Walter confetti Posted November 14, 2019 So, the only one missing is me! Luckily, I don't have too many things to change... Adding it to the list... 1 Share this post Link to post
Walter confetti Posted November 15, 2019 Sorry for the late, but... IS HERE, FOLKS! http://www.mediafire.com/file/kl26cso5dzm78ur/STANDRD2.zip/file What's new: All levels are changed with the newer versions, including mine A text file is included TO-DO List: Testing better E2M4 Adding new music from the one that awaits the Primeval music Fixing the text file Have fun! 1 Share this post Link to post
Walter confetti Posted December 21, 2019 (edited) Even if probably almost nobody really cares, but we have a final release of this bad boy! http://www.mediafire.com/file/kl26cso5dzm78ur/STANDRD2.zip/file Changelog from early version: E2M4 had few some changes, including a major overhaul of exit room, now is shorter and finally show the surface and prison exit Changed some stuff after watching @HAK3180 videos on other maps on the mapset, mostly minor changes Added new midis for E2M1 and E2M2 Fixed text file If nobody finds any issues, it could be put on idgames next time! Edited December 21, 2019 by Walter confetti 5 Share this post Link to post
The_SloVinator Posted December 23, 2019 Not yet. This is on E2M5. Soft lock. 2 Share this post Link to post
Caleb13 Posted December 23, 2019 (edited) I played version from December 21st on UV in GZdoom 4.2.4 and I noticed quite a few problems: E2M2: when I finished the map, there were two sargeants walking in sector 311. They were out of reach and I couldn't attain 100% kills. E2M3: cacodemons 379 and 381 didn't teleport into playable areas, because they're unable to cross the teleport linedefs. E2M4: Sectors 38, 55, 56, 549, 611, 790, 829, 830, 831 and 832 shouldn't be secret. On the other hand, isn't sector 708 supposed to be secret? E2M7: misaligned textures on linedefs 3529 and 2178. E2M8: all monsters on small red islands in the water can't see me. I can shoot them, but they don't shoot back. Is that intentional (they block lost souls from teleporting in)? Moreover, the final cyberdemon becomes permanently stuck on destination thing 184 after two seconds or so. He super-rapidly teleports, but never stops to shoot at me. And GZdoom reports these errors: Unknown top texture 'WOOD8H' on first side of linedef 4784 Unknown top texture 'WOOD8H' on first side of linedef 4798 Unknown top texture 'WOOD8H' on first side of linedef 4801 Unknown top texture 'WOOD8H' on first side of linedef 4871 And it reports these dehacked errors during startup: Adding dehacked patch standrd2.wad:DEHACKED Unknown chunk es! encountered. Skipping. Unknown chunk lie encountered. Skipping. Unknown chunk y encountered. Skipping. Unknown chunk Prison encountered. Skipping. Unknown chunk Child encountered. Skipping. Edited December 23, 2019 by Caleb13 2 Share this post Link to post
Walter confetti Posted December 23, 2019 Thanks for the findings guys! Going to fix them out... 0 Share this post Link to post
Roofi Posted December 24, 2019 ro_e2m8_v4.wad Update of E2M8. Quote all monsters on small red islands in the water can't see me I played on Ultimate Doom's complevel and I don't have this problem... Quote Moreover, the final cyberdemon becomes permanently stuck on destination thing 184 after two seconds or so. He super-rapidly teleports, but never stops to shoot at me Thanks for highlighting this , I corrected the teleportations lines so that the cyberdemon can't be "stuck" anymore... However , there are less teleport destinations on lower difficulties in order to prevent the cyberdemon from teleporting everywhere. I removed the unknown textures. I also saw some missing textures. I fixed them too. Thanks for testing ! 1 Share this post Link to post
Walter confetti Posted December 27, 2019 (edited) Hopefully the final release before idgames! http://www.mediafire.com/file/kl26cso5dzm78ur/STANDRD2.zip/file Fixed all the bugs that The_Slovinator and Caleb13 found out Re-recorded the in-game demos for compatibilty issues and added a new DEMO4. Demos are E2M2-nightmare, E2M3-uv, E2M6-uv and E2M7-nightmare, quit on first death. Remade the dehacked lump, plus adding a external deh for compatibilty with ports that don't use internal dehacked such as Crispy Doom. Added new version of E2M8 by Roofi Hope that everything will be good now! Have a nice festive times guys! 4 Share this post Link to post
Walter confetti Posted January 1, 2020 Happy new year! The episode is on /idgames! https://www.doomworld.com/idgames/levels/doom/Ports/s-u/standrd2 9 Share this post Link to post
The_SloVinator Posted January 1, 2020 Now, how do we see some reviews of it in the future? 0 Share this post Link to post
Steve D Posted January 1, 2020 Thanks, @Walter confetti! And good work everyone. I guess this means I need to start making a map for E3. ;D 2 Share this post Link to post
Walter confetti Posted January 1, 2020 24 minutes ago, The_SloVinator said: Now, how do we see some reviews of it in the future? If someone wants to have it on the Megawad Club... (Wink wink) (nodge nodge) 3 Share this post Link to post
Walter confetti Posted January 1, 2020 (edited) Ah shit, find a little HOM that i tought to take off in E2M4, send the zip file to the archive maintaners seeing if they can change it, otherwise i'll have to re-upload it to the archives... EDIT: fixed version on idgames, link is the same above Edited January 4, 2020 by Walter confetti 0 Share this post Link to post
Spectre01 Posted January 2, 2020 Congrats to everyone for finishing this project! I still regret not being able to deliver e2m8, but I'm sure @Roofi did a great job with that slot! Cheers! 2 Share this post Link to post
riderr3 Posted January 4, 2020 I have no choice but to rejoice that the project has been completed and to thank the participants for their participation. Looking forward to DS3. 2 Share this post Link to post
ketmar Posted January 7, 2020 congrats! i played it a little, and i like it. thank you all! 4 Share this post Link to post
Firedust Posted January 9, 2020 (edited) Nice episode so far - I'm up on the secret level right now. The world needs more OG episode replacements. Shame you guys didn't do a bigass boss map this time though. I liked E1M8 quite a bit from the previous project. EDIT: @Steve D's map is amazing as usual. Great combat and cool stock architecture! Except I had to use iddt to find all the secrets. Damn, are they obscure haha EDIT 2: omfg @Roofi's maps are frigging awesome too! :D Great work, guys! Edited January 9, 2020 by Firedust 3 Share this post Link to post
Roofi Posted January 9, 2020 (edited) Thank you ! I should do more atmospheric maps like "Shipwrecked" with stock textures. :) There are other midi files from "Secret of Evermore" I want to use. However , I think E2M7 has a better gameplay. I hope the fights on E2M8 are not too grindy since I removed some useless barons. I'm preparing a map for DS3. It will be a more classic map like E2M7 with a magical/surreal ambiance. :) 2 Share this post Link to post
Firedust Posted January 9, 2020 4 minutes ago, Roofi said: Thank you ! I should do more atmospheric maps like "Shipwrecked" with stock textures. :) There are other midi files from "Secret of Evermore" I want to use. However , I think E2M7 has a better gameplay. I hope the fights on E2M8 are not too grindy since I removed some useless barons. I think the gameplay is great in both instances. The only thing I found a bit daunting about m7 was the constant backtracking because I was getting confused by the layout. And you kept on making monsters teleport behind the player to the point where it became very predictable xD Also, that midi is creepy af haha Loved the invisible bridge by the way! 0 Share this post Link to post