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Wraith777

Alpha Accident: Terra Nova - uploaded to idgames

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Ok, now that I have time to map (and even play!!) again, this episode might be completed till the end of this year (or, atleast, the end of decade ))).

Here are some screens of E1M6 (lighting and things are still to be done)







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Don't think it's dead, because.. only boss map remains and it shouldn't take long to finish (but, since there is a new boss fight i have to figure out how to utilise it well).

Buy the way, although i know DooM is a porn shooter and many of us don't care about story of any sort i still want to add some story in text form between levels and in .txt. Much like this:
"Heh, people working at UAC didn't thought they've recieved PDAs absolutely for free, didn't they ))? every PDA automatically sends ALL messages/transmissions to the secret record terminals intalled everywhere, so UAC can easely spy on people. Your hero as special forces officer has access to all this data. So, personal logs and audio transmission records are provided for each map in text file. Some of them may contain useful information."
I just want to set up an atmosfear a little bit.

e1m6 - Fright Yard - extra large base with extra large crate numbers



e1m7 - Colony - finally, going out for a walk in the city

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clool! always looking forward to more alpha accident news. glad to see e1m7 has shaped up.

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Wraith777 said:

Finally, after so long this episode is comlete:
http://www.megafileupload.com/bxaE/AAbeta.rar?pt=KnWC9uOCrrZbocTP8WDDz60qtWQRL1K9MiDD2kaJ2H4%3D

PrBoom is recomended to run, ZDoom is NOT.

Difficulty settings applied.

Would be nice to see someone playing this in co-op on nightmare :).

DM is also supported, but all maps are so large you'll need minimum 12 players.


this doom episode is hell of cool. the layouts are labyrinthine in a way I really enjoy and it leaves the techbase layout feel as you go on. i can vouch for it working great in Eternity, which is what i used to play the whole thing. i heartily endorse it.

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Wraith777 said:

PrBoom is recomended to run, ZDoom is NOT.


Why is this the case? Are there some issues with ZDoom and the wad?

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rileymartin said:

Why is this the case? Are there some issues with ZDoom and the wad?


iirc, there is an object in Alpha Accident that blocks movement but can be destroyed by splash damage from a rocket. in zdoom, i was walking right through it. there may be other oddities, but this was the main one i recalled.

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axdoom1 said:

Put it on id Games

Please include a separated .deh file for source ports that don't support reading the DEHACKED lump file, if any.

(Chocolate-Doom can using -dehlump.)


I will put it on id Games, it just may need some minor fixes. And it definitely needs some new graphics (like title and credit screens).

Just forgot to put separate .deh in archive.

rileymartin said:

Why is this the case? Are there some issues with ZDoom and the wad?


This wad uses negative width and height values for new objects. In Vanilla Doom and PrBoom they work as intended, but ZDoom seems to ignore negative values.

Also, Chocolate Doom is not recomended because some maps exceed static limits (savegame and visplane errors are possible).

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Completed the first two maps. This rules! Found all the secrets so far. I prefer UD to D2 so this is like a birthday present to me. Hope you will complete all 4 episodes one day. :)

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Wraith777 said:

This wad uses negative width and height values for new objects. In Vanilla Doom and PrBoom they work as intended, but ZDoom seems to ignore negative values.

Redefine the objects in DECORATE while keeping your current DEHACKED as is. Non-ZDoom ports will ignore the DECORATE and use the DEHACKED, and in ZDoom ports, the parts of the DECORATE colliding with the DEHACKED will override the DEHACKED.

kmxexii said:

iirc, there is an object in Alpha Accident that blocks movement but can be destroyed by splash damage from a rocket. in zdoom, i was walking right through it.

This can be fixed via "compat_nopassover" command in MAPINFO, which will enable infinitely tall actors in ZDoom. Or better, as I said above, via DECORATE.

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scifista42 said:

Redefine the objects in DECORATE while keeping your current DEHACKED as is. Non-ZDoom ports will ignore the DECORATE and use the DEHACKED, and in ZDoom ports, the parts of the DECORATE colliding with the DEHACKED will override the DEHACKED.
This can be fixed via "compat_nopassover" command in MAPINFO, which will enable infinitely tall actors in ZDoom. Or better, as I said above, via DECORATE.


Well, if you can make it, you're welcome:). I've never worked with DECORATE before. Besides, since it's ZDoom having problem with emulation of vanilla behaviour (i.e. not a wad issue) it may be even more complex for me to get started with DECORATE here, because I don't think negative values for thing width/height are mentioned anywhere. All I know is the properties they can provide depending on combination of parameter values.

Anyway, play it till the end now in prboom / choco+, or you're gonna spoil a little surprise in the end...

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E1m9: There is a baron stuck in the pinky in the blue key area.

E1m4: The first lift with the destructible pillar which leads to the berserk secret has a HOM.

EDIT: These levels are massive, haha. So many secrets. Love how every level has its own theme. Is episode 2 going to be techbase as well, or are you making something similar to UD? Most of the first episode plays very similarly to KDITD so far. Plenty of ambushes but no teleporting ones.

EDIT 2: Just beat e1m6. That was really epic. Lots of cool secrets, too. Really wondering who the episode boss is now.

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Firedust said:

E1m9: There is a baron stuck in the pinky in the blue key area.

E1m4: The first lift with the destructible pillar which leads to the berserk secret has a HOM.

EDIT: These levels are massive, haha. So many secrets. Love how every level has its own theme. Is episode 2 going to be techbase as well, or are you making something similar to UD? Most of the first episode plays very similarly to KDITD so far. Plenty of ambushes but no teleporting ones.


Fixed. Guess I'll have to sit down and check ALL linedef actions and thing placement too.

Next episode is all about marble, wood, stone, metal and flesh, no techbases. It's not a tribute or remake of any sort, so it should be different from Inferno or Thy Flesh Consumed. Teleport ambushes start here. Saved some new things for this one too (including new boss).

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Sounds epic. Going to finish this off tomorrow and let you know if I come across anything else. Thank you for this awesome episode. It's been a blast so far. :)

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E1M7, since I suck at posting screens, going to explain this to the best of my ability. Found a HOM. You know the room with the berserk pack and the crusher? Then you go up the lift, through the door. On the right there is a room with some enemies, lowering walls and a crate with armor. Ignore the door and go straight ahead. Once the platforms with enemies have been lowered, there is a HOM on the left from there. Hope I managed to explain it...

Is there supposed to be a switch there? I am stuck there.

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Yes, and it's exactly a fatal error. There's a switch behind it, that opens passage, but it's closed (forgot to remove sector tag, so it closes itself when platforms lower).

I've fixed it and some other error, but haven't reuploaded wad yet.

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Ok, thank you. Also, are all the secrets reachable in medlabs? There were two I couldn't get at all. One of them is near the door that lowers the elevator towards the exit area, I think.

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Firedust said:

since I suck at posting screens,

It's not hard at all. While playing, press the screenshot key (it's usually either "PrintScreen" or "F1") and the screenshot will be saved into the source port's directory. Once you have the file, upload it to imgur.com, copy the url in the "Direct Link" field, and post it here.

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Thanks, scifista. I am kinda dumb at these things.

EDIT: I just idclipped to get to the switch. Beat the level. Absolutely loved it. Now on to the episode closer.

EDIT 2: Just beat the last level. That was awesome! Really looking forward to more from you. :) Thanks again for this fantastic mapset. By the way, this episode took me 7,5 hours to beat. These maps are just so damn big. Quality stuff.

Also I do hope the remaining episodes are not going to take you as long as the first one :p

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Thank you for feedback, Firedust.

Maps in other episodes will not be as large as here (but they will be more difficult), also I finally defined myself with map format, so it sure should take much less time to complete them.

Ok, so here is v.0.95, almost final
https://www.dropbox.com/s/b9z9cl3zuso0phy/AA_095.rar?dl=0


This is NOT BETA, only reason for this not being v.1.0 is that I want to insert a new titlepic (but it'll take some time to make it) and credits (I wanted to type in them now, but link to DoomWord is dead and I don't have it on my laptop with me). Otherwise, anyone who waited for final release can play it and record demos, because I'm not going to change anything in uploaded version except adding graphics. Well, if no one finds any errors, of course, but I'm just so tired of endless testing them myself and without much feedback(...

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Wraith777 said:

Thank you for feedback, Firedust.

Maps in other episodes will not be as large as here (but they will be more difficult).


That's a shame. I really enjoy 30-40 mins maps, actually. Not sure if I represent the majority here though.

Also, are all the secrets reachable in medlabs? There were two I couldn't get at all. One of them is near the door that lowers the elevator towards the exit area, I think.

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Firedust said:

Also, are all the secrets reachable in medlabs? There were two I couldn't get at all. One of them is near the door that lowers the elevator towards the exit area, I think.


All secrets are reachable, one you're talking about is accessed near start area.

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From the text file:

- Zdoom - thing sprites inside containers show up after savegame is loaded, not critical but annoying


Do you have an example position? This looks like a bug that at least shoulc be checked.

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Graf Zahl said:

From the text file:

Do you have an example position? This looks like a bug that at least shoulc be checked.


Containers are made wider than items placed inside them and they block player (so that you have to blow it up to see what's inside). Container has lower thing number, so it's sprite is always displayed in front of item placed in the same spot. If you load a save game in vanilla or prBoom it still works that way


In ZDoom it works correct only from map start - if you load a savegame or autosave all things placed inside containers on entire map will be displayed in front of container sprites


Maybe this could be corrected somehow with DECORATE, so that container sprite always would be drawn in front.

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