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forgettablepyromaniac

Wither.wad!

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wither.png.67b7e237f63447c6c9a75a3cfe591c9b.png

I've done it!
 

1.1 Update -

Spoiler

- Made Map10 Look a bit better and not bland as -hell- (hahhhh)
- Changed a secret's contents in map01 and map03
- Added Barrels in all maps.
- Added a few more obstacles in map08.
- Fixed the Par time in Map10
- Removed M_DOOM because of color being unable to be similar to the original png.


1.2 Update (Should be the last one) -

Spoiler

- Fixed HOM Effect in Map10
- Fixed "Can't Call Script" in Map01
- Added Deathmatch Support for Map08/10



This Requires OTEX 1.1, Found here:

Important Information about the wad:

You must use the .pk3 version of OTEX.
 

===========================================================================
Advanced engine needed  : Zandronum, GZDoom, ect.
Primary purpose         : Single play
===========================================================================
Title                   : Wither
Filename                : wither.wad
Release date            : TBA
Author                  : ForgettablePyromaniac
Other Files By Author   : neptune.wad
Misc. Author Info       : Some nerd with too much free time.
              View Doomworld Account here - https://www.doomworld.com/profile/31335-forgettablepyromaniac/

Description             : My second wad! After this, I'll make one more level, a single-map one where I try more detailing,
              But after that, I'll take a break! :D
                          
              For the best experience, play pistol start, although I made it fun for single segment, too!

              I've been sure to hide most secrets on the minimap, so you'll need to explore around without
              the map, finding different textures, off textures, or otherwise to find the secrets!

              Warning: MAP09 and MAP10 are suppoused to be "Slaughtermap Lite"s, where there are a lot of
              monsters, but it's not just a bunch of BFG-Fodder, more-so like "Regular map but more enimies".
              Take that for what you will, but I tried to still make it fun without getting to the point of
              "Hold BFG to Win".

              All Par Times are based off of UV-Speed.

                          Make a video of it! I like watching them in my free
                          time :D

Additional Credits to   : OTEX
===========================================================================
* What is included *

New levels              : 10
Sounds                  : Yes
Music                   : Yes (Jame's Paddock Midis)
Graphics                : Yes (OTEX 1.1)
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : No
Other files required    : OTEX 1.1


* Play Information *

Game                    : Doom 2
Map #                   : MAP1-10
Single Player           : Designed for
Cooperative 2-4 Player  : Player starts only, but some maps I do add a few more items to make it bearable
Deathmatch 2-4 Player   : Not Designed For, But maps 1-8 and 10 are Playable in Deathmatch.
Other game styles       : None
Difficulty Settings     : Yes
Movement Settings       : No Jump/Crouch (I forced it off this time :D), Freelook allowed (But not intended)


* Construction *

Base                    : New from scratch.
Build Time              : ~ 2 Months
Editor(s) used          : Ultimate Doom Builder, GZDoom Builder, Slade3
Known Bugs              : none, but let me know if you find one!
May Not Run With        : Any Non-ZDoom Derrived Ports (E.G. Boom, EDGE, Doomsday, Ect.)
Tested With             : Zandronum, should in theory work with GZDoom.

Music List:

// TNT Title - Title
// Drunken Jesus - James (Jimmy) Paddock - Intermission Screen
// E5M8 (Easel) - James (Jimmy) Paddock - MAP01
// Rusty Nails - James (Jimmy) Paddock - MAP02
// Trogoldyte - James (Jimmy) Paddock - MAP03
// Delay(0); Restart; - James (Jimmy) Paddock - MAP04
// Mal - James (Jimmy) Paddock - MAP05
// Haunting Echos - James (Jimmy) Paddock - MAP06
// Sleep - James (Jimmy) Paddock - MAP07
// .mid - James (Jimmy) Paddock - MAP08
// BFG Control - James (Jimmy) Paddock - MAP09
// Shining Mirror - James (Jimmy) Paddock - MAP10 (SECRET LEVEL)

(If you can't tell, I enjoy Jimmy's work :D)

After this inital post, I'll be entertaining questions, thoughts, and criticism for about a week.

Screenshots:

 

Spoiler

Screenshot_Doom_20201231_172747.png.f61edf6ebafca9d5a30183cd268f3355.pngScreenshot_Doom_20201231_172811.png.81b2e035d4d6aab2cbd08df600d3c55d.pngScreenshot_Doom_20201231_173018.png.9383ab9a27add05a54b2a7fbce0bf90c.pngScreenshot_Doom_20201231_172840.png.92b0dc401dc4db0a5ac178f9f39d52b0.png



(Please make a video! I enjoy watching them! :D)

These levels arn't suppoused to be lookers, moreso just to enjoy.

FOR BEST EXPERIENCE, TURN ON DYNAMIC LIGHTING
(it isn't required, but can help better set the mood I was going for :D)


Download: wither1.2.zip

wither1.2.zip

Edited by forgettablepyromaniac : 1.2 update

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Update: I posted this really late at night and then went to sleep as soon as I did, I worked on map10 all day but I honestly got really tired so map10 is a bit bland but I'll try and update it a bit (at least visually) with a 1.1 release by the end of the day :>

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2 minutes ago, Rince-wind said:

Some textures still won't show up for some reason

I had the same issue earlier. You have to download the .pk3 version of OTEX from ukiro's website. Using the .wad from the /idgames archive will cause some textures not to show up.

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3 minutes ago, AwakeOnPhobos said:

I had the same issue earlier. You have to download the .pk3 version of OTEX from ukiro's website. Using the .wad from the /idgames archive will cause some textures not to show up.

Thanks, any idea why that happens?

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1 hour ago, Rince-wind said:

Thanks, any idea why that happens?

 

GZDoom can't distinguish textures from flats if they use the same name i believe, so the pk3 version has different names for a given texture's flat and texture version, so when it tries looking for one of those "new" names of the pk3 version within the wad version, they're technically missing, so that results in missing textures.

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Posted (edited)

Pretty standard fare, but I must commend that each map has different style. I was disappointed that you've used invisible monsters in later maps, but at least you didn't go overboard with them. I played on UV in Gzdoom 4.5.0 and I noticed some bugs:

 

MAP01: I got "P_StartScript: Unknown script 2" error a few times while I was fooling around the jump pad in the SSG room.

 

MAP03: Railings around the green key block bullets which is odd.

 

MAP10: HOM at linedef 783 and maybe others next to it.

 

Edit: just out of curioisity, how come that the mod works with PK3 version of Otex, but not with the WAD version?

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32 minutes ago, Caleb13 said:

MAP01: I got "P_StartScript: Unknown script 2" error a few times while I was fooling around the jump pad in the SSG room.

I forgot to get rid of that, my bad.

 

 

32 minutes ago, Caleb13 said:

MAP03: Railings around the green key block bullets which is odd.

Did this due to monsters on the second floor shooting you from above, wouldn't think that would be fair.

 

 

36 minutes ago, Caleb13 said:

MAP10: HOM at linedef 783 and maybe others next to it.

wait, which place?

This'll sound dumb, but can I have a screenshot?

 

 

36 minutes ago, Caleb13 said:

Edit: just out of curioisity, how come that the mod works with PK3 version of Otex, but not with the WAD version?

MattFright: "GZDoom can't distinguish textures from flats if they use the same name i believe, so the pk3 version has different names for a given texture's flat and texture version, so when it tries looking for one of those "new" names of the pk3 version within the wad version, they're technically missing, so that results in missing textures."

Didn't wish to tag them back in here so i copy pasted what they said instead.

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10 minutes ago, forgettablepyromaniac said:

wait, which place?

This'll sound dumb, but can I have a screenshot?

 

No need, just find the linedef number in the editor and you will see it has missing texture.

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28 minutes ago, Caleb13 said:

No need, just find the linedef number in the editor and you will see it has missing texture.

ah, okay, i found it.

I have the extra information hidden on my side a lot of the time, so I was confused at first, but yeah i see.

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