Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Obsidian

MAYhem: 2020 Edition - Beta 1.2 is live!

Recommended Posts

Updated my map again (same URL, as usual) to fix a placeholder ceiling flat somewhere that I forgot to change last time. No other changes for now.

Share this post


Link to post

Update to my map attached. Save any major bugs, this is the final version.

 

Changelog:

- Made health bonus platform in rock area larger to reduce chance of unintentional dropdown back into poison pit

- Changed position of teleporter destination after each subsection to make the level progression a little clearer

- And very minor changes to health and monster placement in a couple of places

horus_20sectors_v4.zip

Share this post


Link to post

Close to releasing the next beta! About the only things left are some graphical work and the silly story that seems to be par for the course for MAYhem these days. :P The only snag is that I'm not the artiest and I got this far with the revamped TITLEPIC before throwing in the towel:
 

Spoiler

 

NEWERPIC.png


 

 

For reference, this is what I was trying to mimic:

 

Spoiler

TITLEPIC.png

 

If anyone feels like they could take a proper stab at it, I'd be mighty grateful and we can hopefully get this completed in a timely manner (unlike all the other MAYhems that've come before :P). We're almost there!

Share this post


Link to post

6ff4c0bfa8f735a682598554149140a4.png

 

 

EDIT: I forgot the word sectors... I also modified the font to be slightly outlined helping with readability.

 

cfb4ea469d6660182a9464ee19ea73e6.png

Edited by Dragonfly

Share this post


Link to post

dstation_1.6.zip

My final update. I felt as if this needed to be made slightly easier, so I included / altered some extra health and ammo items. Not too much, though. Notably the four medikits at the beginning, and the change from one green armour to a blue one (on UV).

Share this post


Link to post

I'm a man of my word.

 

Changelog

  • Added a GAMEINFO lump.
  • Obtained a new TITLEPIC, courtesy of Dragonfly: thanks heaps man, you're an absolute legend.
  • Added a hare-brained story about the UAC Phobos complex being converted into a spa resort: what can I say, I liked the pipe textures in the resource. :P
  • Tried using the author thing that @Bauul suggested, but as it turns out that just spells out the mapper's name under the CWILV## graphic...which already has the mapper's name in it. XP Ah well, it's a neat feature.
  • Incorporated all the updates and bugfixes noted since the last update.
With any luck this should be the finished product: I'll give y'all a week to play it through and leave feedback and if there's nothing pressing that needs to be fixed, we can pop this bad boy on the archives!

Share this post


Link to post

I sound like such a villain for pointing this out, since it is such a minor nitpick, but I noticed in the mayhem20 readme file that the music credits has mine and @blinds1ght's outdated music selections credited.

 

They should be 'The Hive' by In Flames, and 'Alice' by Jimmy, respectively. I am sorry for the inconvenience.

Share this post


Link to post

@Obsidian Just scanning through the text file and I noticed this:

MAP05: Wastewater Plant
Author: DavidN 
Music: MIDI of "Quad Machine" from Quake II

MAP35: Return to Pain Manor
Author: Arno
Music: "Constable's Gate" by Jimmy

MAP07: Heavy Lifting
Author: Arctangent
Music: "Let's Kill at Will" from TNT: Evilution

Unless we've got some awesome MAPINFO stuff going on, I reckon that one in the middle there is actually MAP06 ;) I'm guessing Cyberdismantling never made it in, in the end?

Share this post


Link to post
11 minutes ago, Phobus said:

I'm guessing Cyberdismantling never made it in, in the end?

Apparently so, and like I said, that is fine - the map is currently a mess.

Share this post


Link to post

Hey I briefly loaded these maps into ZDaemon. map02 has visible voodoo dolls at the start. map29 is using extended nodes, even though it doesn't need them. This prevents it from loading in ZDaemon. I created a small patch wad to supplement this wad to allow using in ZDaemon for coop play by fixing the coop multiplayer starts on map02, and rebuilding the nodes on map29 with zdbsp. You can see it: here.

Online multiplayer sever is on ZDaemon here: zds://37.247.54.67:10601 [Broken Glass Breakfast - Mayhem 2020 Beta 1.2]

 

 

Share this post


Link to post
52 minutes ago, damo2k said:

map29 is using extended nodes, even though it doesn't need them. This prevents it from loading in ZDaemon.

I was actually completely unaware this affected ZDaemon. I've had the extended nodes config as my default for Boom maps mostly due to their prospective size and the way it usually does away with slime trails. In any case, I made a test with regular ZDBSP and it does seem to look all fine, so thanks for checking!

 

@Obsidian You can use the fixed version of the map as is.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×