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

[Now on IDGAMES, properly this time] Skulltiverse: A spiritual sequel to Hellevator. [Boom speedmapping community project]

Recommended Posts

2 minutes ago, Keyboard_Doomer said:

Thanks for the updated version. However, I noticed the elevator ding in MAP32 seems to have stopped working now. I'm guessing that was not intended?

Presumably. I guess I added in a fixed version with no ding-maker. I'll check in a moment, but to not bother with re-downloading, you can just put keen in the lift.

Share this post


Link to post
22 minutes ago, Keyboard_Doomer said:

Thanks for the updated version. However, I noticed the elevator ding in MAP32 seems to have stopped working now. I'm guessing that was not intended?

The good news is that I went and check the map. It seems that everything, other than the elevator sound, is in order and should work as designed.

Share this post


Link to post

Apologies if this is already known/fixed, but there seems to be a bit of a mixup with m27/28. In the intermission screens and textfile, m27 is called Void Hydroprocessing II by RivitheWarlock and 28 is called The Last Ruin by muumi. In-game in the automap, it's the other way around, which I'm guessing is correct.

Share this post


Link to post
3 hours ago, Not Jabba said:

Apologies if this is already known/fixed, but there seems to be a bit of a mixup with m27/28. In the intermission screens and textfile, m27 is called Void Hydroprocessing II by RivitheWarlock and 28 is called The Last Ruin by muumi. In-game in the automap, it's the other way around, which I'm guessing is correct.

Yeah, was fixed some time ago, you must be using the older version.

Share this post


Link to post

Ah, very nice, the difficulty progression wasn't as uniform as in Hellevator, but still a great mod nonetheless! I played v4.0701 on UV in GZdoom 4.5.0 and I encountered some bugs, though:

 

MAP12: there is not enough ammo on UV. Even when I used god mode and killed monters from point-blank range, I exitted the map with mere 14 shells. Some ammo could be conserved via monster infighting, but it would be a tedious chore due to map layout.

 

MAP14: there is thin U-shaped HOM in the "glass" that covers the heart pillar above the exit. I think it's sector 90, see the screenshot below.

 

MAP16: for some arcane reason, about 10 monsters haven't teleported from sector 364. They never became active and then got stuck in sector 366. But when I noclipped there, they saw me and started to slowly teleport out when they walked around.

 

MAP29: imp 166 never teleported into playable areas becuase there is no sector with tag 33.

 

MAP31: I run out of ammo in this map. I actually completed it, the only thing remaining was the red keycard for the secret exit. But when I grabbed it, I was unable to deal with the monsters that appeared. There were lots of archviles in the map and I got unlucky with several of them - they resurrected too many monsters, draining me of ammo. I found all the secrets, but they didn't help.

 

And GZdoom reports quite a lot of geometry issues in some maps:


 

Spoiler

 

----------------------------------------

MAP05 - 05. Green Tech's Embrace

Line 3952 has no first side.
Line 3962 has no first side.
Line 3963 has no first side.
Line 3964 has no first side.
Line 3965 has no first side.
Line 3966 has no first side.
Line 3967 has no first side.
Line 3968 has no first side.
Line 3969 has no first side.
Line 3970 has no first side.
Line 3971 has no first side.
Line 3972 has no first side.
Line 3973 has no first side.
Line 3974 has no first side.
Line 3975 has no first side.
Line 3976 has no first side.
Line 3977 has no first side.
Line 3978 has no first side.
Line 3979 has no first side.
Line 3980 has no first side.
Line 3981 has no first side.
Line 3982 has no first side.
Line 3983 has no first side.
Line 3984 has no first side.
Line 3985 has no first side.
Line 3986 has no first side.
Line 3987 has no first side.
Line 3988 has no first side.
Line 3989 has no first side.
Line 3990 has no first side.
Line 3991 has no first side.
Line 3992 has no first side.
Line 3993 has no first side.
Line 3994 has no first side.
Line 3995 has no first side.
Line 3996 has no first side.
Line 3997 has no first side.
Line 3998 has no first side.
Line 3999 has no first side.
Line 4000 has no first side.
Line 4001 has no first side.
Line 4002 has no first side.
Line 4003 has no first side.
Line 4004 has no first side.
Line 4005 has no first side.
Line 4006 has no first side.
Line 4007 has no first side.
Line 4008 has no first side.
Line 4009 has no first side.
Line 4010 has no first side.
Line 4011 has no first side.
Line 4012 has no first side.
Line 4013 has no first side.
Line 4014 has no first side.
Line 4015 has no first side.
Line 4016 has no first side.
Line 4017 has no first side.
Line 4018 has no first side.
Line 4019 has no first side.
Line 4020 has no first side.
Line 4021 has no first side.
Line 4022 has no first side.
Line 4023 has no first side.
Line 4024 has no first side.
Line 4025 has no first side.
Line 4026 has no first side.
Line 4027 has no first side.
Line 4028 has no first side.
Line 4029 has no first side.
Line 4030 has no first side.
Line 4031 has no first side.
Line 4845 has no first side.
Line 3952's right edge is unconnected
Line 3966's right edge is unconnected
Line 3969's right edge is unconnected
Line 3970's right edge is unconnected
Line 3974's right edge is unconnected
Line 3975's right edge is unconnected
Line 3976's right edge is unconnected
Line 3978's right edge is unconnected
Line 3981's right edge is unconnected
Line 3991's right edge is unconnected
Line 3994's right edge is unconnected
Line 3995's right edge is unconnected
Line 3999's right edge is unconnected
Line 4000's right edge is unconnected
Line 4001's right edge is unconnected
Line 4002's right edge is unconnected
Line 4008's right edge is unconnected
Line 4017's right edge is unconnected
Line 4018's right edge is unconnected
Line 4021's right edge is unconnected
Line 4028's right edge is unconnected
Line 4845's right edge is unconnected

----------------------------------------

MAP10 - 10. Terminal Decay

Line 1029 has no first side.
Line 1047 has no first side.

----------------------------------------

MAP12 - 12. Ruins

Unknown middle texture 'INTSKY10' on first side of linedef 1526
Unknown middle texture 'INTSKY10' on first side of linedef 1527
Unknown middle texture 'INTSKY10' on first side of linedef 1528
Unknown middle texture 'INTSKY10' on first side of linedef 1630
Unknown middle texture 'INTSKY10' on first side of linedef 1631
Unknown middle texture 'INTSKY10' on first side of linedef 1632
Unknown middle texture 'INTSKY10' on first side of linedef 1851
Unknown middle texture 'INTSKY10' on first side of linedef 1897
Unknown middle texture 'INTSKY10' on first side of linedef 1899
Unknown middle texture 'INTSKY10' on first side of linedef 1900
Unknown middle texture 'INTSKY10' on first side of linedef 2171
Unknown middle texture 'INTSKY10' on first side of linedef 2386
Unknown middle texture 'INTSKY10' on first side of linedef 2387
Unknown middle texture 'INTSKY10' on first side of linedef 2388
Unknown middle texture 'INTSKY10' on first side of linedef 2390
Unknown middle texture 'INTSKY10' on first side of linedef 2391
Unknown middle texture 'INTSKY10' on first side of linedef 2543
Unknown middle texture 'INTSKY10' on first side of linedef 2545
Unknown middle texture 'INTSKY10' on first side of linedef 2598
Unknown middle texture 'INTSKY10' on first side of linedef 2599
Missing texture 'INTSKY10' is used 1 more times

----------------------------------------

MAP15 - 15. A Crack in the Skull

Line 463 has no first side.
Line 9457 has no first side.
Line 9522 has no first side.
Line 9772 has no first side.
Line 9908 has no first side.
Line 10285 has no first side.
Line 10841 has no first side.
Line 10842 has no first side.
Line 14070 has no first side.
Line 14071 has no first side.
Line 463's right edge is unconnected
Line 9457's right edge is unconnected
Line 9522's right edge is unconnected
Line 9772's right edge is unconnected
Line 9908's right edge is unconnected
Line 10285's right edge is unconnected
Line 10841's right edge is unconnected
Line 10842's right edge is unconnected
Line 14070's right edge is unconnected
Line 14071's right edge is unconnected

----------------------------------------

MAP26 - 26. Beyond Life

Line 219 has no first side.
Line 5155 has no first side.
Line 219's right edge is unconnected
Line 5155's right edge is unconnected
----------------------------------------

MAP27 - 27. Last Ruin

Line 3684 has no first side.
Line 3684's right edge is unconnected
----------------------------------------

MAP28 - 28. Void Hydroproccessing II

Line 7853 has no first side.
Line 7854 has no first side.
Line 7855 has no first side.
Line 7856 has no first side.
Line 7857 has no first side.
Line 7858 has no first side.
Line 7859 has no first side.
Line 7860 has no first side.
Line 7854's right edge is unconnected

----------------------------------------

 

 

 

Screenshot_Doom_20210702_221544.png

Share this post


Link to post
38 minutes ago, Caleb13 said:

MAP14: there is thin U-shaped HOM in the "glass" that covers the heart pillar above the exit. I think it's sector 90, see the screenshot below.

Thank you for your feedback. That one is already fixed, that was a wrong version submission on my part. Funnily enough PRBoom+ worked fine so I missed it before.

Share this post


Link to post

Wad has been updated to v5. Better closets, fixing possibly sequence breaks, other bugs. This was primarily to adress multiplayer session organized by @Keyboard_Doomer doomer, including some anticipation of what might come up in the future.

Notable change - death detectors on MAP20 and MAP30 are now powered by Nazis. This should ensure better compatibility compared to decorations.

Consequently, dehacked patch was implemented to not have Nazis contribute to monster count.

 

@Caleb13 Thanks for detailed report. Some closeting issues been adressed. For ammo count, I didn't have much problems personally, some mappers just like to apply pressure like that.

Share this post


Link to post

Another update, because I forgot what day it was and rushed previous one.
This one offers some rebalancing and multiplayer-friendliness to MAP17, and fixes some more bugs.

Share this post


Link to post

Here to report a Bug. Playing on GZDoom if it matters. If you strafe jump to the window shown on map 15 and make it through the window it throws you back into the past (im assuming the gimmick of this map is past isnt destroyed and future is if i've interpreted this right lol) then you fall through the floor of the map into a room where imps destined to teleport in at some point are stored.

Doom 1.jpg

Doom 2.jpg

Doom 3.jpg

Share this post


Link to post
On 7/11/2021 at 2:32 PM, ViolentBeetle said:

It was supposed to be fixed. Are you using the newer version?

I downloaded it from here on the weekend, the version i got is "27.06" well thats what the file says, is this the wrong one? also how do i finish map 19?? i've got the blue key pressed the blue key switch, killed all enemies and im really struggling to find any other switches to press but these bars are still here. cant find whatever it is i missed for the life of me (hoping i dont have an old version and its a fixed bug lol)

20210714111434_1.jpg

Share this post


Link to post
7 minutes ago, Bozzy said:

I downloaded it from here on the weekend, the version i got is "27.06"

Yeah, 27.06 is the date of upload, there's been some fixes since.

 

As for MAP19, the blue switch raises a step next to it - so you could climb to the portal from where you first dropped down. I believe bars were supposed to go down as well but it was overlooked - and it was fixed by the mapper but not yet uploaded here.

 

Share this post


Link to post
6 minutes ago, ViolentBeetle said:

Yeah, 27.06 is the date of upload, there's been some fixes since.

 

As for MAP19, the blue switch raises a step next to it - so you could climb to the portal from where you first dropped down. I believe bars were supposed to go down as well but it was overlooked - and it was fixed by the mapper but not yet uploaded here.

 

Took me a while to understand what you meant by that step but yes i got the map finished thank you, and sorry for posting a bug that's already fixed my bad. I had to cheat to get the yellow skull key on Map 15 after an hour thats the 1 part i couldnt figure out :p but im really bad at finding secrets so think thats on me lmao

Share this post


Link to post
11 minutes ago, Bozzy said:

I had to cheat to get the yellow skull key on Map 15 after an hour thats the 1 part i couldnt figure out :p but im really bad at finding secrets so think thats on me lmao

You can't actually get yellow skull, it's a trick.

Instead you need to go back to the future where yellow bars are broken and you can get in.

Share this post


Link to post
27 minutes ago, ViolentBeetle said:

You can't actually get yellow skull, it's a trick.

Instead you need to go back to the future where yellow bars are broken and you can get in.

ill have to go back to the level to get what you mean, i was just trying to activate the switch to access the red skull key guess i misunderstood the task somewhere, ill go back and play around on that level and see if i get what you mean later on. Its too big brain for my small pea brain lol

Share this post


Link to post

 

1 hour ago, Bozzy said:

ill have to go back to the level to get what you mean, i was just trying to activate the switch to access the red skull key guess i misunderstood the task somewhere, ill go back and play around on that level and see if i get what you mean later on. Its too big brain for my small pea brain lol

 

1 hour ago, ViolentBeetle said:

You can't actually get yellow skull, it's a trick.

Instead you need to go back to the future where yellow bars are broken and you can get in.

 Oh man that yellow skull key on Map15 is such a troll. @El Inferno being evil. In the best way. ;-)

 

 

2 hours ago, Bozzy said:

also how do i finish map 19?? i've got the blue key pressed the blue key switch, killed all enemies and im really struggling to find any other switches to press but these bars are still here. cant find whatever it is i missed for the life of me (hoping i dont have an old version and its a fixed bug lol)

Sorry about that! Every playtester I saw tried what you did and somehow I didn't manage to get the fix in for beta. My fault!

Share this post


Link to post

Me again sorry lol im still on the older version as im not a pistol starter and dont want to start again, in this older version was there a problem with map 28 at the part screenshotted? i cant find a way to progress at all. looks like a switch in the lower water area thats blocked by a fence and the only lift that lowers on the left of the screenshot doesnt take you high enough to go anywhere. Wondering if im dumb missing something or if its a bug in this version thats fixed in a later one?

20210719185653_1.jpg

Share this post


Link to post

 

25 minutes ago, Bozzy said:

Me again sorry lol im still on the older version as im not a pistol starter and dont want to start again, in this older version was there a problem with map 28 at the part screenshotted? i cant find a way to progress at all. looks like a switch in the lower water area thats blocked by a fence and the only lift that lowers on the left of the screenshot doesnt take you high enough to go anywhere. Wondering if im dumb missing something or if its a bug in this version thats fixed in a later one?

 

The platform in front of you (where you can see the bfg) should be now usable. It is a lift that takes you where you want to be.

Share this post


Link to post
4 minutes ago, Shawny said:

 

 

The platform in front of you (where you can see the bfg) should be now usable. It is a lift that takes you where you want to be.

yeah thats what i thought but it doesnt take my high enough to go anywhere, its like this when i go up, only gets me this high

20210719193139_1.jpg

Share this post


Link to post

That's pretty weird, I never seen this kind of thing before.

Have you called it down prematurely or something, perhaps? Or it just stopped on its own?

 

Edit: I think I know what happened, this kind of outcome would happen if you press the switch that raises it before water fully lowers. It then go up to the height of the water, due to it being the next higher floor. Will be easy to fix.

Share this post


Link to post

either way seems i cant progress guess ill noclip my way up for now :p and download the latest version when i finish the wad lol.

Share this post


Link to post
Just now, Bozzy said:

either way seems i cant progress guess ill noclip my way up for now :p and download the latest version when i finish the wad lol.

If you have a save at the start of the level, you can replay it and just wait until water fully lowers - that should do fine. The next update will include a fix for water lift's target.

Share this post


Link to post

Really liked World's End, map 29 that was creative and something i'd never seen before. For me that was the highlight. Just finished the megawad really good stuff :)

Share this post


Link to post

An update to V8 (I think, I lost count) - almost a release candidate.

The fixes were mostly minor, a slime trail there, a softlock here.

MAP28 saw its plasma moved to prevent you from droppibg into imp pit without it.

 

The wad now has MAPINFO splitting it into 3 episodes, but without much difference. Oh, and the large letters and numbers are now blue - nabbed from Microslaughter. Please report if you have troubles reading intermission screen.

 

UPD: I hate to reupload because it didn't occur to me that MAPINFO doesn't feel like using default sky value unless told to. Just why?

Edited by ViolentBeetle

Share this post


Link to post

Release Candidate 1 is now here:

  • Some more issues fixed in maps, such as softlocks in MAP10
  • Difficulty levels added where they were missing
  • Status bar has been painted blue
  • Letters and numbers on intermission and status bar are now grey, so they are actually visible
  • UMAPINFO implemented so episodes can be selected
  • Still waiting on the logo

Due to various inconsistency between ports there are some issues in UMAPINFO

  • PrBoom+ 2.5.1.7 sinply won't start a game. It's an outdated version though.
  • PrBoom+ 2.6um, current release will not clear "MAP01" label from the maps set in UMAPINFO, which would be 1, 12 and 21. I was told it will be fixed in the next version.
  • DSDA Boom port works like it should.

I still think it might be more trouble than it's worth, just to let player select an episode. It all started with just trying to disable jumping and crouching via ZMAPINFO and UMAPINFO was added for consistency. I might delete it or move to separate wad for those who care.

Share this post


Link to post

Diving in to play this soon. Hellevator was great although some maps were a bit on the tepid side difficulty-wise. Hoping this one will be more bloody :D

Share this post


Link to post

We are now on idgames. Doesn't seem like it made it on doomworld frontend though. (Update: Now it did, link updated to more convenient page)

 

Some time later I'm planning to write a little bit on some of the highlights of the wad from my point of view.

Edited by ViolentBeetle

Share this post


Link to post

Hi. I think map 7 is bugged. Once I kill the mancubi in the pit nothing happens (playing on UV, zdoom 2.8.1, no mods).

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
×