SilverMiner Posted September 24, 2021 Credits: Blastfrog for the stuff taken from Doom Aesthetic Pack (like the third frame for FIREBLU, wow) LoneAlpha for fixed Doom flats and fixed TNT textures 32in24 team for 32in24-15 resources Supercupcaketactics for Auger;Zenith palette ReaperAA for ColdPal.wad Jimmy for Plutonia for Doom 2 texture pack Thomas van der Velden for some textures used in Plutonia for Doom 2 texture pack (like SW1,2SKULP and CEILVINE) Sunbeam for LiveReverb Gothic for PatchTex.wad Gothic DM team for Gothic DM textures Mark Klem and David Shaw for some midis This might help when writing a .txt for our wad. Also I think we could have something like this to make people use the custom palette and/or reverb mod if they want to Zip: - something like 96KB.wad or 96KB_FD.wad - 96levels.wad (the main one with maps) - 96tex.wad (doom paletted stuff) - 96texpal.wad (96 paletted stuff) - 96reverb.wad (LiveReverb ported to Zdoom 2.8.1) - txt that is meant to help making a batch file to run this Spoiler -iwad tnt -iwad doom2 -iwad plutonia boom -file 96levels 96texpal glboom-plus -file 96levels 96texpal mbf -file 96levels 96tex fusion -file 96levels 96tex prboom-plus -file 96levels 96tex zdoom -file 96levels 96tex 96reverb k8vavoom -file 96levels 96texpal gzdoom -file 96levels 96tex dsda-doom -file 96levels 96tex And let authors use both 96tex.wad and 96texpal.wad for their own projects. 3 Share this post Link to post
Jark Posted September 24, 2021 19 minutes ago, SilverMiner said: Jimmy for Plutonia for Doom 2 texture pack Wow! I didn't know Jimmy made Plutonia. 0 Share this post Link to post
SilverMiner Posted September 24, 2021 (edited) 22 minutes ago, Jark said: Wow! I didn't know Jimmy made Plutonia. I mean he made a pack of plutonia textures for Doom 2 EDIT: Spoiler Edited September 24, 2021 by SilverMiner 1 Share this post Link to post
Walter confetti Posted September 24, 2021 Thanks for the credit text help! 0 Share this post Link to post
Jark Posted September 24, 2021 28 minutes ago, SilverMiner said: I mean he made a pack of plutonia textures for Doom 2 EDIT: Reveal hidden contents Oh, I genuinely did not know there was was Plutonia for Doom 2 tex whoops. I'll let myself out in all my satiricy. 1 Share this post Link to post
SilverMiner Posted September 25, 2021 iirc, the Vandalism (map11) is the only map using animated tnt switches. So, to make them working, I made this(2 lumps): https://www.dropbox.com/s/vivy2lu3g7frw0a/VandalismTNTSwitchesfix.wad?dl=1 (SIDEDEFS should be put in map11 and SWITCHES to be replaced) If any other maps have bad switches like that, they probably shouldn't be like SW*FS*1 or SW*FS*4 because I tried to make a SWITCHES entry like that and it didn't work. But SW*FS*2 did. So every switch like SW*FS*1,3,4 should be renamed to SW*FS*2 in order to make it work 1 Share this post Link to post
Walter confetti Posted September 26, 2021 (edited) Second version is here: https://www.mediafire.com/file/nul78rzonwpxf9r/96kbeta.zip/file Missing the batch files, but the other bugs you found are all fixed, hopefully. EDIT: Ah shit, i forgot to lower down the difficulty in MAP20. I'll do it next time. Edited September 26, 2021 by Walter confetti 2 Share this post Link to post
D1m3 Posted September 27, 2021 Checked beta version -While map24 music is fixed, map26 still uses wrong music 1 Share this post Link to post
Walter confetti Posted September 27, 2021 (edited) Mhm, look that the music i used here is the music you put in your map, I'll download it again ASAP for see if i didn't made anything wrong Edited September 30, 2021 by Walter confetti 0 Share this post Link to post
Walter confetti Posted September 29, 2021 Oops, my bad! It have the wrong music on MAP26, fixed. Coming soon with a new wad version as well! 0 Share this post Link to post
Walter confetti Posted September 30, 2021 (edited) Sorry for the THIRD post in a row, but here's the second version of the beta compilation: https://www.mediafire.com/file/oavgbmjmo1d7imz/96kbeta2.zip/file Fixed the wrong music in MAP26 Added difficulty settings for MAP20 Added coop spawns in the maps where it wasn't Removed as well some stuck things outside the map boundary in MAP06, MAP17 and MAP19 Tell me if everything is good here or if there's some changes needed, thanks. have fun! 2 Share this post Link to post
EpicTyphlosion Posted October 1, 2021 14 hours ago, Walter confetti said: Tell me if everything is good here or if there's some changes needed, thanks. have fun! I know this sounds a bit farfetched, but could it be possible for deathmatch spawns to be added? 1 Share this post Link to post
D1m3 Posted October 1, 2021 (edited) On my maps the only bug what need to be fixed is that TNT fire-water switches on map07, but since the reason of this bug is unknown, I possibly will re-texture that area 0 Share this post Link to post
Walter confetti Posted October 1, 2021 I think that SilverMiner fixed the fire switches in the texture pack, they still don't work? 0 Share this post Link to post
D1m3 Posted October 1, 2021 (edited) Well, I didn't checked latest version, will try later UPD.Nah, switches is still broken, the problem is what the switch doesn't flip Edited October 1, 2021 by D1m3 1 Share this post Link to post
Bob9001 Posted October 1, 2021 Hey Walter, I don't know what I'm doing wrong but playing map 02 and map 03 I can't seem to activate any switches? Is there a reason for this or am i just doing something wrong? 0 Share this post Link to post
Walter confetti Posted October 1, 2021 That's weird, you mean the animation doesn't work or the map itself doesn't work? 0 Share this post Link to post
Bob9001 Posted October 1, 2021 (edited) Both, any switch that requires use doesn't activate, no lifts work and only some switches work. I even tried to play my own map and it didn't work either. EDIT: I'm using DSDA-Doom 0.21.3 1 Share this post Link to post
Walter confetti Posted October 1, 2021 (edited) Uhm.. That's really weird. I have to check what happened... 1 Share this post Link to post
Bob9001 Posted October 1, 2021 (edited) On 10/2/2021 at 10:40 AM, Walter confetti said: Uhm.. That's really weird. I have to check what happened... I've figured out what I was doing wrong. I used the wrong complevel. Sorry about that. Anyway I have one small update for my map and I'll re-do my .txt file so the author.txt looks better instead of mine just being the last changes i made heh. Final Release for Map 31: Fixed some light levels being wrong (These annoyed me so i changed them.) Fixed some linedefs to be square instead of curved to one side. Added a few cells and bullets to the map. (Shouldn't affect balance that much). Added one more Archvile on Hard (UV) and 2 Barons on Easy/Medium as I thought this is a bit too easy. Added Coop starts. (My Map has not been tested for coop!). Ok, this is the final changes. Sorry to everyone I should have checked over this sooner and done more QA but I've been busy with IRL things. Thanks again to Walter for letting me be apart of this project and I hope everyone enjoys Map 31 :) ShiftingTombs.zip Edited October 3, 2021 by Bob9001 : Reuploaded the .zip 2 Share this post Link to post
Walter confetti Posted October 2, 2021 Cool! I'll add it when possible to the main wad! 1 Share this post Link to post
Bob9001 Posted October 3, 2021 (edited) Hopefully you haven't opened the .zip yet Walter, I had to fix something in the .txt and the wad itself :( 1 Share this post Link to post
Bob9001 Posted October 3, 2021 Also forgot to mention in Map 32, the exit switch is labeled exit to secret level since this map is in the map 32 slot it restarts the map, thus you can't continue in a full playthrough. 1 Share this post Link to post
Jark Posted October 24, 2021 38 minutes ago, SilverMiner said: Cool switch So cool you can press it twice! 0 Share this post Link to post
SilverMiner Posted October 24, 2021 4 hours ago, Jark said: So cool you can press it twice! *shoot 0 Share this post Link to post
Bob9001 Posted October 25, 2021 (edited) I forgot to comment on my most recent playthough. Basically the later levels, (Map 16+) are broken and need to be playtested for balancing. Yes I have the right complevel this time ;) 2 Share this post Link to post
D1m3 Posted November 11, 2021 Finally decided to re-texture secret with TNT switches(MODWALL now)https://www.dropbox.com/s/7bbbuaune1bl01d/96kb_MAP01_a.wad?dl=0 3 Share this post Link to post
Captain Toenail Posted November 29, 2021 Are we still playtesting this? Anything I can help with? 0 Share this post Link to post
Walter confetti Posted November 29, 2021 Bob wrote that maps after MAP16 looks to be unbalanced... 0 Share this post Link to post