Jark Posted February 28 (edited) (Graphic by Man With Gun) Greetings one and all, My wonderful co-host @Pegleg and I, are rather happy to announce that the Modest Mapping 2: Wretched Coven public beta (or RC1) is now available! This project started back in June of 2020 with these notable challenges for mappers: - Must be vanilla compatible - 40 Sectors Max (including joining) - 5 Monster Types Max - No SSG (until Episode 3 :) ) As well as a few other more utility oriented rules. The WAD uses a combination of GothicTX and Greenwar2TX (included) and is a full 32 map megawad with three episodes. The project aims to be Chocolate Doom-compatible* and Co-op compatible**. Jumping and crouching would break most maps as they were designed with vanilla movement, thus both have been disabled. Freelooking is fine. Prologue (yes, there is a plot): Spoiler A few years have passed since your previous interaction with the underworld, the peace humanity had enjoyed since the downfall of the demonic invasion was however (and predictably), not to last. A wretched coven comprised of the last six cyberdemons, took leadership of Hell after the Icon of Sin's demise. The coven took steps to make sure this time their plans would not be foiled by the likes of you. Mustering all of hell's combined strength, the Coven sent you into the future so that nothing would stand in their way - After your disappearance, armies of demons soon invaded Earth once more and easily conquered it. Stuck in the future with only your wits and trusty pistol, you must defeat the coven and reverse all the suffering and torment that has been caused since your untimely time travel. This might prove tricky however, as the coven have you imprisoned in the dungeon. Well, you think it's about time you made your escape. Good luck! The following spoilers contains screenshots for each map that is included in the WAD and who made them! (Map and music credits also included in MM2README) Episode 1: Cages Cannot Hold Their Foe Spoiler MAP01: "One Man Riot" - @Jark Map02: "Irradiated Flow" - @Alper002 Map03: "Indiana Bones" - @Zillah Map04: "Fortress of Affliction" - @Blue_Juice_ Map05: "Dire's Keep" - @MikeyScoots Map06: "The Invaded Castle" - @xxWeNxx Map07: "Inner Bailey" - @Solmyr Map08: "Blood Tower Keep" - @Pegleg Map09: "Lux Duritiae" - @Austinado Map10: "Machine of Kings" - @Mojius Map11: "Priory Primordium" - @PasokonDeacon Episode 2: Avenging the Past Spoiler Map12: "Earthquake Zone" - @joe-ilya Map13: "Breaker" - @wolfmcbeard Map14: "Bridges to Engimatica" - @BluePineapple72 Map15: "Zone Tech Command" - @Pegleg Map16: "Creature Analysis" - @Horus Map17: "Dampened Territory" - @HUNdebLeonidasX Map18: "Blast Radius" - @Jark Map19: "BFG Entitlement Complex" - @aletheos eberlain Map20: "Industrial Decay" - @DukeOfDoom Episode 3: The Wretched Domain Spoiler Map21: "Cost of Knowledge" - @Black Shuck 97 Map22: "Brimstone Blasphemy" - @LateNightPerson Map23: "Hell Freezes Over" - @DynamiteKaitorn Map24: "The Cellar" - @Pierrot Map25: "Bloodfalls" - @joe-ilya Map26: "The Damned Demense" - @LateNightPerson Map27: "Halls of Perdition" - @SiMpLeToNiUm Map28: "Splatterhouse" - @LowGcifer Map29: "Legacy of Woe" - @joepallai Map30: "Temple of the Unholy Trinity" - @MAN_WITH_GUN Secret Maps: Spoiler Map31: "Prisoner of Illusions" - @ViolentBeetle Map32: "Into Belly's Beast" - @Walter confetti Please note that this is a public beta and thus there could be issues we have not found. If you find some bugs or have feedback, we'd appreciate it if you could post a message on this thread or on the Modest Mapping Discord: https://discord.gg/2TJbPej Supported Ports (not exhaustive): - Chocolate Doom* - Crispy Doom - Zdaemon** - Odamex** - Zandronum** - Pr/GlBoom+ - Eternity Engine - k8vavoom - Zdoom Unsupported Ports (not exhaustive): - DOS Download: https://www.mediafire.com/file/93m4jp6z01bysmt/MM2WC.RC1.zip/file *Chocolate Doom info: Vanilla savegame limit must be disabled in Chocolate Doom Setup > Compatibility, as some maps are quite large and cause save crashes with the limit in place. Larger maps are also prone to sprite flickering. There is also a slight issue with Map30 with saving and loading causing Cyberdemons to get stuck in closets, will be fixed in RC2 and doesn't softlock map. Please also load the wad with -file not -merge, this is included in the provided batch file. Unzip the ZIP into your Chocolate Doom directory (folder) and run the .bat which will automatically load the wad and dehacked correctly. **Co-op info: Please note that the set is made with single player in mind. The WAD should work in Co-op with no softlocks, although this needs further testing. Edited March 30 by Jark 44 Share this post Link to post
BluePineapple72 Posted February 28 Woot! It's finally out! Huge pleasure to be a part of this. Super high quality megawad. 2 Share this post Link to post
SiMpLeToNiUm Posted February 28 YEEEES!!! A fantastic set and monumental fun to work on! 3 Share this post Link to post
MAN_WITH_GUN Posted February 28 Nice, it's time to do some modest runs 💪👀 2 Share this post Link to post
Austinado Posted February 28 Nice...! One day i will stream the hole thing...i heard map 09 is the weakest :D 2 Share this post Link to post
NuMetalManiak Posted February 28 (edited) Liking the levels so far. How do you get the key in MAP05? Looks like the bars didn't lower all the way there so I had to cheat to get the key. Edit thanks for the response but I have another (may not be a bug but I dunno) MAP07: Teleport destination 251 only flagged on hard. Also I think it could be possible to enter linedef 749 before the arachnotron/hell knight gets to it and teleport to the exit early. MAP09: Teleport destination 325 not flagged for easy. MAP10: Demons 175 and 89 flagged deaf in a teleporter closet. MAP14: Teleport destination 211 only flagged for hard, several monsters cannot teleport in. MAP21: Random BFG (thing 556) out in the lava. Edited February 28 by NuMetalManiak : more more more more more more more more more more more more more more more more more more 1 Share this post Link to post
Jark Posted February 28 (edited) 19 hours ago, NuMetalManiak said: Liking the levels so far. How do you get the key in MAP05? Looks like the bars didn't lower all the way there so I had to cheat to get the key. Upon checking, looks like we have the first bug! I will fix this immediately, thank you NuMetalManiak for reporting this early on. EDIT: Link has been updated with fixed version, I apologise for quite the oversight. EDIT EDIT: I will see about those other issues in a moment. EDIT EDIT EDIT: I believe the Map07 difficulty based teleporters are intentional. Map09 and Map10 have been updated. EDIT 4: Map14 updated (I am updating the original download with each of these changes, so to those reading these issues have been fixed) EDIT 5: Map21 BFG is confirmed intentional. A little joke. Edited March 1 by Jark : Thanks NuMetalManiak 2 Share this post Link to post
MAN_WITH_GUN Posted February 28 41 minutes ago, Austinado said: Nice...! One day i will stream the hole thing...i heard map 09 is the weakest :D Shut up, they just sooo jealous to your maps 💪👀 4 Share this post Link to post
Endless Posted February 28 I'm about to modestly play all this. Awesome work. 2 Share this post Link to post
Walter confetti Posted February 28 Great to see that this thing is out! 3 Share this post Link to post
MidnightMage Posted February 28 Whoa! The screenshots for this look beautiful! I am excited to give this a whirl! 2 Share this post Link to post
wolfmcbeard Posted February 28 Glad to see this today, so many good maps, glad I had a chance to contribute. 4 Share this post Link to post
NuMetalManiak Posted February 28 I can't even edit my previous post anymore but I got through it. Awesome job overall and MAP14 was most memorable as a puzzle map. 2 Share this post Link to post
Jark Posted February 28 1 minute ago, NuMetalManiak said: I can't even edit my previous post anymore but I got through it. Awesome job overall and MAP14 was most memorable as a puzzle map. Thank you very much for your quick, helpful work. Also you're quite the doomer as you beat the whole wad in around 4 hours! 2 Share this post Link to post
PasokonDeacon Posted March 1 (edited) Glad to have participated! I'll be streaming the whole set at some point once I've got all that ready. Working under these limitations really helped me learn how to plan ahead for later maps of this size and high concept. Edited March 1 by PasokonDeacon 4 Share this post Link to post
RonnieJamesDiner Posted March 1 This looks awesome, congrats on the release! 2 Share this post Link to post
Solmyr Posted March 1 Congratulations on the release of this awesome sequel of the original MMC megawad. 5 hours ago, Jark said: I believe the Map07 difficulty based teleporters are intentional. Those difficulty flagged teleport destinations are indeed intentional. 2 Share this post Link to post
Steve88 Posted March 1 Nice work everyone looking forward to playing this! 2 Share this post Link to post
Black Shuck 97 Posted March 1 It’s been an honor to be part of this wonderful project. I personally had my fair share of problems with Vanilla rules much like everyone else. However this group was much like a band of marines/family who always helped their fellow brother up. So by the end we all came out learning something, and for others we made new friends. 7 Share this post Link to post
Horus Posted March 1 (edited) I echo what my fellow mappers have said so far, it was great to participate in this project, and equally great to see it released! I'd played most of the maps back when they were submitted, but there were a few submitted later on that I'd missed (maps 8,18,27,28), so I've recorded them and posted them in spoilers. I'd clearly missed out as all of them were enjoyable, especially map 18. I died a lot on map 27 haha - I slowly got better at it as time went on though. A couple of things I noticed: Map 8 - Texture misalignment at 0:35, Midtex didn't fall with the platform at 8:00 (I think this is solvable by lower unpegging the midtex linedefs) Map 28 - A couple of monsters failed to teleport outside their closet Spoiler Map 8 Map 18 Map 27 Map 28 7 Share this post Link to post
SiMpLeToNiUm Posted March 2 Thanks for the playthrough @Horus! Enjoyed watching it 3 Share this post Link to post
Austinado Posted March 2 Hello guys, streaming MMII now, feel free to join! https://www.twitch.tv/austinado_ 2 Share this post Link to post
Austinado Posted March 3 Hello guys, streaming MMII (from Map10), feel free to join! https://www.twitch.tv/austinado_ 1 Share this post Link to post
Keyboard_Doomer Posted March 18 (edited) On 2/28/2021 at 6:50 PM, Jark said: **Co-op info: Please note that the set is made with single player in mind. The WAD should work in Co-op with no softlocks, although this needs further testing. Hello there. Sounds like there might be a job for us to do so we're here to break the maps and your dreams and hopes help and of course we'd be glad to see you join us! First half of the wad on Thursday Night Survival today, the session starts at 19:00 GMT/14:00 EDT and you can expect it to be fairly active for 4+ hours. Some coop issues I already noticed (you don't need to fix these right now, I will take care of them for the session): - MAP03 has 2 player 2 starts and 0 player 3 starts (this will result in a voodoo doll in coop) - MAP13 has 3 player 2 starts and 0 player 3-4 starts - Some maps don't have each (or any) of player 2-4 starts: MAP01, MAP04, MAP09, MAP10, MAP14, MAP19. This is not an issue for ZDaemon but since you want to support Chocolate Doom and other ports it is an issue there. - The mandatory archvile jumps in MAP32 can be an issue for a public multiplayer session like this but I think if there will be a need for that we're going to solve that just by allowing jump (for that map only). Edited March 18 by Keyboard_Doomer 2 Share this post Link to post
Jark Posted March 18 8 hours ago, Keyboard_Doomer said: Hello there. Sounds like there might be a job for us to do so we're here to break the maps and your dreams and hopes help and of course we'd be glad to see you join us! First half of the wad on Thursday Night Survival today, the session starts at 19:00 GMT/14:00 EDT and you can expect it to be fairly active for 4+ hours. Some coop issues I already noticed (you don't need to fix these right now, I will take care of them for the session): - MAP03 has 2 player 2 starts and 0 player 3 starts (this will result in a voodoo doll in coop) - MAP13 has 3 player 2 starts and 0 player 3-4 starts - Some maps don't have each (or any) of player 2-4 starts: MAP01, MAP04, MAP09, MAP10, MAP14, MAP19. This is not an issue for ZDaemon but since you want to support Chocolate Doom and other ports it is an issue there. - The mandatory archvile jumps in MAP32 can be an issue for a public multiplayer session like this but I think if there will be a need for that we're going to solve that just by allowing jump (for that map only). I look forward to a crippling amount of bugs being found it! Seriously though, the team and I appreciate the testing, so that the product will be 1.0 ready. 1 Share this post Link to post