Demon
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Stardate 20X6 [Now on /idgames]
Pages (3): « 1 2 [3]  
Author
All times are GMT. The time now is 09:56. Post New Thread    Post A Reply
Nevan
Member


Posts: 344
Registered: 07-10


Heh, found something already.

http://postimg.org/image/ri8l2kazp/

Repeatively received error messages regarding 'ANIMDEFS' when attempting to start a server using ZDaemon.

Old Post 05-31-13 17:29 #
Nevan is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
Ribbiks
Senior Member


Posts: 1320
Registered: 02-11


ahh, that reminds me I do have an obselete animdefs lump and some unused textures I could remove. Thanks!

So I guess R2 isn't the final version :p, though none of the changes will affect any gameplay

Old Post 05-31-13 17:49 #
Ribbiks is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
Ribbiks
Senior Member


Posts: 1320
Registered: 02-11


I keep eating my words saying each version is final, but anyways, had some more bugfixes:

Download [Beta_R3]


Some issues that still remain:

- in zdaemon voodoo scroll speeds are slower, causing some encounters (last arena of map03, RK route in map07) to be painfully slow.
- in zdaemon singleplayer for some reason the player starts got mixed around, player ended up starting in voodoo closet. Works normally on every other port.

tl;dr fuck zdaemon

Old Post 06-01-13 02:36 #
Ribbiks is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
Memfis
Forum Spammer


Posts: 5893
Registered: 04-07


There is a dmflag in ZDaemon that fixes the voodoo doll spawns. Here it is called "Voodoo Doll Compat".
As for the scroll speeds, similar thing happened in SF2012 on map05 before. I'll write a bug report right now.
edit: done, took some time to figure out what exactly causes this - http://forums.zdaemon.org/viewtopic.php?p=269479#269479

Last edited by Memfis on 06-01-13 at 03:35

Old Post 06-01-13 02:47 #
Memfis is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Jimmy
doesn't rhyme with MIDI :(


Posts: 1607
Registered: 04-06


I'm not the world's biggest fan of slaughtermaps but I really enjoyed going through this. Really great-looking set of maps. :D

I played on HMP and I really love how the encounters can be really hectic but the amount of monsters used is JUST enough to always be perfectly escapable, plus the amount of room you have to maneuvre is pretty much spot on.

I also do love the focus on purple, and the way that green has been replaced (almost) entirely by the new palette. If I might make a suggestion, however, if the colormap is edited to make the purple always at full brightness, the purple really pops and provides a really cool contrast with the dark brown rocky structures of the rest of the WAD's aesthetic.

Check it out: http://jimmy.the-powerhouse.net/WAD...te_colormap.wad

Check out how these areas look with it: http://imgur.com/a/Yk7R7

Cheers, Ribbiks. Very unique and interesting set of maps right here. :)

__________________
Jimmy's YouTube Channel - All my recent stuff!
Jimmy's MIDI Powerhouse - More than 150 original MIDIs!
Jimmy's TwitchTV Stream! - Tune in for Doom and music!
Jimmy's Blog of Death - I make terrible posts here.

Old Post 06-03-13 09:09 #
Jimmy is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
Suitepee
Member


Posts: 495
Registered: 03-13


I might consider trying this wad out since I've not really played a 'slaughter' map yet in Doom, and also that there's a DWMegawad Club thread up on this so a livestream on my channel may yet occur. From what I've heard it sounds quite good.

__________________
www.youtube.com/JohnSuitepee
http://www.twitch.tv/johnsuitepee/ = Doom: The Lost Golden Souls livestream part 2 coming soon...

Old Post 06-03-13 21:51 #
Suitepee is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Not Jabba
Junior Member


Posts: 139
Registered: 12-04


Really nice epic stuff. You might consider crediting the title and intermission music in the readme. I'm particularly curious about the title piece.

Old Post 06-07-13 04:56 #
Not Jabba is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
Wordy
Green Marine


Posts: 44
Registered: 05-13


purple status bar please!

Old Post 06-07-13 07:31 #
Wordy is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Ribbiks
Senior Member


Posts: 1320
Registered: 02-11


Now on /idgames!

Download [/idgames]

Thanks again to everyone for the comments/criticisms/bug-reports.

Note that for demo purposes this wad is identical to betaR3, just renamed.



I may eventually update the file on /idgames to incorporate the following changes:
- inclusion of jimmy's colormap as an optional addendum
- edits to the textfile, for example I forgot to thank scalliano for the gldefs -.-, also as requested I'll credit the title music, can't recall what it is off the top of my head.
- purple status bar? hah, crazy enough that it just might be awesome.

Old Post 06-07-13 13:27 #
Ribbiks is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
dannebubinga
Forum Regular


Posts: 901
Registered: 04-10


Congratulations on the release man :)

You've worked hard and it shows!

Old Post 06-07-13 17:34 #
dannebubinga is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Nevan
Member


Posts: 344
Registered: 07-10


o\

Sweetness! Very well done on this. Still enjoying this very much!

Old Post 06-07-13 17:45 #
Nevan is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
LigH
Forum Regular


Posts: 750
Registered: 11-10


My impression:

Not bad. Must have taken great efforts to rework the textures.

A pity it confuses Risen3D with HRP a lot, which keeps several green elements (nukage floors, torch models) but still uses purplish dynamic lights for torches; if I switch to "basic doom mode", the dynamic lights are gone too.

In UV, the monster density is as deadly as in Quake II: Pax Imperia. What I don't mind...

What I do mind is monsters popping up in your face. That breaks immersion, IMHO. I prefer surprises I don't see appearing; or obvious teleporting.

Old Post 06-21-13 13:25 #
LigH is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
Ribbiks
Senior Member


Posts: 1320
Registered: 02-11


action 19 is my lifeblood, I'm not too great at immersion. I think I'll tone that shit down in future maps of mine though. anyways..



LigH said:
Risen3D with HRP


I'm not familiar with either of these things, but if you know a way to fix the graphics for this port I'd definitely be open to incorporating it

Old Post 06-21-13 15:04 #
Ribbiks is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
LigH
Forum Regular


Posts: 750
Registered: 11-10


In this case, I believe, Abbs should know that Risen3D should be aware of texture changes and avoid using 3D models or textures from a High Resolution Pack for them. I'll notify him via email.

Old Post 06-21-13 15:09 #
LigH is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
gggmork
If you can make any sense of this post, congratulations


Posts: 2842
Registered: 06-07


Almost uvmax on 6:
http://filesmelt.com/dl/stardate20x...eFuckEnough.lmp

You know, I prefer this demo to be a failure. It captures the FORCED and PAINFUL frustrating agonizing essence of doom and forever imprisons it in time, like Han Solo in carbonite.

Old Post 06-27-13 02:52 #
gggmork is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
Ribbiks
Senior Member


Posts: 1320
Registered: 02-11


30 enemies left, and in the exit room -.-

hot damn that was an excellent demo ggg, you found some pretty interesting ways to cheese through some hard encounters :). many tricks I never thought were possible or plausible (RK arena, final arena strategies were very risky, manc tower was also a neat idea). I like how you went the extra mile and got the 'kudos' key

Also I sincerely apologize for that platforming room.

Old Post 06-27-13 03:44 #
Ribbiks is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
gggmork
If you can make any sense of this post, congratulations


Posts: 2842
Registered: 06-07


Long maps like this can have a separate fun "puzzle" game to them, trying to figure out stuff in doombuilder. The 5x vile part was deadly, so I double exploited it (kill 1 "beneath ground" vile with splash damage from above, then go around and enter from the back so you don't get locked in.. not sure if either were intentional). Another deadly part were the 8x mancubuseseseses. My first idea was bump into one by the switch without waking others, but they're so fat that you can't, so eventually I came up with that exploit to bunch them together. You can probably get the kudos key with a vile jump, didn't try. lol @ platforming part, that's like my doom weakness.

Old Post 06-27-13 05:02 #
gggmork is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
Getsu Fune
formerly Hurricyclone


Posts: 1130
Registered: 06-13


After playing this with the megawad club I have to say this Ribbiks:

This set, was fantastic. Great difficulty as well as some gorgeous visuals. It compares to Combat Shock 2, but slightly easier, (and with more purple). Several times I could get swamped even if I knew what I was doing while playing. I must say, holding the BFG until the very last map made my experience much tougher, and I played on HMP here (imagine how many failures I'd have on UV :]). There were some landmark battles here and there, such as the final fight on MAP05, the Tricks-and-Traps-esque area in MAP03, the red key and finale of MAP06, and the arena with the BFG on MAP07. Though I took a long time beating most of the levels, I did so because I expected lots of trouble along the way and tried handling it good. In fact, most of the handling I went through on the levels was by infighting, and that seemed like a central theme to gameplay. Overall, I gotta say, this was damn good and worth playing. Love the purple here, even the invulnerability powerup and BFG shots were purple. Congrats on a nice set of levels.

Old Post 06-29-13 20:18 #
Getsu Fune is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
LigH
Forum Regular


Posts: 750
Registered: 11-10


Abbs told me that he will try to make Risen3D support it as good as possible, which may require a specific addon WAD (made by Hawkwind, like for several other projects), in addition to palette change detections.

Old Post 06-29-13 20:25 #
LigH is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
Rayzik
Member


Posts: 382
Registered: 10-11


Sectors 1233 and 1234 on MAP05 should have the secret flag removed. One is unreachable and the other redundant. That's at the mancubus staircase secret if that helps any.

Also, MAP06 is proving quite a challenge so far.

__________________
|Rayziik on YouTube!||WIP.wad Preview 1!||WIP.wad Preview 2!|

Old Post 06-29-13 21:32 #
Rayzik is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Ribbiks
Senior Member


Posts: 1320
Registered: 02-11


hah right you are rayzik, I must've broken that during the last minute changes before release. doh.

thanks for the alert :)

Old Post 06-29-13 22:43 #
Ribbiks is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
gggmork
If you can make any sense of this post, congratulations


Posts: 2842
Registered: 06-07


I beat your map you bastard, 46:41 uvmax on 7:
http://filesmelt.com/dl/stardate20x...9-uvmax-ggg.lmp

Old Post 07-02-13 07:41 #
gggmork is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
Ribbiks
Senior Member


Posts: 1320
Registered: 02-11


damn ggg, you have an awesome knack for finding safe ways to deal with difficult encounters. I loved your strat in the final room, that was clever, as was using the towers in the distance to sink more bfg tracers into the AVs.

grats on beating it :)

Old Post 07-03-13 00:14 #
Ribbiks is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
Phml
Forum Staple


Posts: 3460
Registered: 06-09



as was using the towers in the distance to sink more bfg tracers into the AVs.


Heh. At this point, it should be called "the gggmork maneuver".

Old Post 07-03-13 01:05 #
Phml is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
gggmork
If you can make any sense of this post, congratulations


Posts: 2842
Registered: 06-07


After iddqd & save runs & doombuilder study, that was the only way I managed to beat the end rev/imp/vile part, especially with enough success rate to do everything before, and that, all in one go. You can still die from the cybers easily but it seems a lot safer than staying down there. Sorry I got kind of slow/cautious and forgetting how to get to secrets (some of which seemed easier to come back later w/ bfg) towards the middle/end, but didn't have it 100% memorized and I kind of have to psychologically prepare/ load remembered strategy before some fights (like when I rehearsed running away from the end vile horde and hiding behind the pillar multiple times, lol, but easy to get stuck on architecture or something dumb while running backwards). You're somewhat forced into a linear sequence without being able to easily run past fights, like that first cyber could infight while you do other stuff.. but not really since the enemies would walk away from the cyber if you went that way, and you could vile jump instead of hitting the stair switch but too risky in a map that long. Also tried never shooting so warping monsters would remain dormant and not warp.. it helps skip battles in some places but the blue key pit down with the columns/ imp horde pretty much prevents doing it all the way.

Old Post 07-03-13 01:19 #
gggmork is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
Rayzik
Member


Posts: 382
Registered: 10-11


gggmork's strategy for that final sequence is a lot more effective than my brute force style. I barely even survived that last bit, and it was the part where I died the most. Eight times I think, but not a problem, because I ended up saving a lot of time by playing through the rest of the map so many times. Still, MAP06 was pushing my limits on skill from the get go, but I think MAP07 was straight up luck on my end. The RNG gods smiled on me or something.

__________________
|Rayziik on YouTube!||WIP.wad Preview 1!||WIP.wad Preview 2!|

Old Post 07-03-13 02:22 #
Rayzik is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
gggmork
If you can make any sense of this post, congratulations


Posts: 2842
Registered: 06-07


Cool, I didn't even see yours yet. Where's the lmp, or is it only on youtube?

Old Post 07-03-13 02:51 #
gggmork is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
Rayzik
Member


Posts: 382
Registered: 10-11


I has the .lmp. It's for PrBoom-Plus, just fyi.

__________________
|Rayziik on YouTube!||WIP.wad Preview 1!||WIP.wad Preview 2!|

Last edited by Rayzik on 07-03-13 at 04:01

Old Post 07-03-13 03:55 #
Rayzik is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
hawkwind
Senior Member


Posts: 1015
Registered: 04-04


Regarding the Risen3D issue I've been advised by GJ that, for the moment, to just use basic doom mode.

Old Post 07-05-13 01:17 #
hawkwind is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
All times are GMT. The time now is 09:56. Post New Thread    Post A Reply
Pages (3): « 1 2 [3]  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Stardate 20X6 [Now on /idgames]

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.