mouldy Posted December 22, 2013 At the moment all we are waiting for is Joseph Lord to fix map 27, and that's it I think. Multiplayer stuff can be sorted out later I reckon, some of my maps needed co-op fixes so I thought I would get it out the way. I haven't checked all the maps in vanilla so I am trusting that everyone else has, but with map 27 fixed I think we will be good to go for beta? 0 Share this post Link to post
Tristan Posted December 22, 2013 I'm very close to finishing a remake of a (Final) Doom track, so I'll run through the set in Chocolate Doom once I'm done with that. Hopefully we can go to Beta after MAP27 is updated. Only 5½ months after the alpha, heh 0 Share this post Link to post
Antroid Posted December 22, 2013 Eris Falling said:Only 5½ months after the alpha, heh And if we're being honest I think most of that's on me :( It feels like most of the other fix-ups were done rather quickly, but only after I was finally finished with 24 since people were no longer feeling comfortable putting it all off. 0 Share this post Link to post
Tristan Posted January 2, 2014 There's a link to a MAP27 update at the start of page 71, I don't know if this is what we were after? I'm making some refurbishments to MAP22 currently, I'm going to try and put out a beta this weekend, if you guys agree with that? EDIT: Also, once again (sorry), I've failed to keep up with the soundtrack MAP01: DLA - Mark Klem MAP06: ? (by the way, I love this track, good choice) MAP07: Ah, Geez! - Lee Jackson MAP08: ? MAP09: ? MAP10: ? MAP11: ? MAP12: from TNT MAP15: ? MAP16: Can't remember if there was a new track MAP18: I Choose the Stairs - Lee Jackson MAP19: Vampire Hunters - Wojciech Kilar MAP21: Eryut Village - Hitosho Sakimoto MAP22: Fate of the Damned - Mike Cody MAP23: ? MAP24: ? MAP27: ? MAP31: Evil Incarcerated - Jimmy 0 Share this post Link to post
_bruce_ Posted January 2, 2014 Updated stuck thing 154 in Map02. Built reject lump for all maps - adds a classic flavor and interesting if playing on enthusiast machines(486, Pentium). Degenerated geometry gave me no errors during play so no change. Thanks again to marineController! Link http://speedy.sh/UDfvV/Bruce-Map02.Map03.Map14.added-reject.rar Pass semper fi 0 Share this post Link to post
schwerpunk Posted January 2, 2014 @ Eris: Re MAP16, I certainly didn't add any music originally, and I don't remember hearing anything different when I tested the latest versions/edits. 0 Share this post Link to post
mouldy Posted January 2, 2014 Eris Falling said:There's a link to a MAP27 update at the start of page 71, I don't know if this is what we were after? I'm making some refurbishments to MAP22 currently, I'm going to try and put out a beta this weekend, if you guys agree with that? That version of map 27 was broken when I tested it, the issues I found are in the post after it, and make it impossible to exit. The link seems to be not working now but I might have a copy of it somewhere, if we don't hear from Joseph by tomorrow I'll try and fix the problems myself for the beta. 0 Share this post Link to post
CorSair Posted January 2, 2014 Eris Falling said:EDIT: Also, once again (sorry), I've failed to keep up with the soundtrackDid I even tell mine at some point? W/E, add these to list: MAP 09: Heretic: The River of Fire MAP 10: Hexen 2 (midi): ROMA3.MID Both by Kevin Schilder. 0 Share this post Link to post
Antroid Posted January 2, 2014 Memfis gave me the midi for map24. According to him, it might be from here: "doom musicians guild". The link in that post is dead but he says the length fits exactly. I suppose we could credit that guy, but I would also like to credit Memfis specifically for finding this midi for me which fit very well and inspired me while making this map into more than just the initial idea. 0 Share this post Link to post
elic Posted January 3, 2014 The Map06 music is one of the tracks from Crucified Dreams(Map23). Don't know who made it. 0 Share this post Link to post
elic Posted January 3, 2014 The version of The Crusher in the OP is outdated. Here's the current version. 0 Share this post Link to post
Tristan Posted January 3, 2014 Some digging led me to identify the author as Nicklas Linnes. Also, I already have MAP06-V3, I just haven't updated the OP since the Alpha and now :) 0 Share this post Link to post
mouldy Posted January 3, 2014 Here's a fixed version of map 27: http://www.mediafire.com/download/vql4j8ibf9x429g/map27.1-fixed.wad Fixes include: "Yellow key" Teleport works Exit barrier lowers VPOs in exit room texture alignment throughout. Cant be sure its exactly how joseph wanted the teleporters to work but he is welcome to correct this version if I got anything wrong (but please test it properly if you do, joseph). There was also a weird bug where a certain midtexture caused chocolate doom to crash when you looked at it, anyone have any idea what that is about? I've come across that before in my own maps. I had to replace it with a door. 0 Share this post Link to post
Antroid Posted January 3, 2014 mouldy said:"Yellow key" Teleport works That sounds familiar... 0 Share this post Link to post
mouldy Posted January 3, 2014 Antroid said:That sounds familiar... Yeah this map also has some 'interesting' navigation going on. No idea how its meant to work, but at the very least it actually does work now, so that should be all the maps ready for beta testing. 0 Share this post Link to post
Tristan Posted January 4, 2014 What started out as some polish to MAP22 has turned out to a complete remake of a significant portion of the map, which is exactly what Springy said not to do when he said I could do the former >:( What was originally a simple, tunnel, room, tunnel, tiny cramped room for the red key is rather quickly turning into MAP19. I feel it's necessary. The layout is coming very quickly but seeing as it's me, the visuals may take a while. I'm working fast as I can on this, but I do feel stupid that I could end up missing my own target and Mordething the project yet again. If there's no beta tomorrow, it will be next weekend instead, which gives time to make some last minute checks if necessary. Sorry everyone! 0 Share this post Link to post
Antroid Posted January 4, 2014 I am totally okay with this. I haven't really seen much of your 22 but I don't think there can be quite enough catacombs or catacomby-type places. So long as you don't take several months... 0 Share this post Link to post
_bruce_ Posted January 4, 2014 Eris, take your time - it's quality we're after. 0 Share this post Link to post
Babel Posted January 8, 2014 mouldy said:Here's a fixed version of map 27: http://www.mediafire.com/download/vql4j8ibf9x429g/map27.1-fixed.wad Fixes include: "Yellow key" Teleport works Exit barrier lowers VPOs in exit room texture alignment throughout. Cant be sure its exactly how joseph wanted the teleporters to work but he is welcome to correct this version if I got anything wrong (but please test it properly if you do, joseph). Hell yea! Thanks for that. The teleport works as i wanted. I forgot put the sector xP In the yellow room i founded another problem. Fixed The map must to be complete now! http://www.speedyshare.com/gnwAd/map27.1-fixed.wad 0 Share this post Link to post
scifista42 Posted January 8, 2014 Spoiler What about... To start UDINO soon? :) EDIT below: OK, I just thought it could be sooner since D2INO may take longer to finish. 0 Share this post Link to post
Jayextee Posted January 8, 2014 Spoiler I did say a week or two after D2iNO is finished... ;) 0 Share this post Link to post
Tristan Posted January 8, 2014 Uh yeah... When I first uploaded MAP22 into this thread, I attached this map view Now it looks like this ...and it just keeps on growing. Looking at it now, there's some stuff I want to change over on that right section too. 0 Share this post Link to post
Antroid Posted January 8, 2014 But where's that whole mess of tunnels and whatnot area to the right of the big circular thingy (with a robot head on top) from the "old" version? Did you just remove it? 0 Share this post Link to post
Tristan Posted January 8, 2014 Is that the separate area of map on the right? There was supposed to be a mass of tunnels there too, but never managed to do it. I could add them in though, since I'll need to change stuff over there to accommodate these changes anyway 0 Share this post Link to post
Antroid Posted January 8, 2014 I think when I wrote "right" I actually meant "left" :> Now looking at the two maps a bit closer I realize that the whole separate section on the... left, I'm pretty sure I got it right correct this time, is gone in the new version. What's up with that? 0 Share this post Link to post
Tristan Posted January 8, 2014 I kept the start area (which I may also polish) and redid the cathedral, and that mass of string replaces the rest of it. Somewhere in that lot, there's going to be a red key. I think I might have these tunnels completely devoid of monsters until you find the Sacred Ruby Skull of Szet , then when you take it, you disturb the demon spirits, who return from the dead to kill he who has taken the idol of their deity. Probably. 0 Share this post Link to post
Antroid Posted January 8, 2014 Sounds interesting. Hopefully in the end there's enough catacomby stuff in this map, I like places like that quite a bit. 0 Share this post Link to post
mouldy Posted January 8, 2014 Wow thats quite a major change. Think everything else is done now so its all eyes on Eris, no pressure ;) 0 Share this post Link to post
Devalaous Posted January 10, 2014 Shit, its almost done? I just got signed up to a second testing role so I might not have time for this. Side note: I love the various subtitles this thread has had over the months 0 Share this post Link to post
Antroid Posted January 10, 2014 Ragnor said:Side note: I love the various subtitles this thread has had over the months Speaking of, is there any way to see the history of these? 0 Share this post Link to post