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Never_Again

Armadosia v2.1 — the 10th anniversary update

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This is an update to the 2005 megawad Armadosia — The Mad Corridor, a collection of large, complex maps with emphasis on atmosphere and exploration by arma kero, done with the author's approval and with assistance from RjY.


* Download v2.1 *

/idgames (update pending)
Armadosia.com (ditto)
Mediafire

Final WAD version: 2016-05-19 19:58 / CRC-32 657C8B8A


* What's new in Version 2.1 *

- fixed bad nodes on MAP07 in arma-old.wad
- fixed several visual issues on MAP11
- made teleporter lines on MAP30 WR instead of W1


* What's new in Version 2 *

- Vanilla (DOOM2 v1.9) behavior compatibility for all maps
- 100% kills and secrets guaranteed from a pistol start on all maps
- "Hurt Me Plenty" skill level
- Coop starts (2-player only)
- Texture alignment and unpegged doortracks
- Two new flats to fix misaligned lights and teleporter
- TEXTURE1 and PNAMES reworked to prevent Medusa
- 1024-wide non-repeating SKY3
- 31 new patches for the above

The detailed changelog is at the bottom of this post and is included in the download.

Recommended engine: Prboom-plus with "-complevel 2". (G)Zdoom with "Doom (strict)" compat, Eternity and Crispy Doom should all be fine as well. Chocolate Doom will not work on many maps because of VPOs. Choco-plus can do most of the maps except MAP28 (BLOCKMAP > 64K), and there's massive HOM at the start of MAP32, presumably due to drawseg overflows (fixed).


* Screenshots *







More screenshots:

Spoiler











Even moar (WIP, a big page, watch out ;)




* Changelog *

Spoiler

Armadosia bugfixing changelog

* General Notes *

The list of changes is quite long, with many of them requiring detailed
explanation; so here's a short summary of the most important issues fixed, 
along with the map numbers:

• 26 required a full-3-D engine to get past the first quarter of the map
• 07, 16, 24, 25 were impossible to complete in vanilla compat
• 05, 08, 09, 19, 28 and 31 could get you stuck
• 31 and 32 had severe weapons and ammo shortage
• 10, 15, 16, 24 and 28 didn't allow 100% kills
• 15, 24, 26 and 27 didn't allow 100% secrets
• 08 and 11 had rockets and cells but nothing to use them with
• Medusa fixed on the TEXTURE1/PNAMES level
• SKY3 extended into a 1024-wide non-repeating graphic
• FF_END (a WadAuthor-ism) changed to the proper F_END

Additionally, each level received a face lift: most of the textures have been
aligned and every moving doortrack (a pet peeve with me) I could find has been
unpegged — about six thousand of them, the way it felt.

Despite my best efforts to preserve demo compatibility several maps required
changes too extensive for it to be a realistic goal. For your reference, here
are the map numbers:
 05  08  10  11  15  25  30  31 and 32
But worry not: the old versions of these maps have received the same cosmetic 
treatment as the rest (which often had to be done in parallel) and are compiled
into arma-old.wad (included). So the existing demos will benefit from this
project almost as much as future ones. Load it after the main WAD like this:
 -file armadosia.wad arma-old.wad
if you want to watch the old demos on the maps listed above. If you don't watch
demos, you don't need this WAD.

For those who felt overwhelmed by all the monsters in the original, skill levels
have been implemented: the opposition on "Hurt Me Plenty" and lower is now 
reduced by 20-25%. This was mostly achieved by simply by editing out skills 1-3
from the monsters' flags, although substitution of weaker monsters for stronger
ones was also used; and in a few cases limited amounts of health and/or ammo
were added. 
Overall, while most of the maps can be now completed quicker on lower skill 
levels, the monster/ammo ratio is similar to that of the original. Two special
cases deserve to be mentioned: MAP29 is now more reasonable on HMP, although you
still need some help from the Cybers; and on MAP07 the new ratio is actually 
a little higher, as the reduced opposition called for downsizing the
overpowered secret cache (don't worry, there's still way more than enough to 
kill everything on HMP :).

Last, but not least, all maps — except MAP02 and MAP27, where it would affect
demo compat — had their REJECT rebuilt; first with RMB (with the "perfect"
option) and then Zennode, when RMB took two hours and a half (wtf?) on MAP10.


* Disclaimer *

Changes not included in this list, for the sake of the reader's sanity:
 - various purely cosmetic changes (e.g. changing clashing textures; subtle
   texture changes to indicate secrets; doortracks etc.)
 - removal of action specials from doortracks, except where that affects
   demo compat
 - monster/item changes on skills 1, 2 and 3
 
Thus while maps 03, 06, 13, 14, 17, 20-22 are not in the list, that
doesn't mean they received less attention than the rest, only that the 
numerous minor changes to them were not as critical as the rest.


And now onto the gory details.



==========================================================================
                              * CHANGELOG *
--------------------------------------------------------------------------

Abbreviations:
 LD = linedef
 SD = sidedef
  S = sector
  T = thing
 
Issue symbols:
  ! = critical
  ? = potentially critical
  + = gameplay
  · = non-critical/cosmetic
 
Map change symbols:
  * = breaks existing demos

==========================================================================

 MAP01  
 ·  Fixed misaligned lights on the ceiling of S 34 (behind the blue-key door and
    just before the door to the outside) with a new offsetted flat CEIL1_2X
 ·  Fixed a grate bleeding into the floor on LD 1479 (thank you, scifista) by
    spitting the sector it's in into smaller ones with different light levels
 ·  Same issue and fix on LD 685

==========================================================================

 MAP02
 ?  Fixed Medusa error caused by two-sided linedefs having multi-patch textures
    as middle tex — removed these linedefs' 2-sided flag and back SDs. This is
    the only map that received manual treatment. The rest of the levels that 
    suffered from this glitch (about 15 of them) have been fixed in bulk by
    making all the offending textures single-patch in TEXTURE1, which called for
    the addition of 28 new entries between PP_START and PP_END.
 ·  Fixed two armor helmets (Ts 166 and 167) jumping up in the air when the 
    nearby door (S 203) is opened

==========================================================================

 MAP04
 ·  Fixed a cellpak (T 491) jumping up in the air when you enter that sector

==========================================================================

 MAP05*
 ?  Player can get stuck in S 505, to the north of a door (S 509) that can be
    opened only from the south (LD 2968 "31 Door Open Stay"). After he opens the
    door and enters S 505 monsters can try to "open" this door via LDs 2944 and
    2970. If that happens the door closes after a few seconds, trapping the 
    player.  Fixed by removing the door special from LDs 2944 and 2970.
 ?  Fixed a similar potential situation with Ss 438 and 439, and LDs 2471 and
    2490 by removing the door special from LDs 2471 and 2490
 ?  Player can get stuck to the east of the red-key door (S 3) because the west
    side (LD 27) of the door is "1 DR Door Open Wait Close (also monsters)", 
    unlike the east side – LD 26 "33 D1 Door (Red) Open Stay". So, you can open
    and close the door from the west side many times, but only one time from the
    east side.  Fixed by changing LD 27's special to "31 D1 Door Open Stay".
 ·  Fixed HOM on the switch panel (S 514) in the blue room (sector 512) by 
    assigning the missing upper textures to SD 4815 (SW1BLUE) and SDs 4814, 4818
    and 4820 (COMPBLUE)
 ·  Fixed the grating bleeding into the floor on LD 2191, when viewed from the
    north side, by reassigning MIDSPACE from LD 2191 to LD 2169
 ·  Fixed the grating bleeding into the floor on LD 2532 by splitting its sector
    (445) in two, with different light levels on each side.

==========================================================================

 MAP07*
 !  In vanilla compat the walkway to the exit (S 6, tag 667) rises only half 
    the intended height because one of its SDs (705) has the "-" empty texture
    as its lower texture. This doesn't happen in Boom and most of later source
    ports, as they ignore "-" textures when searching for the shortest lower
    texture of the sector(s) with tag 667
      http://doomwiki.org/wiki/Tag_667#Bugs
    Fixed by changing SD 705's lower texture to SUPPORT3. Should work the same
    in vanilla and in Boom modes now. Ironically, Revved's ar07-158 plays back
    just fine with the new version, whereas my NM run doesn't.

==========================================================================

 MAP08*
 ?  Changed LD 1257 from "W1 Teleport" to "WR Teleport" to prevent the 
    possibility of getting stuck in the outdoor half of the map
 +  Added a plasma rifle (T 499), as there were cells on the map but nothing to
    use them with
 +  Changed a box of rockets (T 468) into a rocket launcher, as there were 
    rockets present but nothing to use them with
 ·  Raised the light level of the invisible teleporter (S 293) to the blue armor
    secret to provide a visual hint, set the sector special to "8 Light Glows"
    as an enhancement
 ·  Two unclosed sectors (38 and 39) created HOM around the second SSG at 
    certain angles in the GL renderer. Fixed by merging them (thanks to PavelU
    for the report)

==========================================================================

 MAP09
 ?  Removed the shootable special from LDs 866, 867 and those between them,
    since activating them can trap the player in the teleporter secret
 ·  Raised light level of all sectors by 20, as most of the level is nearly 
    pitch-black in software renderer

==========================================================================

 MAP10*
 +  One chaingunner (Thing 136) is placed too high for autoaim, thus 100% is
    possible only in ports with Quake-style mouse aiming.  Fixed by lowering
    the floor of his pillar (S 217) from 500 to 400. To maintain the proportion
    between the heights of this series of pillars (Ss 219, 218 and 217) also
    lowered the floor of S 218 from 400 to 350.
 +  Moved several monsters in the "human die" room (S 149) away from "Block 
    Monsters" lines that made them stuck in place, unable to attack
 +  Deleted Ss 123 and 124 - these are supposed to be solid pillars, yet 
    missiles could pass through them, as seen in Revved's ar10-732 demo

==========================================================================

 MAP11*
 ?  Removed GR special from LD 1823 (the east side of the doorway into the
    backpack secret). It had zero tag and shooting it caused half the map to
    go haywire
 +  Added the missing rocket launcher (T 528) to the supercharge secret area,
    because the level supplied a lot of rockets and nothing to use them with
 +  Made the SSG available earlier, to make the gameplay less tedious. It is
    now in the semi-secret S 489.
 +  Replaced the former SSG with a blue armor
 +  Added a plasma rifle to the backpack secret, so now there's something to 
    use all those cells scattered around the map with
 +  To compensate for the addition of RL and PR changed some of the shell boxes
    to 4-shell pickups, and some bullet boxes to 5-bullet pickups
 ·  Moved the four armor helmets (Ts 318-321) north of the supercharge closer
    together and away from the lift edge so that they don't stay suspended in
    the air when the lift is activated
 ·  Fixed the window of S 61: the north side (SD 747) has BROWN144 as a middle
    texture, thus the window looks like a solid wall from outside
 ·  Set the "lower unpegged" flag on LDs 3833, 3854 and 3856 - these are MIDBARS1 
    grates that are suspended in the air
 ·  Fixed MIDSPACE grate bleeding into the floor on LD 2730 by making the light
    levels on each side different

==========================================================================

 MAP12
 ·  Lowered S 326's ceiling from 540 to 512. This is the only way to fix the
    misaligned upper texture on LD 1036 without screwing up the look of the
    grate in the window

==========================================================================

 MAP15*
 +  Removed secret special from Ss 851-854; as well as from Ss 892, 893, 896
    and 897, because they are solid pillars and are impossible to get into —
    100% secrets is possible now
 +  Moved a Sarge (T 245) from the void outside into the hallway to the south —
    100% kills is possible now 
 ·  Fixed vines bleeding into the floor on linedef 2535 with Y-offset = 64

==========================================================================

 MAP16
 !  Moved to S 745 an Imp (Thing 438) stuck in the ceiling of S 743. The floor
    of S 743 can be lowered in vanilla compat now.
 +  Gave the nearby Imps in the corridor the Ambush flag (which most editors
    misleadingly list as "Deaf") so that they stay there waiting for the player
    rather than wander off randomly
 +  Fixed an inaccessible teleporter (S 648) by raising the ceiling of its
    sector and the ceiling of the surrounding S 647. Removed the unnecessary
    tag 37 from the teleporter sector.
 +  Moved the Hell Knight (T 287) from the void to nearby S 561 — 100% kills is
    possible now
 ·  Fixed vines midtex bleeding on LD 1290 by giving S 276 a lower light level

==========================================================================

 MAP18 
 ·  Fixed the misaligned teleporter (S 206) in the supercharge secret with a 
    new flat GATE3X

==========================================================================

 MAP19
 ?  Made S 528 in the BFG secret a lift, as you could fall down from it and get
    stuck — the lava S 252 had no damage special (it does now)
 +  Placed three blocking decorations (Ts 449-451) to prevent the player from
    going into dead-ends, two of which have no way out 
 ·  Moved the exit sign from the last step of the staircase, where it looked 
    cut-off, into an alcove on the top landing

==========================================================================
 
 MAP20
 +  Moved a Demon (T 51) east, away from the hanging leg that it was stuck to
 
==========================================================================
 
 MAP21
 ·  A rocket (T 159) was floating under the ceiling in vanilla compat; fixed
    by moving it away from the walls

==========================================================================

 MAP23
 ·  Moved a medkit (T 173) away from the red key, so that the medkit won't jump
    in the air (comp_floors)

==========================================================================

 MAP24
 !  In vanilla compat, the player gets stuck in the L-shaped hallway (S 746)
    beyond the blue-key door, because the walkway (S 747) around it fails to
    lower as intended. 
    This happens because LD 4865 is the trigger with the special "19 W1 Floor
    Lower to Highest Floor" and S 746 contains a linedef (4904) with both sides
    within this sector. This makes DOOM think that the tagged sector is adjacent
    to itself, so the floor won't lower (a comp_floors issue).
    Fixed by changing LD 4865's special to "5 W1 Floor Raise to Lowest Ceiling",
    which, paradoxically enough, works in this case both in vanilla and in Boom
    compat.
 +  Changed S 564's trigger from "19 W1 Floor Lower to Highest Floor" to
    "38 W1 Floor Lower to Lowest Floor", which allows a Cacodemon (T 289)
    to come out from its closet and makes 100% kills possible. 
    In the original, the floor won't lower even in Legacy v1.40, as both floors
    next to it are 256 units *lower*, not higher, than S 564's floor. 
    Reassigned the trigger from LD 5278 to LD 3116, so that the player activates
    it a little earlier and doesn't have to wait almost ten seconds for the 
    floor to lower.
 +  Made 100% secrets possible by reassigning S 285's secret special to S 301.
    S 285 is the bottom step of a staircase and is not deep enough for the 
    player's center to touch its floor. What happens is that when the player's
    center enters this sector, the player is already ascending the second step,
    so his center is in the air over the first step and doesn't touch its floor.
    S 301 is the landing at the top of the stairs.
 ·  Fixed some textures bleeding into the floor on various LDs (e.g. the vines
    and the grate at the start) by applying positive Y-offsets
 ·  Removed a stimpak (T 108) that was in the void
 ·  Moved the rocket boxes in S 129 away from the walls — they showed through
    the floors of the sectors above (Ss 129 and 132) in software renderer
    
==========================================================================

 MAP25*
 !  In vanilla compat, a door (S 157) won't open because it is bisected by 
    LD 941 — a problem similar to the walkway issue in the previous map.
    Fixed by deleting LD 941 and assigning its special to LD 869.
 !  Changed action special on LD 1352 from "19 W1 Floor Lower to Highest Floor"
    to 38 "W1 Floor Lower to Lowest Floor", because S 554 lowers in Boom compat
    only (another comp_floors issue)
 !  Moved a Baron (T 223) that was stuck in S 293's ceiling, preventing its 
    floor from lowering in vanilla compat 
 ·  Moved a medkit (T 329) away from a lowering sector (319), so that it doesn't
    float in the air
 ·  Lowered the floor of S 366 so that the secret megasphere is visible 
    (which seems to be the purpose of the window — S 366)

==========================================================================

 MAP26
 !  Enabled access to switch on LD 2831 by replacing the blocking decorations
    (Ts 252, 265, 266 and 268 — types 75 and 77) hanging from the ceiling in
    front of it with a non-blocking type (66)
 ?  Player may get stuck at the north side of the bars (Ss 1218 and 1219) if
    he is forced to go through that area again. The bars are lowered by LD 7609.
    Its action special is "110 W1 Door Close fast" and there's no trigger to
    raise the bars.  Fixed by making one LD to the north (7548) and one to the
    south (7699) walkover triggers that raise the bars.
 +  A blue-key door (S 414) doesn't open in vanilla compat, which in turn leads
    to the monster closet in S 651 not opening = no 100% kills. Same problem
    as MAP24's walkway: S 651 is bisected by a linedef (4297).
    Fixed by changing LD 4297's sidedef references to a nearby sector (415).
 ·  Fixed the gratings on LDs 2118-2121 bleeding into the floor by splitting
    their alcoves from S 257 into new individual sectors (1282-1285) and raising
    their light level. Set Y-offsets on these LDs to 16 for better looks.
 ·  Fixed a few things that get stuck in the air when nearby sectors move — e.g.
    the player corpse by the LD 2831 switch and a bullet box (T 221) — by moving
    them away from the walls
 ·  Fixed an Imp (T 235) stuck in a wall

==========================================================================

 MAP27
 +  Secret sector 402 is another staircase step too shallow for the player to
    fit onto. Fixed by assigning S 402's secret special to S 417 instead –
    100% secrets is possible now

==========================================================================
             
 MAP28
 ?  It's possible to prevent S 1324 from lowering if you activate the switch on
    LD 8008 right after walking over LD 7995 — the latter raises the switch and
    is tagged to S 1324 as well. If that happens you cannot get the red key.
    Fixed by changing LD 7995's action special from 130 "W1 Floor Raise to Next
    Higher Floor (fast)" to 5 "W1 Floor Raise to Lowest Ceiling" and adjusting
    the control sector (1323) accordingly.
 ?  A similar issue and a similar fix for the yellow key: LD 10186 won't lower
    S 1702 if the player doesn't wait a bit after walking over LD 10194
 ?  Added a teleporter to the Arch-Vile pool (S 1457) as a means to get out.
    The teleporter is accessed via the new switch in the Archie's room.
 +  Replaced a Chaingunner (T 1015) with a Revenant
 +  Changed S 1467 from a solid long bridge into three discreet platforms 
    (this and the two preceding entries are the author's idea)
 ?  Removed the action special "46 GR Door Open Stay" from the red-key bars
    (S 980). Shooting these by accident screws up half the map in vanilla compat
    because the special linedefs have 0-tags
 +  A Revenant and a Chaingunner are trapped in S 140 because there's no trigger
    to open that sector.  Fixed by making tagging S 139 (the wall between S 140
    and the player) to the LD 2113 switch.
 +  Changed action special on LD 8715 from "112 S1 Door Open Stay (fast)" to 
    "109 W1 Door Open Stay (fast)" – this releases the two Archviles in S 1469
    that are otherwise unreachable
 +  Added a box of rockets in S 249 to encourage the player to cross LD 1320
    and find the way out of the room quicker
 +  Added a green armor and three stimpacks to the starting area, doubled the
    shells pickups to ameliorate the brutality of pistol start on UV
 +  Moved the trigger to open S 1150 from LD 7052 to LD 7131, otherwise there
    is no point in S 1155 and the action special on its door (LD 7131)
 +  Replaced one of the three Rad suits in the secret with a much more useful
    backpack
 ·  Fixed MIDBARS1 bleeding into the floor on the linedefs bookending sectors
    1063-1065 – replaced with the shorter MIDBARS3 + Y-offset
 ·  Split S 815 into two sectors with different light levels to fix MIDBARS1
    midtex bleeding into the floor
 ·  Replaced MIDSPACE (64x128) in two windows (Ss 133 and 147) with a new custom
    texture MIDSPAC2 (64x64) to prevent midtex bleeding — TEXTURE1 modified
 ·  Removed lower unpegged flag from linedefs 4610 and 4612 — although it's a
    doorway, the sector action here is Lower Floor not a door, so that flag
    actually makes the doortracks slide here

===============================================================================

 MAP29  
 +  Replaced a medkit (T 160) with a backpack. Although it's possible to get
    100% kills without it, it's badly needed to avoid wasting the little ammo
    that's available.

==========================================================================
 
 MAP30*
 +  Moved the final lift to the east so that the north tip of the star points
    directly at the IoS
 +  Widened the window to Romero's head from 64 to 88
 +  Reduced the number of spawn spots to five (fewer on lower skill leves)
 +  Added a cell pak on UV
 ·  Moved Romero's head south so that the final explosions show up


==========================================================================

 MAP31*
 A major overhaul for pistol-start playability by RjY
 !  Fixed the door to the regular exit (S 63). In vanilla compat, it won't open
    because of LD 501 inside of it. Fixed by deleting the linedef and assigning
    its W1 trigger to LD 417 in front of the door.
 ?  Added an extra teleport trigger (LD 1376) to the "O" sector in the secret
    exit area, as it is possible to use up the W1 action of LD 1218 without
    teleporting by crossing it from the wrong side. If that happens (and there's
    no visual hint which is the right way to go) you get stuck in that letter.
 +  Added weapons, ammo and a megasphere to the playing area
 +  Two doors (Ss 81 and 83) made stay-open types to avoid bad cases of monsters
    stuck on doortracks
 ·  Added a small sector (180) with an exit sign opposite the secret exit
    walkover trigger — stumbling into an exit blindly is usually not a happy
    event
 ·  Made the secret exit area always shown on the automap, since it seems to be
    the map's highlight
 ·  Raised S 119's ceiling for a sneak preview of the new BFG and megasphere;
    this door now opens on approach from the Archvile side

==========================================================================

MAP32*
 ?  Set the final teleporter line (LD 2670) from W1 to repeatable, as I once
    managed to jump through the window without teleporting and got stuck
 +  Added a SSG, two shell and two bullet boxes, a green armor and a berzerk
    pack in various locations to make the level playable from a pistol start.
    There's still not enough ammo for just shooting everything in sight, but 
    100% kills is definitely possible now.
 +  Set "Block Monsters" to the lower boundary of the mountain (Sector 251)
    so that the player won't get swarmed too easily
 ?  There was massive HOM instead of the sky in the starting area in Choco-plus.
    Fixed by adding an extra sector around the perimeter à la HR MAP26. Still
    some HOM over some structures, possibly because of some Choco limitations.
          
==========================================================================


edit: Apparently we are not final yet. Added the latest version's timestamp and CRC to the download section for your reference.
edit May 27th: OK, this should be final.
edit June 10th: the finalest? ;)
edit May 18 2016: maybe ^_^

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I remember saving on super low health just before I had to tackle this part of the level and got hitscanned to death about fifty times in a row :D

Good rerelease, Armadosia is underrated around here! grabbing it!

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Texture alignment

I've never played Armadosia, so I decided to check out the fixed version right now. I loaded MAP01, and to be honest, the amount of misalignments since the very start room (and continuing) displeased me immediately. I've also found these bugged bars.

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Memfis said:

sick job :D

Sick indeed. It made me see demo compatibility in different light altogether. The workload would have been a third-to-half lighter without it.

Memfis said:

pls Doom Zodiac next!
or NDCP2

or Eviltech and Hellcore 2.0? ;)
Here's a deal: pay my rent for the next year and I'll do all four. :D

scifista42 said:

I loaded MAP01, and to be honest, the amount of misalignments since the very start room (and continuing) displeased me immediately. I've also found these bugged bars.

Thank you for the report, sci.

First I must point out that while extensive work has been put into texture alignment, the (over)polished look that seems the standard among many contemporary maps was never a goal. The idea was to make the WAD more presentable, not perfect.

That said, I welcome screenshots of or detailed pointers to any glaring omissions on my part. Your screenshot doesn't make it clear what the problem is or even where it might be, though.

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Well, I'll list things I've seen within the first half a minute of playing MAP01:
-METAL2 horizontal misalignments everywhere
-SUPPORT3 horizontal misalignments everywhere, notably right behind the player's initial position + many more
-DOORRED vertical misalignments behind the player
-LITE3 horizontal misalignments everywhere
-STARG* misalignments everywhere

The bars in my screenshots clip through the floor, because there's no light difference or floor height difference between sides of the bars. Add the difference (either at least 1 unit of light difference, or at least 1 unit of floor height difference), and the problem will disappear.

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I've never heard about this, and it's a shame because I like maps with good atmosphere. Gonna try this now.

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scifista42 said:

Well, I'll list things I've seen within the first half a minute of playing MAP01:
-METAL2 horizontal misalignments everywhere
-SUPPORT3 horizontal misalignments everywhere, notably right behind the player's initial position + many more
-DOORRED vertical misalignments behind the player
-LITE3 horizontal misalignments everywhere
-STARG* misalignments everywhere

Most of these are too minor to be considered serious for an old-school WAD like Armadosia. You have a point with METAL2, though. I went through this map dozens of times and never really noticed that some doorway jambs were out of vertical alignment (which to my eye is more conspicuous than the horizontal kind), as it's a rather dark texture. Fixed that and horizontal alignment for good measure.

OTOH, if you can see SUPPORT3 horizontal misalignments without IDBEHOLD your gamma and/or monitor brightness are way too high. ;) Which directly segues into

scifista42 said:

The bars in my screenshots clip through the floor,

Pardon me, but there are no bars in your screenshot. Even with my monitor's brightness and gamma maxed out all I see is a few green tiles and SUPPORT3 receding into the darkness. And this is on a brand-new 23" IPS LCD. You should definitely turn the in-game gamma up a notch or two and the monitor's brightness down if you want your screenies to be of any use.

Anyway, I think I figured out the problem spot: it's the window next to the red key, right? There's indeed MIDBARS1 bleeding into the floor on the key side, though it's hardly noticeable without the lite cheat. Fixed by replacing MIDBARS1 with MIDBARS3 (which worked in a few similar cases on other maps), thank you.

BTW, how did you notice it in the first place? I thought your port of choice was Zandronum; does it have a software renderer? Or are you running this with Prb+ in software for my benefit? ;) I'm asking because there's no bleeding in Prb+'s GL renderer (and neither in old Legacy's one, which is why this issue is so common in the original).

scifista42 said:

because there's no light difference or floor height difference between sides of the bars. Add the difference (either at least 1 unit of light difference, or at least 1 unit of floor height difference), and the problem will disappear.

Yes, I'm aware that midtex bleeding can be solved in various ways, but for the sake of demo compatibility I was reluctant to make any geometry changes. Just found another case of a grate bleeding into the floor (linedef 685) and as an experiment split the surrounding sector in three, with different light levels on the grate's sides. To my surprise, this didn't affect demo sync. Well, you learn something new every day, and this one I must thank you for.

Had I known this three months ago I wouldn't have had to jump through so many hoops. Damn that demo compat thing! :D

I also rearranged the vertical offsets for STARTAN2 behind the blue-key door so that the windows don't look cut-off (which was something that always vaguely bothered me but I could not put my finger on).

The WAD has been updated and reuploaded, same link as in the first post. I will abstain from bothering the author to update his site until the dust settles down, so to speak, so "alt download" should be your primary choice for the time being.

Thank you for the report, scifista. Your input is appreciated even if the reported issues might not all be addressed. :)

Bloodite Krypto said:

This is very nice but not enuf coop compatibility :<

Played original till MAP15 then got exhausted.

Till MAP15? Whoa, that's some endurance! You mean in coop on UV? It takes me an hour+ to run through maps 01-15-32 with -nomonsters, heh.

"not enuf coop compatibility" is not much info to go on, I'm afraid. ;) What specific issues did you encounter?

To be honest, the coop addition was something I hacked in in one day, after everything else was done. As an afterthought, you might say. There's an occasional ammo boost here and there, and even an extra weapon close to the start on a few maps (which I deliberately avoided adding to the regular UV as I didn't want to touch the original's gameplay unless absolutely necessary), but I don't expect it to play nearly as well as, say, Memento Mori. ;) Still, it should be playable, so please let me know of any cases where it's not.

edit: oh, I suppose you meant "I played the original till MAP15 ...", so that must have been a few years ago, around the time you posted this.

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Fixed, thank you. Added the latest version's timestamp and CRC to the first post for reference.

yakfak said:

I remember saving on super low health just before I had to tackle this part of the [MAP05] level and got hitscanned to death about fifty times in a row :D

You may find it more manageable now that proper skill levels are implemented.

kmxexii said:

frikkin' awesome

Thank you, kmxexii. I deliberately avoided recommending this WAD (which is so prominently missing from your excellent site) to you until the update was done. <hinthintnudgenudge;>

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Never_Again said:

OTOH, if you can see SUPPORT3 horizontal misalignments without IDBEHOLD your gamma and/or monitor brightness are way too high. ;) Which directly segues into

Pardon me, but there are no bars in your screenshot. Even with my monitor's brightness and gamma maxed out all I see is a few green tiles and SUPPORT3 receding into the darkness. And this is on a brand-new 23" IPS LCD. You should definitely turn the in-game gamma up a notch or two and the monitor's brightness down if you want your screenies to be of any use.

...

BTW, how did you notice it in the first place?

The scene is a little dim, but I can clearly see MIDBARS3 jarringly sunken into the floor. That's how I discovered it, I simply looked into the hole in the wall (which seemed purposeful at first sight) and saw it right there. Also, the LITE3 and SUPPORT3 rivets clipping into the edge of a wall are clearly noticeable and quite jarring too. I use default (the darkest!) gamma setting in Zandronum's software renderer.

Never_Again said:

Yes, I'm aware that midtex bleeding can be solved in various ways, but for the sake of demo compatibility I was reluctant to make any geometry changes. Just found another case of a grate bleeding into the floor (linedef 685) and as an experiment split the surrounding sector in three, with different light levels on the grate's sides. To my surprise, this didn't affect demo sync. Well, you learn something new every day, and this one I must thank you for.

Had I known this three months ago I wouldn't have had to jump through so many hoops. Damn that demo compat thing! :D

For your info, changing map geometry is not desync foolproof. ACTUALLY, ANYTIME YOU REBUILD NODES, YOU RISK DESYNC. It affects nodebuilder, which might (or might not) split sectors into subsectors in a different way than previously, which might (or might not) affect the slight nuances of collision physics with theoretically any linedefs in the whole map, I believe. On the other hand, mere change of floor height in an area inaccessible by moving entities should not affect sync. Same with brightness change, it won't affect sync, unless you use randomly flickering sector effect which uses RNG.

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That's cool, i remember playing this a long time ago, may give it a spin again later.

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scifista42 said:

The scene is a little dim, but I can clearly see MIDBARS3 jarringly sunken into the floor.

So the MIDBARS3 replacement bleeds as well? Ah yes, the sector is 64 units tall, not enough even for MIDBARS3. Implemented your original suggestion and split the sector. Found that a couple of fixes on MAP11 were incomplete, too. Reuploaded.

scifista42 said:

Also, the LITE3 and SUPPORT3 rivets clipping into the edge of a wall are clearly noticeable and quite jarring too.

Not to my eyes, even with the lite cheat. ;)

scifista42 said:

I use default (the darkest!) gamma setting in Zandronum's software renderer.

And an LCD monitor at default brightness? You know, at this point my concern is not any visual glitches that may remain in the WAD, but your eyes...

scifista42 said:

For your info, changing map geometry is not desync foolproof.

Thank you for the info. Did you read what you quoted, though?

Never_Again said:

for the sake of demo compatibility I was reluctant to make any geometry changes.

Heh. Perhaps I didn't word it clearly enough. Would "I worried about demo compat so I didn't want to make any geometry changes" be better?

scifista42 said:

ACTUALLY, ANYTIME YOU REBUILD NODES, YOU RISK DESYNC. It affects nodebuilder, which might (or might not) split sectors into subsectors in a different way than previously, which might (or might not) affect the slight nuances of collision physics with theoretically any linedefs in the whole map, I believe. On the other hand, mere change of floor height in an area inaccessible by moving entities should not affect sync. Same with brightness change, it won't affect sync, unless you use randomly flickering sector effect which uses RNG.

Correct on every count, although the picture is apparently even more complex than that. Incidentally, in addition to some curious observations in the changelog, earlier today I posted some musings on the subject here. Too bad you don't read the demo forum. Every now and then some interesting things crop up there that tend slip under the general public's radar ...

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Armadosia is one of very few notable mapsets of its general age that I've never played (or seen demos for), although I seem to recall I started and never finished Vilecore as well. Given comments by Bloodite_Krypto and some others in old threads linked here, e.g. "seems like an unofficial sequel to Vile Flesh", etc. etc., it sounds quite intriguing to me, and what better reason than a nice tidy 'remastered edition' to put it on The List? Who knows, perhaps I'll even be able to get the DWMC to play it eventually (much to your chagrin, I'm sure ;) ).

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Never_Again said:

Till MAP15? Whoa, that's some endurance! You mean in coop on UV? It takes me an hour+ to run through maps 01-15-32 with -nomonsters, heh.

"not enuf coop compatibility" is not much info to go on, I'm afraid. ;) What specific issues did you encounter?


Ah sorry I was under the assumption the entire wad wasn't revised for full coop compatibility as the first post didn't make that clear. No I played up to 15 in SP over the course of several days :P but I did play it up to around MAP12 in Survival Coop in one sitting..

It's a unique one of kind wad, feels like a sequel to Vile Flesh or Eternal Doom without all the nonsensical puzzles.

I remember when I sat down to properly playthrough Eternal Doom one summer nearly a decade ago, it took 2 months of playing on and off requiring -nomonster demos for the 3rd episode (20-30) curse you Bob Evans, and no I never finished 30 what a crappy way to end one of the most atmospheric and immersive megawads of it's time :I

The most convuluted levels were MAP20 - Silures (lolwtf!), MAP25 - Beginner's End (how the hell is this so complicated in such a small office/banking environment?), MAP26 - No Parking (woah where the hell do I go now), MAP30 - Excalicur (lol the entire map is a puzzle what a god forsaken finale.)

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In the past two weeks arma played through the whole of the 2015 version, which allowed us to iron out the last few kinks and add GZDoom to the "Tested with" list. The first post has been updated, please check that your copy has the same timestamp and CRC as listed there.

The most significant changes:

· The final battle on MAP30 made more reasonable — turned out that the author himself could not beat it even with saves ;)
· A rehaul of the Arch-Vile pool on MAP28 — the initial change set them free but let the player skip them too easily
· A couple of egregious visual oversights (an order of magnitude more conspicuous than scifista's clipped rivets, e.g. the bars/grating on the secret Rad Suit tower on MAP10) on my part fixed — never trust (GZ)DB's automatic texture alignment not to screw up something out of sight, especially on a WAD of such quirky construction like Armadosia (two-sided linedefs serving as solid 1-sided walls with front sidedefs pointing every which way, ugh)
· a new sky for the last episode (well, 75% new ;) — fixes horizontal tiling and strange red lines

We hope that this is the final version and that you'll enjoy playing it as much as we did designing, playtesting and remastering it.

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Two small fixes: a bleeding midtex on MAP16 and a stuck Demon on MAP20.

edit: A comment on /idgames db states there's a "small zdoomism" on MAP11. Thank you for the headsup, anon, there is indeed a potential showstopper lurking there.

The backpack/plasma-rifle secret is accessed by shooting its door from the west side. Now if you shoot the doorway from the east side, that is while inside the secret, half the level goes haywire thanks to a stray gunshot-activated trigger with zero tag. The effect of this bug is unmistakably serious, but I cannot think of a practical scenario where you would need to shoot while inside that secret.

I'm putting this on TODO list until a more pressing issue comes up.

edit2: that pressing issue didn't take too long to pop up — three sunken unkillable Sarges at the start of MAP32. Fixed and resubmitted to /idgames.

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An important update on maps 28 and 32: pistol start there turned out to be too brutal, after all.
MAP21 received a little more polish, and a crazy rocket floating under the ceiling (cool but an error, to quote Jon Landis) in vanilla compat has been fixed.
Thanks to PavelU for the reporting HOM on MAP08 (around the second SSG, only noticeable in GL renderer and at certain angles).
arma-old.wad has been extended to accomodate Revved's MAP30 UV Max and Memfis' FDAs.
I don't think there will be many more updates now, seeing I only got two maps to (re-)record. :P BTW, kudos to BS and TGH for clearing /incoming within hours!

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A small update a year later. So now we are at v2.1.

See the first post for the updated changelog and links (currently only the MediaFire one is up-to-date). If anyone has recorded a demo on MAP11 since the v2 release, this update will probably break it, I'm sorry to say.

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This is going to sound crazy, but I was looking at old doom websites from doomshack.org's list... I came across your old site (archive.org)... long story short: this has become one of my favorite wads.

 

It's refeshing to play something modern but a bit older... the pace is slower and reminds me of everything I love about doom around 2000-2010. These maps capture the atmosphere and mood around the time perfectly.

 

Thank you for making this gem!

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