errant and currently AWOL maintainer. (Or at least anyone else who has a key for ssh access to push to freedoom.git.)

Anyway I've turned Catoptromancy's post into a patch series and sent it to chungy's email address. Hopefully if all he has to do is run "git am", that will get things moving faster.

Old Post 02-22-11 09:44 #
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wesleyjohnson
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Map13 rev2.2 update as per forum review comments, and to add multiplayer weapons and ammo, is in incoming (feb 26, 2011).
incoming/johnson_map13_022.zip

Old Post 02-28-11 04:28 #
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skib
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did E4M8
Here 'tis

Old Post 04-11-11 08:01 #
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Catoptromancy
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skib said:
did E4M8
Here 'tis



Remember an awesome map can take months to make, not 24 hours...especially if you just started mapping.

Also, I fell into the pit and was trapped.

Last edited by Catoptromancy on 04-11-11 at 08:53

Old Post 04-11-11 08:45 #
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skib
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The pit with the key?

Old Post 04-11-11 10:30 #
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Catoptromancy
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http://ftpusers.coffeenet.org/~cato...shots/nokey.PNG
http://ftpusers.coffeenet.org/~cato.../noteleport.PNG

Remember this is the final map of the game. A half dozen sectors is tiny for a map.

Old Post 04-11-11 11:15 #
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sgtcrispy
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I've been working on map03 and did a bit of a overhaul on it. Made it a tad shorter, more detail, added a little DM area for shits and giggles.
I'm still working on proper item placement and difficulty levels, but i figured I'd see if anyone would give it a look see and give suggestions before I called it good.

http://dl.dropbox.com/u/17073948/SC...map03-beta2.wad

"Keep on Doom'n!!!"

Old Post 04-26-11 19:22 #
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Catoptromancy
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In general its awesome, but I liked the old slime factory and yellow key lower floor.

Old Post 04-26-11 19:43 #
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RjY
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sgtcrispy said:
http://dl.dropbox.com/u/17073948/SC...map03-beta2.wad
Wow it's almost like a whole new map. It's pretty easy, which I prefer, I always thought map03 was a bit hard for the slot it was in.

Anyway there are some bugs

- linedefs 2168 and 2170 need their types changing to 112, currently they rely on zdoom's zero tag handling

- linedefs 2176 and 2182 are doortracks but aren't lower-unpegged

- thing 11, the teleporter exit in sector 116 needs to exist on all skill levels, else one of the chaingunners doesn't teleport

- the chainsaw secret appears to be unmarked and the pools of slime in that area don't damage you. Is this intentional?

Old Post 04-26-11 20:12 #
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sgtcrispy
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RjY said:


- thing 11, the teleporter exit in sector 116 needs to exist on all skill levels, else one of the chaingunners doesn't teleport

- the chainsaw secret appears to be unmarked and the pools of slime in that area don't damage you. Is this intentional?



Ah that's why he wouldn't tp in.

Hmm I thought I marked that secret. Maybe not (shrugs)
Will fix if needed.
As for the slime, just didn't mark it yet.

Thanks for the feedback! :)

Old Post 04-26-11 20:20 #
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RjY
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Sorry I realised I said something misunderstandable - I don't mean the chainsaw secret isn't a marked as a proper secret area, I meant there was no indication that it was there. I'm not sure how you could find it without endless wall humping, or using the map cheat. Maybe I missed something, though.

Old Post 04-26-11 20:32 #
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sgtcrispy
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Well it is a secret. ;)

Old Post 04-27-11 02:59 #
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BondEar
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You should at least give some sort of indication that there's a secret in the area. Just don't make the entrance to it too obvious. A good example of a "hidden in plain sight" secret is the first level of Requiem.

Old Post 05-04-11 04:47 #
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wesleyjohnson
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Ditto. Do not care for secret area that cannot find by careful looking.
Do not accept humping walls anymore, will bring up editor or other cheat
first.

Old Post 05-05-11 12:36 #
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sgtcrispy
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wesleyjohnson said:
Ditto. Do not care for secret area that cannot find by careful looking.
Do not accept humping walls anymore, will bring up editor or other cheat
first.



Fair enough. Will fix.

Old Post 05-05-11 19:48 #
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RjY
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Since it's been a week or so I went and fixed the obvious bugs I mentioned upthread (changelog, updated file)

I left the chainsaw secret alone though. If it was me I'd put it behind linedef 1161, in the wall opposite the switch that lets you out of that area. Then the asymmetry of the room is enough to hint at a secret there. Better than at the back of one of eight identical slime pits the monsters emerge from.

(Sigh, and I just noticed I typoed one of the linedef numbers in the commit message...)

Old Post 05-05-11 20:45 #
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sgtcrispy
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Whee! I made a few more changes and fixed (think so...) the bugs/issues you guys found. Also kinda shoehorned a bit of the old sewer system at the end. I'm not quite married to the idea so if it seems "meh" taking it out would be a biggie.

http://dl.dropbox.com/u/17073948/SC...map03-beta3.wad

"Keep On Doom'n!!!"

Old Post 05-09-11 16:28 #
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RjY
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Thanks for the update. Your version still has many of the bugs I reported, though. It would have been nice if you had started work from the fixed version I posted just above, but I guess you had already begun, or didn't see the post.

Edit: updated, fixed again, pushed out, updated file is here.

Last edited by RjY on 05-10-11 at 15:56

Old Post 05-10-11 13:50 #
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sgtcrispy
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Sorry about that. I was working on it and didn't even think to grab it.

My bad. :(

Old Post 05-10-11 20:17 #
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skib
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You might as well take me off E4M8!

Old Post 05-12-11 21:39 #
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natt
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Let me make sure I'm getting this right: If there's a map on the list with a bug report next to it but no name of a person currently working on it, I can take that map and fix it up? I feel like I owe something for starting map31 and then disappearing for a few decades.

Old Post 05-27-11 01:02 #
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wesleyjohnson
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Map09 rev 8 and Map13 rev 2.3 updates to incoming: 5/26/2011
johnson_map09_08.zip
johnson_map13_023.zip

Some fixes, some accessories added, a few adjustments.
More than just minor changes.

MAP13: Monsters climbing walls of conveyor fixed.
Added heating pipes, support posts, and other basement stuff.

MAP09: Friction adjusted in mud pit. A roof bolter added.
Added more pillars and reduced size of roof opening in pit.
Changed some monsters in water-treatment plant.

Old Post 05-27-11 02:35 #
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BondEar
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There's this one big hallway in E2M8 that moves up and down and can crush you. At the end is a teleporter with a plasma cannon on top of it. So I figured I'd run there as soon as I could and then I would be teleported out of the hallway. Only problem is that there wasn't a teleporter. When I figured it out, it was too late.

I think the level would be better if that teleporter looking platform was taken out. It makes the player feel like the level is cheating.

Also, there's some texture misalignments in E2M1 (warning 600k images):
http://imgur.com/Iv35O.png
http://imgur.com/wnLNi.png

Old Post 06-09-11 09:00 #
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RjY
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BondEar said:
Also, there's some texture misalignments in E2M1 (warning 600k images):
http://imgur.com/Iv35O.png
http://imgur.com/wnLNi.png

Fixed, thanks

Old Post 06-11-11 01:20 #
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Death Egg
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My E3M3 and E3M9 are pretty much done now, and looking at the list I notice E3M6 isn't on there, which I was considering doing. It isn't in the current Ultimate FreeDoom IWAD... Is it done, but not added in yet?

In the meantime, I'll probably do one more Episode 3 map (Likely E3M7) before moving on to E4M9. (A bit random but I have my reasons) I may do an Episode 2 map while I'm at it.

Old Post 06-18-11 07:30 #
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