Austinado Posted January 22, 2020 32 minutes ago, Jark said: @Austinado and @galileo31dos01 thank you very much for playing! Very brave of you to test in Crispy Galileo! The End of Map06 (which is not map07 - apologies for any confusion) is a death exit that requires a few seconds of being dead to end the level. We have tried quicker techniques but unless it is hardcoded we cannot make an instant death exit I made it with the door...but needed a few times. 0 Share this post Link to post
galileo31dos01 Posted January 23, 2020 2 hours ago, Jark said: The End of Map06 (which is not map07 - apologies for any confusion) is a death exit that requires a few seconds of being dead to end the level. We have tried quicker techniques but unless it is hardcoded we cannot make an instant death exit Fixed! Also, I would only imagine it'd be a shock to die and restart if you were playing blind saveless, because what looks like a simple door is an instant death exit in concept (I went from 200hp to 0 in nothing), and if you happened to press use on that "door" the exact moment the barrels explode you're just sent back to the start. Perhaps moving that door a bit further in a tunnel would prevent accidental restarts particularly on blind playthroughs. 0 Share this post Link to post
Jark Posted January 23, 2020 (edited) 21 hours ago, galileo31dos01 said: Fixed! Also, I would only imagine it'd be a shock to die and restart if you were playing blind saveless, because what looks like a simple door is an instant death exit in concept (I went from 200hp to 0 in nothing), and if you happened to press use on that "door" the exact moment the barrels explode you're just sent back to the start. Perhaps moving that door a bit further in a tunnel would prevent accidental restarts particularly on blind playthroughs. I wasn't aware the death exit was not triggered by using the door - this information is invaluable and we will either move the fake door further back or replace it with a corridor etc EDIT: see below post Thank you for the feedback! Edited January 23, 2020 by Jark 2 Share this post Link to post
Jark Posted January 23, 2020 @galileo31dos01 it appears I used the wrong edition in compiling maps and the newer one actually works 100% of the time! Problem solved (albeit one month in the past and a missed message :P) 0 Share this post Link to post
DukeOfDoom Posted January 23, 2020 In my opinion, MAP21 sticks out like a sore thumb because I forgot to add my name outside the level (because I submitted it back in June). 0 Share this post Link to post
Jark Posted January 23, 2020 @DukeOfDoom if you add your signature outside of the map I am happy to incorporate it! Just make sure to join it to a preexisting sector to avoid breaching the sector limit! 1 Share this post Link to post
Caleb13 Posted January 25, 2020 Guys, you have one BIG problem, at least if you play in GZdoom: if you exit MAP32, you will end up in MAP02, not MAP16. You have incorrect MAPINFO. Apart from that, there is one mildly annoying bug in MAP26: if you find the soulsphere secret, half the sectors around the map will be marked purple as "found secret sector". See the screenshot. And MAP29 could use more texture polishing, there are lots of misaligned ones. 0 Share this post Link to post
Jark Posted January 26, 2020 2 hours ago, Caleb13 said: Guys, you have one BIG problem, at least if you play in GZdoom: if you exit MAP32, you will end up in MAP02, not MAP16. You have incorrect MAPINFO. Apart from that, there is one mildly annoying bug in MAP26: if you find the soulsphere secret, half the sectors around the map will be marked purple as "found secret sector". See the screenshot. And MAP29 could use more texture polishing, there are lots of misaligned ones. Cheers for the Feedback, changes are being made! Is there anything else you wish to comment on? episodic order feeling with continuous (if you are playing that way) for example? 0 Share this post Link to post
Caleb13 Posted January 28, 2020 I played continuously on UV, I like it more that way. The maps are a mixed bag, but that's to be expected. I encountered misaligned textures or monsters facing the wrong way in many maps, but it had minimal impact on the gameplay. Maybe you could ask the authors to make one more UV run through their own maps and check that? Oh and... why is SSG missing in all the maps? Or is it there on lower difficulty? 1 Share this post Link to post
Austinado Posted January 28, 2020 @Caleb13 the SSG was not allowed in this project. 0 Share this post Link to post
Jark Posted January 28, 2020 2 minutes ago, Caleb13 said: I played continuously on UV, I like it more that way. The maps are a mixed bag, but that's to be expected. I encountered misaligned textures or monsters facing the wrong way in many maps, but it had minimal impact on the gameplay. Maybe you could ask the authors to make one more UV run through their own maps and check that? Oh and... why is SSG missing in all the maps? Or is it there on lower difficulty? Could you specify which maps have misalignments or wrong facing monsters? SSG is expelled from this project - check the rules for why! 0 Share this post Link to post
Austinado Posted January 28, 2020 I would like to say that it was great fun to play this megaWAD. I did not played the secret maps, sorry about that. I would like to congratulate all the mappers in this project! Nice job indeed, and thanks @Jark for the request. 3 Share this post Link to post
Caleb13 Posted January 28, 2020 (edited) 3 hours ago, Jark said: Could you specify which maps have misalignments or wrong facing monsters? I don't remember exactly, unfortunately. Like I said, they had minimal impact on gameplay, so if you don't want to check yourself, leave them in. 1 Share this post Link to post
Jark Posted January 29, 2020 @Austinado I am glad you enjoyed it and grateful you played it! With your feedback we can make the appropriate changes and release TMMC! 2 Share this post Link to post
Suitepee Posted February 3, 2020 https://www.twitch.tv/videos/545408497 = part 1 (maps 1-13, half of map 14) https://www.twitch.tv/videos/545937632 = part 2a. https://www.twitch.tv/videos/545937885 = part 2b. (part 2 as a whole covers rest of map 14, then maps 15-22 plus both secret maps) https://www.twitch.tv/videos/546385076 = part 3. (maps 23-30) A surprisingly fun little project. Good job everyone! 6 Share this post Link to post
DukeOfDoom Posted February 9, 2020 (edited) @Jark Thanks for reminding me of improving my map. I've just edited it a bit: added flickering areas to make it easier to navigate and also a couple of small niches. modest_map16.rar 1 Share this post Link to post
Jark Posted March 10, 2020 For those following and not already knowing, the full release just dropped! 2 Share this post Link to post