Lutrov71 Posted June 9, 2005 Aww there is no chance to see my BOSSBACK graphic because there's no map30. :( Anyway good project. ;) 0 Share this post Link to post
High Flyin' Ryan Posted June 9, 2005 I love this wad it is probably my favorite. Though, my JDoom crashes on map 15, but other than that everything is great. 0 Share this post Link to post
Graf Zahl Posted June 9, 2005 High Flyin' Ryan said:I love this wad it is probably my favorite. Though, my JDoom crashes on map 15, but other than that everything is great. The text file says 'Boom compatible'. That rules out JDoom for playing it. Since it really uses some Boom linedefs (including Map 15) you wouldn't be able to fully play it anyway. 0 Share this post Link to post
bartwart Posted June 9, 2005 I was disappointed that we could easily jump over barriers we weren't supposed to. Server admins need to take note of this if you put up a coop game. 0 Share this post Link to post
Erik Posted June 9, 2005 The updated version of the wad is now available from my website. http://www.doom2.net/~erik 0 Share this post Link to post
NiGHTMARE Posted June 9, 2005 Graf Zahl said:Up to Map22 it was excellent but the style of gameplay in the following maps is something I just don't enjoy. It goes back to normal again in map26 :). 0 Share this post Link to post
Graf Zahl Posted June 9, 2005 NiGHTMARE said:It goes back to normal again in map26 :). And back to crazy in Map27. :P 0 Share this post Link to post
SyntherAugustus Posted June 10, 2005 You sure you fixed the Map14 exploit? I can easily hit the switch near the entrance and get the blue key still... 0 Share this post Link to post
Udderdude Posted June 10, 2005 Well after playing it a bit .. I have the say the levels are really well designed. Map 27 looks very nice. Not too big a fan of the gameplay though, which is pretty trial-and-error in some spots, especially on Skill 4. It seems like the later levels were made for the demo guys and nobody else, similar to HR2. I would reccomend everyone who isn't a Doom God play on Skill 3 or lower :P 0 Share this post Link to post
ReFracture Posted June 10, 2005 Perhaps I should point out that in map07, uv, co-op, the mastermind on the right side.. hes stuck, can't fire, can't do anything.. 0 Share this post Link to post
Erik Posted June 10, 2005 BlackFish said:You sure you fixed the Map14 exploit? I can easily hit the switch near the entrance and get the blue key still... It's intentional, I only fixed the pits. Other maps with known shortcuts (major or minor): 02,06,08,09,10,11,13,14,15,17,18,19,23 (extremely major one),27. 0 Share this post Link to post
Erik Posted June 10, 2005 udderdude said:Well after playing it a bit .. I have the say the levels are really well designed. Map 27 looks very nice. Not too big a fan of the gameplay though, which is pretty trial-and-error in some spots, especially on Skill 4. It seems like the later levels were made for the demo guys and nobody else, similar to HR2. I would reccomend everyone who isn't a Doom God play on Skill 3 or lower :P I recommend playing a lower skill level, skill 4 is for crazy people and for those that already know the maps. 0 Share this post Link to post
Khorus Posted June 10, 2005 Erik said:skill 4 is for crazy people... Hmm, that applies for me [plays on skill 4] :D 0 Share this post Link to post
Schneelocke Posted June 11, 2005 Holy moly! That one's a sweet one. I wish you hadn't put in an empty box for map28, though - that way, we don't get to see the new BOSSBACK. 0 Share this post Link to post
Graf Zahl Posted June 11, 2005 I can see it after Map27. ... because I put a MAPINFO lump for ZDoom in the WAD! :P 0 Share this post Link to post
ducon Posted June 13, 2005 map30 crashes my prboom 2.2.6 (Debian testing). I see the start of Doom 2 map30 then it crashes and messes the resolution. 0 Share this post Link to post
Erik Posted June 13, 2005 ducon said:map30 crashes my prboom 2.2.6 (Debian testing). I see the start of Doom 2 map30 then it crashes and messes the resolution. Any map with a boss shooter will crash this. The final map is map27. 0 Share this post Link to post
ukiro Posted June 13, 2005 map25, the exit... the doorway to the sky pit is only 48 pixels high - how the hell do I get through? Suicide rocket against the opposing wall? That would seem way too far fetched for a set of maps that has been extremely logical and classy so far. I even opened the map in an editor to figure this out, but there is nothing tagged to that sector. 0 Share this post Link to post
ukiro Posted June 13, 2005 Ouch. I think thats a poor solution, and what if you've exhausted your supply of rockets? Imagine having to re-play the entire map just to be able to kill yourself in the exit... (I no anti-cheat evangelist so I'll just IDCLIP) 0 Share this post Link to post
Erik Posted June 13, 2005 Well, you can just idclev 26 as you will lose all the weaponry anyway when you die. I thought it was pretty obvious and so did my testers, but I guess I could've been wrong. 0 Share this post Link to post
Schneelocke Posted June 13, 2005 Obvious, maybe - but it also was a rather weak point in the WAD. A casual player who doesn't read the Demos forum etc. might not even know it's possible. 0 Share this post Link to post
Graf Zahl Posted June 13, 2005 Or: Open Map25 in an editor and make the passage a little wider. :D 0 Share this post Link to post
Erik Posted June 13, 2005 Yeah well, it might have been a mistake. I just wanted to make some variant way of dying. The other way (teleport into barrel+romero room) isn't flawless either as if you press use at once when you die you will restart the level. Some random guy actually couldn't finish scythe(1) map10 because of this. The way used in scythe2 map05 isn't perfect either as you can be zombiefied by it. 0 Share this post Link to post
The Flange Peddler Posted June 13, 2005 Erik said:The other way (teleport into barrel+romero room) isn't flawless either as if you press use at once when you die you will restart the level. I don't think many people other than the demo freaks would know about rocket suicide finishes to be honest. As you hint at, I would have thought quite a few people don't even realise you can finish a level if you're dead. I also find this sort of thing a bit harder in Zdoom as you don't seem to bounce around from rocket blasts quite as much, but that's hardly your fault :oP 0 Share this post Link to post
Erik Posted June 13, 2005 Well, I haven't gotten a single email concerning the map25 exit yet and I recieved 30+ emails regarding other aspects of the wad (mostly "omg, this wad r0xor" type mails =). So either people are just cheating past it or they figure it out (or they give up and quit). 0 Share this post Link to post
Ichor Posted June 13, 2005 How about if you press a switch which launches a rocket (maybe 2 or 3 at once) and throw you to the exit that way? 0 Share this post Link to post
Erik Posted June 13, 2005 Ichor said:How about if you press a switch which launches a rocket (maybe 2 or 3 at once) and throw you to the exit that way? I am not considering changing it. Also, you can't do that in boom can you? 0 Share this post Link to post
Ichor Posted June 13, 2005 Oh, I thought you were using ZDoom since you had those extra monsters. I'm not sure you can spawn projectiles in Boom though. 0 Share this post Link to post
Graf Zahl Posted June 13, 2005 Ichor said:Oh, I thought you were using ZDoom since you had those extra monsters. Dehacked can do that, too! 0 Share this post Link to post