Arbys550 Posted October 18, 2019 6 hours ago, Jaska said: So do you think map13 has too little ammo too? Have to look it more closely. No im still at the beginning of map13. map12 it seemed like pretty low ammo. It was manageable enough, i just had to run past monsters at times 0 Share this post Link to post
Jaska Posted October 18, 2019 (edited) 51 minutes ago, Arbys550 said: No im still at the beginning of map13. map12 it seemed like pretty low ammo. It was manageable enough, i just had to run past monsters at times Ok, adding some ammo to that. [Edit, updated download link to 1st post.] Edited October 18, 2019 by Jaska 0 Share this post Link to post
Turin Turambar Posted October 18, 2019 I have to say I'm puzzled with level 11, Division. It almost seem a level taken from another WAD altogether, it plays much more different than rest. Not only it's substantially harder than the previous levels, it's also harder than the later maps! (at least, harder than 12-14). Well, as I said, it isn't just 'harder', this isn't about simple difficulty balance, in fact although hard I was able to complete it and move on; the style is also feels different, from the more fantastic theme, to being always in tension feeling the pressure having to avoid Cyberdemons and Archviles, having to keep ammo, having parts where precise straferun is obligatory (red platform near blue key), having several Spider Masterminds and big hordes, or having parts where it was less clear where to go and what to do (the part where you have to do a decent roundabout, avoid a CD, and finally enter on top of a pyramid to activate the trigger for the green platforms that get you the blue key). Maybe it would make more sense if this was the last level :P 2 Share this post Link to post
Jaska Posted October 18, 2019 Yeah, that map was a collection of ideas what I didn't know where to put. I thought it as a secret level first but then liked it as a difficulty spike and a totally different feel to the other levels. Levels 10 & 11 are kind of a "dream"-part of the wad, not continuous to the original level progression. Should I make it a bit easier? 0 Share this post Link to post
Arbys550 Posted October 18, 2019 51 minutes ago, Turin Turambar said: It almost seem a level taken from another WAD altogether Yes, I agree with this part, but I guess it's okay to mix up the style a little bit if that's what Jaska feels like doing. 0 Share this post Link to post
Turin Turambar Posted October 18, 2019 What to do? Well, it's a good question. My $0.02: -I would move maps 10-11 to the later stage, like being map 17-18 or 18-19. -I would lower the difficulty slightly in two areas. First, in the blue key area, I would remove one of the CD that serves as 'long range turret', or maybe put a sector in a strategic place near him that raises and lower so he is blocked half of the time. Second, in the 3 spider mastermind area, I would add something to help a bit: a green armor, or a small and a medium medikit. -Finally, if possible, I would try to make more obvious what's the step to do to get the blue key. In this part I leave it at your own discretion. Maybe some green accents or green squares near the trigger, so the player can look up and understand he has to reach that part to raise the green blocks? 0 Share this post Link to post
Jaska Posted October 19, 2019 8 hours ago, Turin Turambar said: What to do? Well, it's a good question. My $0.02: -I would move maps 10-11 to the later stage, like being map 17-18 or 18-19. -I would lower the difficulty slightly in two areas. First, in the blue key area, I would remove one of the CD that serves as 'long range turret', or maybe put a sector in a strategic place near him that raises and lower so he is blocked half of the time. Second, in the 3 spider mastermind area, I would add something to help a bit: a green armor, or a small and a medium medikit. -Finally, if possible, I would try to make more obvious what's the step to do to get the blue key. In this part I leave it at your own discretion. Maybe some green accents or green squares near the trigger, so the player can look up and understand he has to reach that part to raise the green blocks? Thanks for your thoughts. I might add one CD on a moving platform.. And change the map order. At least switch division to a map19. Yeah, green switch isn't the most obvious. I already changed that 3 spider area has invulsphere at all difficulties. There is already green armor near the bridge but maybe another one is needed. 0 Share this post Link to post
gaspe Posted October 19, 2019 (edited) Glad to see you back with this. I started to record fdas for the new maps that weren't in the previous version, and I see that some older get changed as well? I think I'll link the fdas later when I have some more, though you'll spend a lot of time watching me just strolling around and exploring. On MAP04 you can jump on this hedge at one of the YK and fall out from the playable area without a way out: Spoiler 2 Share this post Link to post
NeoWorm Posted October 19, 2019 I love this mapset. This nonlinear nature is exactly what I love about videogames. If this doesn't win Cacoward in multiple categires than the world isn't fair. Also this is probably the first mapset where I really miss any kind of sniper rifle and granades. So far I played it with Led's Generic Weapon Mod and the aim down the sights was immensely helpful. 2 Share this post Link to post
Caleb13 Posted October 20, 2019 Hot damn, this is really awesome! But I'm just popping in to report some problems I encountered in GZdoom 4.1.1: 1. At startup, there are some texture-related errors: Invalid data encountered for texture joi_lstcv12.wad:MID_CAB1 Invalid data encountered for texture joi_lstcv12.wad:MID_CAB2 Invalid data encountered for texture joi_lstcv12.wad:MID_CAB3 Texture DOOR3 is left without any patches Texture 'MID_CAB1' references itself as patch Texture 'MID_CAB2' references itself as patch Texture 'MID_CAB3' references itself as patch Also, there seem to be FIVE separate dehacked patches? 2. You can skip the red keycard in MAP13, because the last red switch can be triggered by any key type. 3. Sector 1422 in MAP16 shouldn't be secret. 4. I noticed 5 or 6 unclosed sectors around the outdoor maps, but nothing too critical. Still, it may be useful to do geometry error check in your editor. I also agree the new weapons sounds are rather bad. They have incorrect volume level, too. 2 Share this post Link to post
Arbys550 Posted October 22, 2019 Just finished the wad. I wasn't able to find the secret map, so sorry about that. My favorite map by far was map20. It was exactly the kind of map I was looking for when I played this wad. And without giving anything away, the last fight was awesome! I really liked it. Overall I thought the wad was really good. One of the most memorable I've ever played. There were some maps that weren't as good, but the sheer majesty of the good maps more than made up for the shortcomings. Another of my favorites was that map with the huge woods swamp section. Map07, I believe it was. I also found a bug. You can run onto this ledge: Keep following it: And drop down into STARTAN land: Also some missing lower textures in map14 4 Share this post Link to post
Lizardcommando Posted October 22, 2019 I finished playing through this mapset today. Simply put, it was amazing. I got lost quite a bit a few times due to how huge and sprawling the maps can be and some of those last levels were extremely brutal due to how many bad guys are thrown at you, especially that final fight, but it was thrill ride all the way through. It's amazing what can be pulled off in the Doom engine. 2 Share this post Link to post
The_Forbidden_Tuna Posted October 22, 2019 This needs a cacoward immediately. 5 Share this post Link to post
SP_FACE1 Posted October 22, 2019 (edited) Quick comment after finishing three of the new maps (04, 09, 10): My expectations were quite high because the first episode/previous version was such a fantastic piece. These new levels do not disappoint. Gorgeous maps. I think I found a bug in MAP10 Spoiler Edit: forgot this double secret area bug in MAP04: Spoiler Edited October 22, 2019 by SP_FACE1 : add another screenshot 1 Share this post Link to post
General Krig Posted October 23, 2019 Made an account just to drop this; I was actually mind blown by the start of level 2 cause I noticed I was unconsciously walking instead of running, I've been playing doom for years and had never just walked to take in a view it was pretty crazy since all of my experiences so far with doom was balls to the walls running around. Half tempted to turn off auto-run for the first time. 3 Share this post Link to post
Jaska Posted October 23, 2019 On 10/19/2019 at 3:39 PM, gaspe said: Glad to see you back with this. I started to record fdas for the new maps that weren't in the previous version, and I see that some older get changed as well? I think I'll link the fdas later when I have some more, though you'll spend a lot of time watching me just strolling around and exploring. On MAP04 you can jump on this hedge at one of the YK and fall out from the playable area without a way out: Yeah, this is it, final release as I get all bugs fixed and things balanced etc. Most of the older maps have been modified to some extent. Nothing radical. I'll watch fdas. Maybe it's nice to see you paying attention to the details instead of just rushing through. Changed that hedge to impassable (will be on joi_lstcv14) On 10/20/2019 at 2:25 AM, NeoWorm said: I love this mapset. This nonlinear nature is exactly what I love about videogames. If this doesn't win Cacoward in multiple categires than the world isn't fair. Also this is probably the first mapset where I really miss any kind of sniper rifle and granades. So far I played it with Led's Generic Weapon Mod and the aim down the sights was immensely helpful. Thanks! You can always comment on cacoward thread, heh. On 10/20/2019 at 7:58 PM, Caleb13 said: Hot damn, this is really awesome! But I'm just popping in to report some problems I encountered in GZdoom 4.1.1: 1. At startup, there are some texture-related errors: Invalid data encountered for texture joi_lstcv12.wad:MID_CAB1 Invalid data encountered for texture joi_lstcv12.wad:MID_CAB2 Invalid data encountered for texture joi_lstcv12.wad:MID_CAB3 Texture DOOR3 is left without any patches Texture 'MID_CAB1' references itself as patch Texture 'MID_CAB2' references itself as patch Texture 'MID_CAB3' references itself as patch Also, there seem to be FIVE separate dehacked patches? 2. You can skip the red keycard in MAP13, because the last red switch can be triggered by any key type. 3. Sector 1422 in MAP16 shouldn't be secret. 4. I noticed 5 or 6 unclosed sectors around the outdoor maps, but nothing too critical. Still, it may be useful to do geometry error check in your editor. I also agree the new weapons sounds are rather bad. They have incorrect volume level, too. Thanks! Couldn't get those midcabs working yet.. I don't know where those empty dehacked patches come from. There is no dehacked modifications at all. 2,3 changed to joi_lstcv14 version. 4. Error checking utility doesn't find anything. Can you point out like one of those so I can examine that? On 10/22/2019 at 7:08 AM, Lizardcommando said: I finished playing through this mapset today. Simply put, it was amazing. I got lost quite a bit a few times due to how huge and sprawling the maps can be and some of those last levels were extremely brutal due to how many bad guys are thrown at you, especially that final fight, but it was thrill ride all the way through. It's amazing what can be pulled off in the Doom engine. Thanks! On 10/22/2019 at 8:41 AM, The_Forbidden_Tuna said: This needs a cacoward immediately. Thanks! 19 hours ago, SP_FACE1 said: Quick comment after finishing three of the new maps (04, 09, 10): My expectations were quite high because the first episode/previous version was such a fantastic piece. These new levels do not disappoint. Gorgeous maps. I think I found a bug in MAP10 Reveal hidden contents Edit: forgot this double secret area bug in MAP04: Reveal hidden contents Thanks! I think I did even better on the newer maps. Will be fixed on joi_lstcv14. 10 hours ago, General Krig said: Made an account just to drop this; I was actually mind blown by the start of level 2 cause I noticed I was unconsciously walking instead of running, I've been playing doom for years and had never just walked to take in a view it was pretty crazy since all of my experiences so far with doom was balls to the walls running around. Half tempted to turn off auto-run for the first time. Thanks! Great! On 10/22/2019 at 5:02 AM, Arbys550 said: Just finished the wad. I wasn't able to find the secret map, so sorry about that. My favorite map by far was map20. It was exactly the kind of map I was looking for when I played this wad. And without giving anything away, the last fight was awesome! I really liked it. Overall I thought the wad was really good. One of the most memorable I've ever played. There were some maps that weren't as good, but the sheer majesty of the good maps more than made up for the shortcomings. Another of my favorites was that map with the huge woods swamp section. Map07, I believe it was. I also found a bug. You can run onto this ledge: Also some missing lower textures in map14 Thanks! Actually on joi_lstcv12 version secret map isn't accessible. I even don't know if I'm going to finish it or make it accessible. I don't have ideas for that. It is just to show architecture if someone wants to check it with cheat codes or editor atm. Wanted it out of my hard disk. Yes, some of the older maps aren't on the same level with the newer ones. But I think they are ok and short at least. Bugs are fixed on joi_lstcv14. 3 Share this post Link to post
Caleb13 Posted October 23, 2019 (edited) I remembered one of the problem areas, but it turns out it's missing lower texture, not unclosed sector: linedef 5149 in MAP10. Someone else mentioned missing lower textures, too. Is there way to check for that? As for startup errors, I checked the WAD index in Slade. I'm no expert, but many lumps are in different order than they usually are. For example, you have music lumps mixed between MAP07 and MAP10. Also, MAP02 is placed before P_START marker. The WAD does have a Dehacked marker (but no lump), it's mixed with MAP10 at index 3222. I'm actually surprised GZdoom doesn't throw many more errors than it does... Edit: are sectors 5995 and 3135 in MAP10 really supposed to be damaging? Edited October 23, 2019 by Caleb13 0 Share this post Link to post
Jaska Posted October 24, 2019 8 hours ago, Caleb13 said: I remembered one of the problem areas, but it turns out it's missing lower texture, not unclosed sector: linedef 5149 in MAP10. Someone else mentioned missing lower textures, too. Is there way to check for that? As for startup errors, I checked the WAD index in Slade. I'm no expert, but many lumps are in different order than they usually are. For example, you have music lumps mixed between MAP07 and MAP10. Also, MAP02 is placed before P_START marker. The WAD does have a Dehacked marker (but no lump), it's mixed with MAP10 at index 3222. I'm actually surprised GZdoom doesn't throw many more errors than it does... Edit: are sectors 5995 and 3135 in MAP10 really supposed to be damaging? There is option to search for missing textures but I don't use it because there is always places which have been let intentionally untextured. And usually untextured places in my maps have been very rare, I can't understand how I've been so sloppy. As far as I know there is no matter how wads are organized. Empty dehacked entries are mystery to me. As I "save into" in GZDoombuilder it seems to save maps that way. I haven't had much of a thought to organize it (not at all). Yes, those sectors are supposed to hurt. "Long ago" when I thought a big fight to that area with CDs on pillars and hundreds of imps or something roaming from the lowering door.. I thought ways to limit players movement as there is a lot of space. Should I put lava pits all around? Then I thought if you enter into darkness it would hurt you. I even thought it as a larger theme of a map but left out of ideas and inspiration then. But it didn't work as I expected. It was kind of cool at first but boring at last. Too big area (or lack of imagination). So it is now just an atmospheric mysterious location which leads to exit or something. 0 Share this post Link to post
Caleb13 Posted October 24, 2019 (edited) So I checked the WAD in Slade again and: -There five Dehacked markers, but no Dehacked lumps. When I deleted the markers, the associated startup errors went away. -GZdoom distinguishes between flats and textures, they have different data format. And for some reason, it thinks CAB_MIDx are textures. Are they? If so, they need to be placed between TX_START and TX_END markers: https://zdoom.org/wiki/WAD -There are several duplicate flats in the WAD, see the list below. I have no idea why GZdoom Builder introduced these errors in the first place, though. Isn't there a command to rebuild/optimize WAD structure or something like that? 0 Share this post Link to post
SP_FACE1 Posted October 25, 2019 Issues I encountered in MAP20 This line blocks: Spoiler Misaligned texture: Spoiler This sector doesn't cause damage: Spoiler MAP20 is quite magnificent, probably my favorite now. Though I should play the whole WAD again some day because I haven't played the old maps in a while. 0 Share this post Link to post
FearTheReaper Posted October 25, 2019 (edited) Is there a reason why bullets and normal shotgun shots are completely muted in Eternity and Crispy Doom? Edited October 26, 2019 by FearTheReaper 0 Share this post Link to post
Doomenator Posted October 25, 2019 7 hours ago, FearTheReaper said: Is there a reason why bullets and normal shotgun shots are completely muted in Eternity and Crispy Doom? Crispy Doom can't play wav or ogg file format. Convert to Doom format or just delete new sounds. 0 Share this post Link to post
FearTheReaper Posted October 26, 2019 (edited) As far as I know ETERNITY can use oggs so don't know why it's not working, I just put here Crispy not for use but for double check if something is not broken, I use Retro as alternative... 0 Share this post Link to post
Jaska Posted October 29, 2019 @Caleb13 Fixed at least most of the errors. On 10/25/2019 at 5:59 PM, SP_FACE1 said: Issues I encountered in MAP20 This line blocks: Misaligned texture: This sector doesn't cause damage: MAP20 is quite magnificent, probably my favorite now. Though I should play the whole WAD again some day because I haven't played the old maps in a while. All fixed. Thanks! It's my favourite too. On 10/26/2019 at 1:57 PM, FearTheReaper said: As far as I know ETERNITY can use oggs so don't know why it's not working, I just put here Crispy not for use but for double check if something is not broken, I use Retro as alternative... All sounds are now converted to doom-format. Should have found out a bit earlier that Slade can do that too! All changes are now mentioned on the first post. 2 Share this post Link to post
Master O Posted November 1, 2019 (edited) @Jaska Nominated for a Cacoward: https://www.doomworld.com/forum/post/2041769 Edited November 2, 2019 by Master O 1 Share this post Link to post
Bryan T Posted November 2, 2019 The amount of work that went into this is absurd. Every level is brimming with detail. Huge expanses waiting to be explored. It's sadly, too much of a good thing. After each level my brain is completely sapped. I've never played levels that drain my will to play like these. I'll take them one at a time and eventually I'm sure I'll get through this bastard of a wad. I guess I do have one gripe. Having 50 imps launching fireballs at all times gets old pretty quick but I guess that comes with the layout. Kinda makes ya wish for some rooms. 1 Share this post Link to post
Jaska Posted November 2, 2019 16 hours ago, Master O said: @Jaska Nominated for a Cacoward: https://www.doomworld.com/forum/post/2041769 Thanks! 5 hours ago, Bryan T said: The amount of work that went into this is absurd. Every level is brimming with detail. Huge expanses waiting to be explored. It's sadly, too much of a good thing. After each level my brain is completely sapped. I've never played levels that drain my will to play like these. I'll take them one at a time and eventually I'm sure I'll get through this bastard of a wad. I guess I do have one gripe. Having 50 imps launching fireballs at all times gets old pretty quick but I guess that comes with the layout. Kinda makes ya wish for some rooms. I kind a get you feel. It's a good idea to not to play the whole thing on a one try. Yes, there are way too many big open spaces which I struggled on. Couldn't put hitscanners because that would have been even more annoying. Many of those areas suffer from being made looks and feeling first. But I didn't want to cut them off. 0 Share this post Link to post
Master O Posted November 2, 2019 4 hours ago, Jaska said: Thanks! I kind a get you feel. It's a good idea to not to play the whole thing on a one try. Yes, there are way too many big open spaces which I struggled on. Couldn't put hitscanners because that would have been even more annoying. Many of those areas suffer from being made looks and feeling first. But I didn't want to cut them off. Out of curiosity, have you played Avactor (https://www.doomworld.com/cacowards/2018/best1/)? Your mapset has a similar feel to that. 0 Share this post Link to post
Firedust Posted November 2, 2019 31 minutes ago, Master O said: Out of curiosity, have you played Avactor (https://www.doomworld.com/cacowards/2018/best1/)? Your mapset has a similar feel to that. Is it really? I've been meaning to play this for a while now, but if what you're saying is true... :3 0 Share this post Link to post
Zakken Posted November 3, 2019 Absolutely gorgeous, love this. Could you (or anybody else who has it) upload the WAD somewhere else that isn't Mediafire? That website keeps getting worse with every update, and it literally won't let me download it now. 3 Share this post Link to post