HexenMapper Posted October 4, 2017 There are 17 maps, kind of divided into 3 episodes. E1 is mostly shorter, easier maps (although many are still very challenging on skill 4), E2 consists of the mostly longer, harder maps (although some pace-breakers). E3 is just one map that was submitted very late but is still a nice little map 0 Share this post Link to post
Da Werecat Posted October 4, 2017 Ouch! (E1M4) 8 hours ago, SOSU said: (I made that map BTW) Heh, I don't know you, but I remember your avatar, and that's the first thing that popped into my mind when I heard that midi. 1 Share this post Link to post
HexenMapper Posted October 4, 2017 (edited) 13 minutes ago, Da Werecat said: Ouch! (E1M4) Yes this problem has cropped up a few times. I'm guessing you're playing in zdoom? We thought we had corrected this but it seems not. It works fine in GZDoom, but we'll look into the zdoom problem here. Thanks for the report :) 0 Share this post Link to post
Da Werecat Posted October 4, 2017 1 minute ago, HexenMapper said: I'm guessing you're playing in zdoom? Yeah, since the readme states that it was tested in 2.8.1. 1 minute ago, HexenMapper said: Thanks for the report :) You're welcome. 0 Share this post Link to post
Da Werecat Posted October 4, 2017 (edited) 1 hour ago, HexenMapper said: We thought we had corrected this but it seems not. That would explain why this map has so many problems. It seems to be an early version or something? More of this: And speaking about that place: if you run out of flight there, you'll be permanently stuck. There are teleporters everywhere, but even if you teleport out, the door won't open. And even if it was opening, would it be possible to get to the other side without wings? This one doesn't even work: Oh, and: 0 Share this post Link to post
Walter confetti Posted October 4, 2017 Aaaahhhh, how many problems did my map give? I think their was all fixed during the beta testing! 0 Share this post Link to post
Jon Posted October 4, 2017 Thanks @HexenMapper for coordinating this and getting it out! Do you plan to do an upload to /idgames at some point in the future? 1 Share this post Link to post
HexenMapper Posted October 4, 2017 Yep, we will upload to idgames at some stage, once we've solved some of the remaining issues :) @Walter confetti looks like we still have some work to do on your map... We will look into the problem with the bleeding sectors / bars near the Yellow Key door. Can you have a look at this as well and test with zdoom? I can check that TP and the textures in the cave section, they will be easy fixes. 1 Share this post Link to post
Walter confetti Posted October 4, 2017 checked out with zdeamon and the sector bleed can be fixed saving my map nodes with zdbsp 1 Share this post Link to post
HexenMapper Posted October 4, 2017 Cheers Walter, we were able to fix the bleeds - turns out as soon as I edit the map in GZDoom Builder it causes those sectors to bleed near the yellow key door. @Xindage Managed to fix the problem (And still retain the edits!) That's a cool tool, the zdbsp, I will save it for future :) The Latest version of HUMP has been updated (now 1.2), OP link is the same 1 Share this post Link to post
axdoomer Posted October 4, 2017 I made a big dump of screenshots of bugs that I took while playing episode 1. There are 25 of them, in level E1M4, E1M5, E1M7, E1M8. The file name of the screenshot describe its bug. A lot of them were lava that didn't hurt or torches that seemed like they were flying because they were not put close enough to the walls. https://ufile.io/zxirj 0 Share this post Link to post
ClumsyCryptid Posted October 4, 2017 (edited) 18 minutes ago, axdoomer said: I made a big dump of screenshots of bugs that I took while playing episode 1. There are 25 of them, in level E1M4, E1M5, E1M7, E1M8. The file name of the screenshot describe its bug. A lot of them were lava that didn't hurt or torches that seemed like they were flying because they were not put close enough to the walls. https://ufile.io/zxirj For E1M5... The bullets passing through the wall didn't happen in my testing of the map. Damaging sectors can be fixed, the secret losing it's walls will retain it being a secret, Dark room will remain a secret. I wouldn't really call any of the E1M5 "bugs" bugs aside from the damaging sectors. 0 Share this post Link to post
HexenMapper Posted October 5, 2017 Thanks for the reports axdoomer, I will look through these and correct :) 0 Share this post Link to post
axdoomer Posted October 5, 2017 (edited) 1 hour ago, ClumsyWizard said: For E1M5... The bullets passing through the wall didn't happen in my testing of the map. I went back to check again. Projectiles don't pass through the wall, they just disappear like if they hit the sky. I'm using ZDoom and didn't expect such a bug, maybe there's a defect in the map that makes ZDoom believe the projectiles are hitting a sky. EDIT: 1 hour ago, ClumsyWizard said: the secret losing it's walls will retain it being a secret If you look at the floor once the walls have disappeared, you'll see that the floor texture is bleeding, because the secret's floor is lower and the lower textures are missing. Edited October 5, 2017 by axdoomer 0 Share this post Link to post
HexenMapper Posted October 5, 2017 Cheers axdoomer, I've gone through your screenshots and fixed most of those issues. The pillar you were shooting in E1M5 was a lowered sector with a sky texture ceiling... easy fix :) Current version is updated (now 1.3) 0 Share this post Link to post
Da Werecat Posted October 5, 2017 I sorta gave up on screen shots for the remainder of E1. It became abundantly clear that this is not the kind of wad where you complain about a wrong texture on an obscured linedef. I mean, I could comment on every missing texture, every moving door track, and everything else that didn't quite work, but if so many of these things are still present in something that's considered to be done, then maybe they belong there. 300 Minutes of /vr/ left a similar impression on me. Except most maps there didn't outstay their welcome, and Doom maps in general are easier to tolerate. Some interesting ideas here, like a small town that fell victim to a volcano eruption, by the looks of it. E2 seems fine for the time being. 1 Share this post Link to post
axdoomer Posted October 6, 2017 18 hours ago, Da Werecat said: Some interesting ideas here, like a small town that fell victim to a volcano eruption, by the looks of it. I liked that map. It was great. The first map too, when the floor changes to lava. It was a nice effect. Seems like I'm biased in favor of lava. I went back in episode 1 using version 1.3 just to see some stuff and found two issues that are still there. E1M7: When you start the map, go in the entrance on the left and the four torches are not touching the walls. The other torches have been fixed. E1M5: 0 Share this post Link to post
ClumsyCryptid Posted October 6, 2017 You didn't report that E1M5 issue before. How could you even say you reported it before when you haven't? Get your chickens straight. 0 Share this post Link to post
Da Werecat Posted October 6, 2017 (edited) How could you say that he said he reported it before when he hasn't said he reported it before? Edited October 6, 2017 by Da Werecat 2 Share this post Link to post
HexenMapper Posted October 6, 2017 Thanks @axdoomer, we've fixed these issues and updated the upload (link is the same), now version 1.4. let us know how you get on with E2! 1 Share this post Link to post
Walter confetti Posted October 6, 2017 Found some "zdoom-ism" (floors as walls and viceversa) in e2m2... I have some screenshots to prove but I have them in my pc... 0 Share this post Link to post
HexenMapper Posted October 6, 2017 Yes there are some zdoomisms / boomisms in E2M2 - I am aware of them :) I think we can let them slide as its a great map. I don't really want to change them. The silent teleport was particularly effective in the cave - it blew my mind the first time. So I decided to leave it in. The mapper did not stick to the outlined format, but I don't want to make his map less effective because of some rules. It just means his map has some features not present on other maps. If they were sloped floors or 3D floors I would have asked him to change them, but the effects were handled in a subtle way (like the line horizons) so I think they're ok. 1 Share this post Link to post
ClumsyCryptid Posted October 6, 2017 14 hours ago, axdoomer said: I went back in episode 1 using version 1.3 just to see some stuff and found two issues that are still there. Da Werecat. TWO ISSUES. STILL THERE. Implies he reported these two issues before. 0 Share this post Link to post
riderr3 Posted October 6, 2017 (edited) Also my map name is "Parthoris tunnels", parttunn is just short name for wad file. So it can be fixed or just leave as is. 1 Share this post Link to post
HexenMapper Posted October 6, 2017 Cool I renamed your map Riderr3 (although Parttunn had really grown on me!) I'll update it in the next version 1 Share this post Link to post
Da Werecat Posted October 6, 2017 2 hours ago, ClumsyWizard said: Implies he reported these two issues before. Riight. 0 Share this post Link to post
axdoomer Posted October 6, 2017 6 hours ago, ClumsyWizard said: TWO ISSUES. STILL THERE. Implies he reported these two issues before. These two issues would still be there even if I didn't report any issues before. The only thing that it implies is that the two issues were in the wad since the beginning. Still: happening or existing before now and continuing into the present 0 Share this post Link to post
axdoomer Posted October 7, 2017 (edited) On 10/6/2017 at 6:14 AM, HexenMapper said: let us know how you get on with E2! https://ufile.io/dbd49 I've completed E2 and E3M1. 1 Share this post Link to post
HexenMapper Posted October 7, 2017 Amazing! thanks axdoomer. I will have a look through your bug-reports today. Cheers for the feedback 0 Share this post Link to post
HexenMapper Posted October 8, 2017 (edited) Ok I've addressed most of these issues - some like the getting stuck require intensive geometry changes which I'm not too keen to do, might just have to leave them as areas you don't want to fall into :) There is also an area on E2M4 where you can fall down and get stuck once the stairs raise from the water. These areas will just have to remain, a player can 'kitty' /noclip out of them if necessary. Thanks again for the reports! Latest version is now 1.5 - OP link is the same Edited October 8, 2017 by HexenMapper 2 Share this post Link to post