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

Doomworld Maximum Project 2021 - On IdGames!

Recommended Posts

Ah, very nice, for some reason, I'm starting to like these RAMP-like community projects with wildly different maps. I played version 1.1 in GZdoom 4.8.2 and I noticed many problems, although some may be caused by engine incompatibility. I see that you've released v1.2 in the meantime, but here is the list anyway.

 

Firstly, GZdoom reports this problem during startup:
Brightmap 'BMARBRB5' not found in texture 'ARBRB5E5'

 

HUB: honestly, I found the hub too long and confusing. In the end, I just used GZdoom console to jump between the maps.

 

MAP04: not technically bug, but I chose a "wrong" path after start and went for the blue key instead of yellow key. I didn't get RL and plasma because of that and I completely run out of ammo in the SSG area. I had to use cheats there, but I amassed loads of ammo whan I went to the yellow key area afterwards.

 

MAP10: there wasn't enough ammo to kill the final cyberdemon, even when I found the BFG.

 

MAP12: not sure if intended, but there are monster-blocking linedefs in the first lost soul/spectre cavern. It makes killing them very easy.

 

MAP13: several misaligned textures near start. There is no way to lower the BFG. I completely run out of ammo several times in this map, notably in the plasma/caco arena and then after blue door. I found all the secrets, but they didn't help. Also, GZdoom reports this:
Map has 3 unused sidedefs
Sector 75 (tag 0) has no lines

 

MAP16: make the linedef that triggers the final baron trap longer, I missed it and spent 5 minutes finding other ways to reach the exit.

 

MAP18: GZdoom reports this:
Unknown texture: "PCF_SKY"
Unknown texture: "PCF_SKY"

 

MAP25: sector 296 shouldn't be damaging.

 

MAP26: linedefs that control the blue key trap (tag 45) are so small that you can pick up the key without triggering it.

 

MAP30: GZdoom reports this:
 

Spoiler

Line 14 has no first side.
Line 65 has no first side.
Line 148 has no first side.
Line 3384 has no first side.
Line 3385 has no first side.
Line 3386 has no first side.
Line 3632 has no first side.
Line 3633 has no first side.
Line 3634 has no first side.
Line 4382 has no first side.
Line 4383 has no first side.
Line 4384 has no first side.
Line 4551 has no first side.
Line 4552 has no first side.
Line 4553 has no first side.
Line 148's right edge is unconnected
Line 3386's right edge is unconnected
Line 3634's right edge is unconnected
Line 4384's right edge is unconnected
Line 4553's right edge is unconnected

 

MAP33: 100% kills is impossible in this map, there are several monster closets that don't work (sector 554 for example). It affects about 60 monsters in total.

 

MAP42: odd, I played this map about a year ago. Or at least the main courtyard is the same. How come it's in the pack, now? Anyway, there needs to be at least one more radsuit in the red key acid area. Also, I couldn't find how to lower the bars (tagged 56) to final yellow door, I had to look in an editor. It would help if you placed something into sector 819, so the player has a reason to go there.

 

MAP43: after you open the yellow door, error message "Script 103, line 1: no such function: 'ls'" appears. Then it keeps appearing every 5 seconds or so, it's quite annoying. Also, isn't blue armor in the water supposed to be secret? Also, GZdoom reports this:
 

Spoiler

Line 4232 has no first side.
Line 4233 has no first side.
Unknown bottom texture 'WOOD21' on first side of linedef 4351
Unknown bottom texture 'WOOD21' on first side of linedef 4352
Unknown bottom texture 'WOOD21' on first side of linedef 4354
Unknown bottom texture 'WOOD21' on first side of linedef 4355
Unknown bottom texture 'WOOD21' on first side of linedef 4356
Unknown bottom texture 'WOOD21' on first side of linedef 4357
Unknown bottom texture 'WOOD21' on first side of linedef 4475
Unknown bottom texture 'WOOD21' on first side of linedef 4477
Unknown bottom texture 'WOOD21' on first side of linedef 4480
Unknown bottom texture 'WOOD21' on first side of linedef 4482
Line 4232's right edge is unconnected
Line 4233's right edge is unconnected

 

MAP46: I think this map is broken. When I press the first switch (guarded by 3 sargeants), I hear something moving, but nothing new opens when I go downstairs. I skipped this map.

 

MAP49: GZdoom reports this:
Unknown floor texture 'OBA_WAL6' in sector 51
Unknown floor texture 'OBA_WAL6' in sector 109
Unknown bottom texture 'OBA_WAL6' on second side of linedef 214
Unknown bottom texture 'OBA_WAL6' on second side of linedef 215
Unknown bottom texture 'OBA_WAL6' on second side of linedef 274
Unknown bottom texture 'OBA_WAL6' on second side of linedef 275
Unknown bottom texture 'OBA_WAL6' on second side of linedef 408
Unknown bottom texture 'OBA_WAL6' on first side of linedef 435

 

MAP50: GZdoom reports this:
(null): invalid ACS module

 

MAP52: lots of GZdoom warnings here:
 

Spoiler

Line 1601 has no first side.
Line 2868 has no first side.
Unknown ceiling texture 'A_DBRI2' in sector 4
Unknown ceiling texture 'A_CONCTE' in sector 6
Unknown ceiling texture 'A_DBRI2' in sector 7
Unknown ceiling texture 'A_CONCTE' in sector 8
Unknown ceiling texture 'A_DBRI2' in sector 47
Unknown ceiling texture 'A_DBRI2' in sector 77
Unknown ceiling texture 'A_DBRI2' in sector 78
Unknown ceiling texture 'A_DBRI2' in sector 182
Unknown ceiling texture 'A_DBRI2' in sector 183
Unknown ceiling texture 'A_DBRI2' in sector 185
Unknown ceiling texture 'A_DBRI2' in sector 186
Unknown top texture 'A_DBRI2' on second side of linedef 2
Unknown top texture 'A_DBRI2' on second side of linedef 8
Unknown bottom texture 'A_CONCTE' on second side of linedef 27
Unknown bottom texture 'A_DBRI2' on second side of linedef 29
Unknown top texture 'A_DBRI2' on second side of linedef 39
Unknown top texture 'A_DBRI2' on second side of linedef 40
Unknown top texture 'A_DBRI2' on second side of linedef 41
Unknown top texture 'A_DBRI2' on second side of linedef 44
Unknown top texture 'A_DBRI2' on second side of linedef 46
Unknown top texture 'A_DBRI2' on second side of linedef 48
Unknown top texture 'A_DBRI2' on second side of linedef 49
Unknown top texture 'A_DBRI2' on second side of linedef 50
Unknown middle texture 'SW1FSK3' on first side of linedef 111
Unknown middle texture 'A_CONCTE' on first side of linedef 202
Unknown middle texture 'SW1FSK3' on first side of linedef 203
Unknown middle texture 'SW1FSK3' on first side of linedef 204
Unknown middle texture 'SW1FSK3' on first side of linedef 205
Unknown middle texture 'A_CONCTE' on first side of linedef 206
Unknown top texture 'SW1FSK3' on second side of linedef 448
Unknown top texture 'SW1FSK3' on second side of linedef 462
Unknown top texture 'SW1FSK3' on first side of linedef 805
Unknown top texture 'SW1FSK3' on second side of linedef 903
Unknown top texture 'SW1FSK3' on first side of linedef 957
Missing texture 'A_DBRI2' is used 58 more times

 

MAP53: there are many unnecessary secret sectors leading to blue and red skull keys.

 

MAP56: lots of GZdoom warnings here:
 

Spoiler

Unknown top texture 'BRICKBLK' on first side of linedef 1612
Unknown bottom texture 'BRICKBLK' on second side of linedef 1612
Unknown top texture 'BRICKBLK' on first side of linedef 1613
Unknown bottom texture 'BRICKBLK' on second side of linedef 1613
Unknown top texture 'BRICKBLK' on first side of linedef 1614
Unknown bottom texture 'BRICKBLK' on second side of linedef 1614
Unknown top texture 'BRICKBLK' on first side of linedef 1615
Unknown bottom texture 'BRICKBLK' on second side of linedef 1615
Unknown top texture 'BRICKBLK' on first side of linedef 1616
Unknown bottom texture 'BRICKBLK' on second side of linedef 1616
Unknown top texture 'BRICKBLK' on first side of linedef 1617
Unknown bottom texture 'BRICKBLK' on second side of linedef 1617
Unknown top texture 'BRICKBLK' on first side of linedef 1618
Unknown bottom texture 'BRICKBLK' on second side of linedef 1618
Unknown top texture 'BRICKBLK' on first side of linedef 1619
Unknown bottom texture 'BRICKBLK' on second side of linedef 1619
Unknown top texture 'BRICKBLK' on first side of linedef 1620
Unknown bottom texture 'BRICKBLK' on second side of linedef 1620
Unknown top texture 'BRICKBLK' on first side of linedef 1621
Unknown bottom texture 'BRICKBLK' on second side of linedef 1621
Missing texture 'BRICKBLK' is used 68 more times

 

MAP57: I had chronic ammo shortages, although I feel I was supposed to avoid some fights? Meh, I don't like custom monsters anyway, so I skipped this map after I got the red key.

Share this post


Link to post

so turns out the final arena in my map had a inescapable pit that doesn't kill you (idk how i always manage to put one of these in every map)

fixed it and took the opportunity to add some minor aesthetic fixes and also added in enough ammo that you can get 100% kills without running out

CursedCathedral.rar

Share this post


Link to post

gzdoom_dWBIfe0Jfq.png.ba8a6395233c4a17cf60ef3f0ef9e5ed.png

This pops up when you load the wad in gzdoom. Probably not a good thing.
 

Also, for some reason, in the blood river section of my map, I hear some kind of computer ambient sound. I do not recall putting that sort of stuff in.

Edited by Jakub Majewski

Share this post


Link to post
4 hours ago, Jakub Majewski said:

gzdoom_dWBIfe0Jfq.png.ba8a6395233c4a17cf60ef3f0ef9e5ed.png

This pops up when you load the wad in gzdoom. Probably not a good thing.

 

I'll be honest, I have no clue how to fix that. That error originates from obake's map and somehow they have their sprites defined in their TEXTURES lump, which is something I legitimately hadn't seem before this. It doesn't seem to break anything though, so I just shrugged and moved on.

 

Quote

Also, for some reason, in the blood river section of my map, I hear some kind of computer ambient sound. I do not recall putting that sort of stuff in.

 

At a guess I'd say that actor numbers are clashing somewhere in the DECORATE. I'll do some digging.

Share this post


Link to post

MTICC_v3.zip

Fixed a texture bug and moved some ammo a little further away from a teleporter.

I also noticed that some textures and flats that should be animated were static. They're all OTEX - the teleport pads and coloured arrows.

If it helps, looking in SLADE at the latest version of the DMAX wad, it's these:

Textures:

OKQ_00_0

OKQ_02_0

OKQ_03_0

OKQ_04_0

In the OTEX wad these are:

OWRNGC10

OWRNGC30

OWRNGC40

OWRNGC50

 

Flats (same name in the OTEX wad):

OTLPTA11

OTLPTC00

OTLPTC10

Share this post


Link to post

Erm...

 

Spoiler

gzdoom_l0DQ3iJWtU.png.17a17bdb82edf0fee8a0b5646febec7a.pngScreenshot_Doom_20221203_122159.png.929d76e8a652c35b2073c6207f32605a.pngScreenshot_Doom_20221203_122544.png.53b74b04923fe09af74756620c485c1e.pngScreenshot_Doom_20221203_122702.png.1557578c5797fbfdc5fee9b7e0bf25c9.pngScreenshot_Doom_20221203_122854.png.5681d413b18c59eb5e385cc66d6656ec.png

 

In addition to the new texture problems, the problem regarding Between Levels in the jukebox became un-fixed again. What the heck happened?

Share this post


Link to post
On 12/4/2022 at 2:20 AM, Obsidian said:

Oh joy.

 

 

 

 

(I'll get 'er fixed, don't worry.)

 

And so I did! You can download 1.5 here.

 

And in case you were wondering @Jakub Majewski, that slew of errors came about because I thought I might've overlooked something when I was fixing the ambient sounds in your map and I replaced the version in the compilation with the latest version you sent me...which had those bugs you saw there, heh.

Share this post


Link to post

Update to my map. After watching Johnsuitepee stream I decided to make some improvements to my map. I hope it's okay.

Here it's: https://drive.google.com/file/d/1VlAEM0wH8EVLZ4cwg_vNp9nNBfo-kvfA/view?usp=share_link

Changelog:
- Added CC4-tex SKY2 to the wad as it was intended to use that (even if it looks bad anyways because silly fog bottom)
- Increased monster count in HMP and UV as it was too calm
- Brown Brick Area puzzle should be harder to skip now
- Added a secret and modified the last one a bit (it's still useless tho)
- Aligned textures. I hope I covered everything including those that weren't just press Ctrl+A in UDB
- Other minor changes I don't remember as usually happens with map updates

Share this post


Link to post

Well, I've checked my map on the 1.5 version.

 

Everything is fine, except for the ambient sound that's still present in the blood area. Also, the Between Levels in the jukebox is a song from MAP04, again.

 

I'm sorry if I am sounding pedantic, but I do want this project to end up as good as it possibly be, and probably, so do you and everyone else here. I would love to provide feedback on other maps as well, but the thing is, I don't know what the authors intended them to be like, and there is so many of the, so I can only encourage others mappers to test their maps here as well.

Share this post


Link to post

Upon checking my submission again, it appears that such a file is indeed defined and referenced to. Although it seems it may not have been included. Nonetheless, it's available here.

 

I don't remember putting that in, it's been about a year after all. A river flow is going to be better than computer sounds, lol.

BROOK1.7z

Share this post


Link to post

Alright, thank goodness, I thought I was going crazy trying to get it to work. :P

 

Alright, one last beta! The ambient sounds in MAP61 now work as they should, the MAP61 jukebox finally plays Between Levels (turns out you gotta compile the scripts in your map editor to make them actually work, derp) and Worm's update has been added. If there's nothing else too catastrophic I'll be sending this to the archives once the Cacowards drop.

Share this post


Link to post

I finished making videos of playthrough with all maps except the ones needed eternity and smack my marine.

I just downloaded Eternity Engine 4.02.00 but when I load this wad (with -file) It takes too long to load and somewhere at 80% seems to be stuck for ever and I have to close the engine. Am I using the wrong version? The engine loads normally with Doom 2 wad.

Share this post


Link to post
9 hours ago, Optimus said:

I just downloaded Eternity Engine 4.02.00 but when I load this wad (with -file) It takes too long to load and somewhere at 80% seems to be stuck for ever and I have to close the engine. Am I using the wrong version? The engine loads normally with Doom 2 wad.

 

You aren't using the wrong version, don't worry! Unfortunately the large amount of PNGs in the compilation makes Eternity load incredibly slowly despite the PNGs not actually being used in non-GZDoom maps. It's a bug I'm aware of and sadly not one I can remedy, that's just how Eternity manages PNGs.

 

Oh yeah, and Smack My Marine Up was included as a joke, no-one actually submitted a map for that. :P

Share this post


Link to post

That's cool :) Cheers! 👍
Here's hoping I don't make any mistakes on the next one lol 😅
That end of year deadline is drawing nigh and I'm still working on it lol.

Share this post


Link to post

Saw this in Newstuff. Congrats! Looking forward to playing it.

 

Saw two things in the wad.

There are two MAP06. The second has less 'Things'; might be an older version.

The Musinfo refers to a D_26MUS; the music is named D_27MUS.

 

Tried to send a message; not sure it sent.

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
×