Revenant Posted July 1, 2020 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. 2 Share this post Link to post
Horus Posted July 1, 2020 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 2 Share this post Link to post
Obsidian Posted July 1, 2020 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 For reference, this is what I was trying to mimic: Spoiler 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! 4 Share this post Link to post
Dragonfly Posted July 1, 2020 (edited) EDIT: I forgot the word sectors... I also modified the font to be slightly outlined helping with readability. Edited July 1, 2020 by Dragonfly 10 Share this post Link to post
Obsidian Posted July 1, 2020 Oh hot damn, cheers Dragonfly! Expect to see the next beta out within the next 24 hours. 3 Share this post Link to post
4MaTC Posted July 1, 2020 (edited) Since everything moves to another beta, here is updated interpic 320*200 and wallpaper (1920*1080) Spoiler Wallpaper 1920*1080 Edited July 2, 2020 by 4MaTC 5 Share this post Link to post
TheV1perK1ller Posted July 2, 2020 (edited) 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). 3 Share this post Link to post
Obsidian Posted July 2, 2020 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! 13 Share this post Link to post
TheV1perK1ller Posted July 3, 2020 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. 2 Share this post Link to post
Horus Posted July 3, 2020 Wow, you have been very efficient with this Obsidian! @TheV1perK1ller Not nitpicking at all! It's important the right people get credited in the music credits 3 Share this post Link to post
Phobus Posted July 3, 2020 @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? 3 Share this post Link to post
TheNoob_Gamer Posted July 3, 2020 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. 0 Share this post Link to post
damo Posted July 3, 2020 (edited) 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] 4 Share this post Link to post
Aurelius Posted July 3, 2020 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. 1 Share this post Link to post
Horus Posted July 4, 2020 The intermission screen after map 20 has a typo, it says 'invastion' which I assume should read 'invasion' 0 Share this post Link to post
Obsidian Posted July 4, 2020 2 hours ago, Horus said: The intermission screen after map 20 has a typo, it says 'invastion' which I assume should read 'invasion' Taken care of. I netted the textfile typos pointed out earlier as well, cheers guys. :) 0 Share this post Link to post
Redead-ITA Posted July 5, 2020 20 hours ago, Obsidian said: Taken care of. I netted the textfile typos pointed out earlier as well, cheers guys. :) Also Map31 Intermission text and the one from map21 are the same 1 Share this post Link to post
Obsidian Posted July 5, 2020 1 hour ago, Redead-ITA said: Also Map31 Intermission text and the one from map21 are the same That's odd, I could've sworn that I tested for that. Does anyone have any explanations? I'm a little inexperienced with the new MAPINFO formatting and I might've screwed something up. 0 Share this post Link to post
4MaTC Posted July 6, 2020 @Obsidian not that i care too much, but it's 'otsegoleCtric' in mapinfo's; CWILV is fine 1 Share this post Link to post
Keyboard_Doomer Posted July 9, 2020 Hello, as some of you might already know by now, MAYhem wads are definitely a TNS material and this year is no exception. So let me extend this invitation for the first 1/3 of the maps on Thursday Night Survival today. As usually, the session starts at 19:00 BST/14:00 EDT and you can expect it to be fairly active for at least a few hours. As damo2k already mentioned there are 2 issues worth fixing in regards to ZDaemon: - 3 player 2 starts and 0 p3 and p4 starts in MAP02 (this results in voodoo dolls) - MAP29 using extended nodes (this will crash ZDaemon on map load) There are a few more small issues I noticed but I'll leave that for a report after the session together with any other issues we may encounter. 5 Share this post Link to post
Xaser Posted July 9, 2020 Update to "The Scar", now with difficulty settings and a reworked not-so-secret exit: https://static.angryscience.net/pub/doom/maps/xa-scar_2020-07-09.zip There might be one more update I make to this within the next day or two, interest permitting, but it'd mostly just be visual tweaks. if anything The important stuff is done now. :P 1 Share this post Link to post
Obsidian Posted July 9, 2020 @Keyboard_Doomer Here, use this update: it includes the fixes damo2k made as well as Xaser's update and some various bugfixes (cheers to @skepticist for spotting a fair few bugs!). 2 Share this post Link to post
Keyboard_Doomer Posted July 9, 2020 Thanks, server updated. 20 minutes to start of the session now. 2 Share this post Link to post
Worm318 Posted July 10, 2020 Version 3 of my map:https://drive.google.com/file/d/1daNlTh1QIml1dJf44NFiT2UwVglv_brX/view?usp=sharing Changelog: - Changed the archvile trap so it's more clear and a bit harder - Fixed some texture misalignments - Fixed missing items in lower difficulties - Some other small changes 1 Share this post Link to post
Pixel Fiend Posted July 12, 2020 Nice wad but I mostly found maps in the second part of it interesting. The music was good all the way through. I appreciate seeing new textures. The levels that I liked are now featured in my thread above. 1 Share this post Link to post
Keyboard_Doomer Posted July 13, 2020 We still have maps 16-30, 33-48 ahead of us on TNS but as requested here are all the issues I'm aware of: MAP01 - Once the floors in the whole map lower players can get stuck in the various lowered areas on the east of the map (sectors 7 and 10). - A demon (thing 133) is stuck. - Not sure what's happening here but there is this weird flickering texture problem, at least in software rendering. MAP05 - Once sector 18 is fully lowered it stops being a secret so the secret can become inaccessible like this. MAP06 - With infinitely tall actors disabled it's possible to walk on tree stumps (things 76 and 83) to get to the higher sectors and then you can get stuck if you fall into any of the holes there (not the mapper's fault but the fact is vast majority of multiplayer servers disable infinitely tall actors). - Seems like line 2346 accidentally uses STEPLAD1 instead of STEP11. MAP11 - Considering the intended pistol start gameplay of MAP12 with the 4 cybers I think the death exit here should make use of a voodoo doll to kill all players and therefore force pistol starts for everyone. (Of course this is something to consider for any map with a death exit but I think because of the unique nature of MAP12 it's important to not ruin the intended gameplay with carried over weapons and ammo.) MAP16 - This looks like it might have even be intended to create a sort of mirror effect but reporting this just to be sure - bleeding textures on these lines: 576, 787, 788, 1063, 1099, 1381, 1382, 1383, 1461, 1524 (just 3 different areas but well, difficult to just report sectors with all the sector merging). MAP25 - Voodoo doll because of a superfluous player 2 start. MAP33 - The sky texture seems to be broken in PrBoom+. 3 Share this post Link to post
Bauul Posted July 13, 2020 Small update to Map 12. - Removed a bunch of additional void-sectors that weren't necessary - Added more cells and a BFG to make the final section way less grindy. But removed the backpack to not unbalance the subsequent map quite so much Download here. Should be all set to just copy into the main wad. 2 Share this post Link to post
Obsidian Posted July 15, 2020 Quick status update: I'm currently waiting for the next Thursday Night Survival, which should be covering the second half of the 1.3 compilation. Once that's done we can nab any remaining co-op bugs and get this thing fully polished and ready to place on the archives. Home stretch! *Knocks on wood* 7 Share this post Link to post
Arno Posted July 16, 2020 On 7/13/2020 at 9:16 AM, Keyboard_Doomer said: MAP06 - With infinitely tall actors disabled it's possible to walk on tree stumps (things 76 and 83) to get to the higher sectors and then you can get stuck if you fall into any of the holes there (not the mapper's fault but the fact is vast majority of multiplayer servers disable infinitely tall actors). - Seems like line 2346 accidentally uses STEPLAD1 instead of STEP11. Thanks for the feedback! I've updated the map accordingly. I've sealed off the problematic higher sectors with impassible linedefs. It was a bit sloppy of me to leave them accessible. Theoretically a player could also have gotten there with an AV jump. That usage of STEPLAD1 wasn't really an accident, as I wanted it look like a drain. I've changed it to STEP11 now, as it did look a bit odd. @Obsidian: the text file of MAY20_1.3.zip still has my map listed as MAP35. ReturnToPainManor_v4.zip 2 Share this post Link to post