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NaturalTvventy
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NEIS beta 2.2

Mediafire link:

http://www.mediafire.com/download/k...6j/NEIS-b22.zip

The Ultimate DOOM: No End In Sight will be a vanilla 4-episode replacement for DOOM. The project is a collaboration between Xaser and myself, with a few maps by Lutz thrown in for good measure. Tons of other folks have helped with editing tips, graphics, and playtesting, and I will provide full credits once the project is complete.

NEIS was spawned from DTWID, and contains versions of our submitted maps with various degrees of modification.

--->> Help out the NEIS team! We need new wrapping skies and intermission pics. If you want to make a suggestion or contribution, please do. <<---

All feedback is still most certainly appreciated!

NT

-------

Maps/Screens:

Episode 1 - 1994 Ways To Die

E1M1: Terminal - NT
E1M2: Slime Trails - NT
E1M3: Logistics Center - NT
E1M4: Abandoned Factory - NT
E1M5: Warehouse - NT
E1M6: Power Core - NT
E1M7: Biosphere - Xaser
E1M8: Enigma - NT
E1M9: Industrial Yard - NT

Episode 2 - The Depths of Doom

E2M1: Receiving Station - Xaser
E2M2: Proving Grounds - NT
E2M3: Contagion Engine - Xaser
E2M4: Derelict Vessel - Xaser
E2M5: Deep Storage - NT
E2M6: Poison Control - Lutz
E2M7: Gateway Labs - NT
E2M8: Rubicon - NT
E2M9: Castle of Illusion - Xaser

Episode 3 - Woe

E3M1: Gates of Hades - NT
E3M2: Emblem of Destruction - NT
E3M3: The Grinder - Xaser
E3M4: Fortuna Bridge - Xaser
E3M5: Forgotten Caverns - NT
E3M6: Anomaly Retribution - NT
E3M7: Netherworld Citadel - NT
E3M8: Requiem - NT
E3M9: Lake of Fire - Lutz

Episode 4 - Blood Stained Earth

E4M1: Nexus - NT
E4M2: Parallels - NT
E4M3: Square Zero - Xaser
E4M4: Wartorn Precinct - NT
E4M5: RGC Alpha - NT
E4M6: The Blood Beneath - Lutz
E4M7: Vacuum Consortium - Xaser
E4M8: No End In Sight - NT, Xaser
E4m9: Vile Cross - NT

Last edited by NaturalTvventy on 08-22-13 at 00:06

Old Post 05-13-12 20:00 #
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Hock
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Wow! Those maps look real nice, can't wait to try 'em out

Old Post 05-13-12 20:13 #
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K!r4
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Interesting how E3 looks like a mix between originals E3 and E4. Great screens so far, love the architecture of some of them.

Old Post 05-13-12 20:31 #
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Pavera
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it's about time! Xaser has teased me long enough. Playing now.

Old Post 05-13-12 20:34 #
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NaturalTvventy
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K!r4 said:
Interesting how E3 looks like a mix between originals E3 and E4. Great screens so far, love the architecture of some of them.


There's a whole lot'a episode cross-contamination going on, not to mention some IWAD cross-contamination for e4 :)

Old Post 05-13-12 20:42 #
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Marnetmar
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I assume Lake of Fire has somehow been modified? Other than that, looks awesome! Downloading now.

Old Post 05-13-12 20:42 #
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NaturalTvventy
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Marnetmar said:
I assume Lake of Fire has somehow been modified? Other than that, looks awesome! Downloading now.


At this time it's the same map. I like it, so I'd like it in my project. Lutz said he's fine with it. But I'm still a bit back and forth on the matter since it's in DTWID. I'll probably post a poll at some point and see how the community feels about recycling a map.

Old Post 05-13-12 20:48 #
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Marnetmar
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Ah, I see. Well, if the original author doesn't have a problem with it then I don't think it should be an issue.

EDIT:

Just finished E1M1, I'm really liking this so far. The map seems to be non-linear enough to provide a good amount of exploration, but not to the point of the player getting lost as is with the case with a lot of my maps.

The texturing and architecture also gives off a NRFTL-ish feel, except it's not ridiculously hard. Nice job!

Last edited by Marnetmar on 05-13-12 at 21:03

Old Post 05-13-12 20:50 #
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NaturalTvventy
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Marnetmar said:
Ah, I see. Well, if the original author doesn't have a problem with it then I don't think it should be an issue.

EDIT:

Just finished E1M1, I'm really liking this so far. The map seems to be non-linear enough to provide a good amount of exploration, but not to the point of the player getting lost as is with the case with a lot of my maps.

The texturing and architecture also gives off a NRFTL-ish feel, except it's not ridiculously hard. Nice job!



Glad your first taste was enjoyable. All of e1 and e2 should be pretty manageable, although getting lost may become a thing later on. We saved the ridiculously hard stuff for e3 and e4 ;)

Old Post 05-13-12 21:05 #
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DeathevokatioN
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Awesome, gonna play this quite soon! :)

Great work NT and team, welldone on getting this far.

Old Post 05-13-12 21:41 #
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General Rainbow Bacon
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Awesome! I love 4 episode Ultimate Doom Megawads. We don't have enough of them.

Old Post 05-13-12 23:36 #
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Xaser
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Oh dear -- where'd this come from? O:

Great to see the beta's up for public consumption. Just posted about it on ZDoom for good measure, too. :P

Old Post 05-13-12 23:48 #
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PRIMEVAL
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Looks awesome!

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Old Post 05-14-12 00:12 #
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_bruce_
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Looks promising.

Old Post 05-14-12 00:24 #
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Vordakk
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Not to be a spelling nazi or anything, but E2M1 should be spelled "Receiving Station". That "i before e" rule can be tricky sometimes. :)

I just browsed the screenshots and this looks like it's amazing. I'd expect nothing less from NT, Xaser, and Lutz. Great work fellas!

Old Post 05-14-12 00:25 #
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DeathevokatioN
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Talking about E2M1, I hope it's different to the E2M1 of DtwID... :P

Old Post 05-14-12 00:32 #
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NaturalTvventy
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Vordakk said:
Not to be a spelling nazi or anything, but E2M1 should be spelled "Receiving Station". That "i before e" rule can be tricky sometimes. :)

I just browsed the screenshots and this looks like it's amazing. I'd expect nothing less from NT, Xaser, and Lutz. Great work fellas!



Fixed!


Xaser said:
Oh dear -- where'd this come from? O:

Great to see the beta's up for public consumption. Just posted about it on ZDoom for good measure, too. :P



Sweet dude. Good call, as this was tested almost exclusively with zdoom! That's a good way to test vanilla WADs, right?

Last edited by NaturalTvventy on 05-14-12 at 00:44

Old Post 05-14-12 00:39 #
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Alfonzo
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The curse of the oversought Biosphere map from DTWiD's development is finally dispelled. That's NEIS (maximum pun score)!

These maps are unique -- real unique. NT and Xaser make for a fruitful combination with all the elaborate, upscale architecture and oft-wacky texture selection. In fact, the way in which some of the textures are used and some of the ideas presented make for the best case yet against the notion that the stock textures are no longer a valid option when looking to break boundaries in interesting and effective ways.

Stamps of approval.

Old Post 05-14-12 01:05 #
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NaturalTvventy
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All-righty vanilla experts, I need some help with e1m9. It's not working right. If you load it with -nomonsters everything about it is fine. However, when there are monsters present things break down. First, sector 23 doesn't close/wait 30/open like it's supposed to. Second, sector 51 doesn't start lowering right away as intended. Instead there seems to be quite a delay... maybe until sector 28 opens up after 5 minutes? Whaa?

If anyone knows why....

Thanks,

NT

Old Post 05-14-12 06:22 #
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Memfis
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NaturalTvventy said:
First, sector 23 doesn't close/wait 30/open like it's supposed to.

Notice that sector 44 closes just fine. Perhaps dividing sector 23 into 8 different sectors will fix this?
Same problem with sector 51 I guess.

Old Post 05-14-12 11:57 #
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NaturalTvventy
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Memfis said:

Notice that sector 44 closes just fine. Perhaps dividing sector 23 into 8 different sectors will fix this?
Same problem with sector 51 I guess.



Holy cow Memfis splitting the sector actually worked! What made you suggest that?

The next big issue is e2m5. To get to the secret exit I use line action 37 (lower floor/change texture) that affects a ton of sectors. This creates the issue of the game crashing if the player touches the sector. Is there a way to fix this? I have yet to understand this error completely.

Old Post 05-14-12 14:56 #
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Memfis
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I just noticed that sector 44 closes with no problems so I guessed that merging sectors fucked up something.

btw Eternal suggested another solution to this problem: remove things 40, 41, 47, 48, 54, 55, 61, 62 and the doors will close properly. Magic! :) Somehow, when two things are too close to each other, they can prevent random sectors from moving. You'll need to ask port gurus for a better explanation.


I have yet to understand this error completely.

Basically, you can't have more than 30 moving platforms at the same time: http://doomwiki.org/wiki/Moving_platforms_limit

Old Post 05-14-12 16:04 #
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NaturalTvventy
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Memfis said:
I just noticed that sector 44 closes with no problems so I guessed that merging sectors fucked up something.

btw Eternal suggested another solution to this problem: remove things 40, 41, 47, 48, 54, 55, 61, 62 and the doors will close properly. Magic! :) Somehow, when two things are too close to each other, they can prevent random sectors from moving. You'll need to ask port gurus for a better explanation.



That's wacky. The vanilla DOOM engine is way too sensitive... it needs to toughen up a bit!


Basically, you can't have more than 30 moving platforms at the same time: http://doomwiki.org/wiki/Moving_platforms_limit


Nah, this is something different, specific to this particular action. I've had issues with it in the past.

Old Post 05-14-12 17:13 #
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Chex Warrior
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These maps are a lot of fun, I eagerly await the completion of the last two episodes (those hell levels look great)!

Old Post 05-14-12 20:00 #
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Xaser
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NaturalTvventy said:
The next big issue is e2m5. To get to the secret exit I use line action 37 (lower floor/change texture) that affects a ton of sectors. This creates the issue of the game crashing if the player touches the sector. Is there a way to fix this? I have yet to understand this error completely.

Whoops. I know I fixed this at one point, but the changes must've slipped through the cracks at some point. Send me the latest version of the map if you've modified it since the beta and I'll doctor it up for you. ;)

Basically what's happening is if you have two adjacent sectors lowered by the same "Floor Lower to Lowest (Changes Texture+Type)" action at once, Vanilla Doom will sometimes incorrectly try to copy the texture+type data from the other sector being lowered and set the type to some garbage data, which causes the crash when the player enters the sector.

Old Post 05-15-12 02:22 #
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NaturalTvventy
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Xaser said:

Whoops. I know I fixed this at one point, but the changes must've slipped through the cracks at some point. Send me the latest version of the map if you've modified it since the beta and I'll doctor it up for you. ;)

Basically what's happening is if you have two adjacent sectors lowered by the same "Floor Lower to Lowest (Changes Texture+Type)" action at once, Vanilla Doom will sometimes incorrectly try to copy the texture+type data from the other sector being lowered and set the type to some garbage data, which causes the crash when the player enters the sector.



Heh whoops, I missed that. So how do you fix it? Anyways, if you have indeed fixed it, send it my way. The beta version of the map will be the newest. I don't think I've touched e2m5 in a long time. Thanks Xaser.

Old Post 05-15-12 02:34 #
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darkreaver
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E3 and E4 looks amazing! Too bad it`s for UDoom and not Doom 2...yawn. :(

Old Post 05-15-12 02:41 #
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NaturalTvventy
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darkreaver said:
E3 and E4 looks amazing! Too bad it`s for UDoom and not Doom 2...yawn. :(


DOOM > DOOM2

Old Post 05-15-12 02:43 #
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Hellbent
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e1m3 driving me crazy. The lift walls are really neat, but I can't get the red key. will try again now.

EDIT, I think I know what to do more or less, but I think this is annoying me :P

Last edited by Hellbent on 05-15-12 at 03:04

Old Post 05-15-12 02:43 #
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NaturalTvventy
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Hellbent said:
e1m3 driving me crazy. The lift walls are really neat, but I can't get the red key. will try again now.


Yea, no one likes that part. Except me, 'course.

Old Post 05-15-12 02:44 #
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