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MFG38

[FINAL] Literalism (Release Thread)

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Crippling Vestiphobia by @muumi  is by far my favourite.

Lunar Chasm by @Danlex is close second, but it misses a climax like number one + the tight plattform section, where you become a clay pidgeon for 3E^10 demons is just not fun

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and here is my playthrough of rest of the wad

 

map18

 

 

map19


btw that doomcute toaster was best thing I have seen in doom for a while!

map20

 

 

map21

 

 

map22

 

 

map23

 

 

map24

 

 

map25


I did not understand the exit, does it work as intended?

 

map26

 

 

Edited by muumi

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47 minutes ago, muumi said:

 

map19


btw that doomcute toaster was best thing I have seen in doom for a while!

 

*Mapper makes a giant map with 200+ shootable walls, an Archvile breaking through a wall, and an entire house collapsing around the player*

 

Player: This toaster sure is cute!

 

 

But seriously, thanks for playing man. I see you found some bugs, including an inescaple pit. I fixed like 10 of those but I guess I missed one. This map was way too big and ambitious to make. I really should have scaled it down. 

 

Btw, that secret platform you were trying to reach just has a few health potions. Nothing worthwhile. But people kept trying to reach it so I made it a secret.

The way to get to it is by jumping, walking over shootable walls (without shooting them), using a rocket jump, or some very, very difficult platforming. 

 

 

 

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11 hours ago, muumi said:

and here is my playthrough of rest of the wad

 

map18

 

 

Well done! To anyone playing this for the first time, I highly recommend HNTR. UV lays some extra traps designed to confound the player's expectations from playing on lower difficulties, and is intended as more of a bonus challenge like the way Ribbiks does it most of the time. 

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Hello!
I've been meaning to do speedrun demos of this wad and post them on DSDA, although in this case that isn't possible because the same rules apply, proprietary id Software stuff cannot be illegally hosted there either (just like /idgames). Would it be possible to fix this by simply replacing the Doom 1 patches, flats and textures from the maps that contain them? I've also gotten word that there are certain tools to automate this to make it easier. This would both ensure an /idgames release and also a possibilty for me to do my speedruns and have them kept in the books.

Whether it's a yes or no, I'd appreciate a reply and perhaps some more info on this.
I've also talked about this wad in particular in the speedrunning Discord and the DSDA site hosts could strip the Doom 1 resources from the wad and upload something that would work there, although of course more info on everything Doom 1 would be needed to be provided, and of course it would only mean a DSDA site upload.

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Played Map06. Not a fan that the Red Key Switch seems to lead you to the start to create confusion. It's a pretty great map, although I would appreciate more if you're forced to the fight the Cyber on the thin ledges without giving you the option to telefrag him.

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31 minutes ago, Daniel, the NCR Veteran said:

Hello!
I've been meaning to do speedrun demos of this wad and post them on DSDA, although in this case that isn't possible because the same rules apply, proprietary id Software stuff cannot be illegally hosted there either (just like /idgames). Would it be possible to fix this by simply replacing the Doom 1 patches, flats and textures from the maps that contain them? I've also gotten word that there are certain tools to automate this to make it easier. This would both ensure an /idgames release and also a possibilty for me to do my speedruns and have them kept in the books.

Whether it's a yes or no, I'd appreciate a reply and perhaps some more info on this.
I've also talked about this wad in particular in the speedrunning Discord and the DSDA site hosts could strip the Doom 1 resources from the wad and upload something that would work there, although of course more info on everything Doom 1 would be needed to be provided, and of course it would only mean a DSDA site upload.

@MFG38 Why not just make some trivial modifications to the offending textures so they qualify as new material? E.g. swapping some colours for slightly different shades. 

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16 hours ago, Krull said:

Why not just make some trivial modifications to the offending textures so they qualify as new material? E.g. swapping some colours for slightly different shades. 

 

Hey yeah, that's an idea. I'll see what I can come up with.

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38 minutes ago, Caleb13 said:

I know it's too late, but there is a large HOM in MAP23. It becomes visible when you use lift sector 161.

 

I thought I pushed out an update to fix that. Or are you playing an older version, perhaps?

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Feels good a project my humble contribution is in has been mentioned in this year's Cacowards.

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4 minutes ago, SilverMiner said:

Map10 lacks "DOPEFISH" and Map25 lacks "N5META56" textures. I have no idea where to get these

 

Neither do I. Neither texture ever appeared in any .wad file that was sent to me back during development.

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@MFG38 mummi found that the random monster generator broke and if it is okay i am going to see if i can fix or just remove it. it was a spur of the momment thing.

 

-e1 or this is uploaded to id archives already or is there an overzelous editor on the wiki?

 

-e2. i think i know what happened. I forgot to link two sectors with sound, it is a simple fix but ill wait on your okay.

Edited by NeedHealth

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On 12/17/2021 at 1:28 PM, MFG38 said:

 

Neither do I. Neither texture ever appeared in any .wad file that was sent to me back during development.

 

I found a dopefish patch in one of my folders, but I don't know where I ripped it from.

 

The N5METAxx is from the @NiGHTMARE texture wad nb5texd2, but the numbers only go up to 54. There is no N5META56, unless he added patches to it for some other project since 2002.

DOPEFISH.png

 

Edit: I forgot to look in the Texture1. N5META56 is a combo of two patches. And I forgot to post the link for the wad. Holiday brain-fry.

 

https://www.realm667.com/index.php/en/downloads/texture-stock/199-5th-episode-texture-pack

Edited by EffinghamHuffnagel

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On 12/10/2021 at 4:31 PM, Pistoolkip said:

we got a mention in the "21 more for '21"

holy shit i feel so special, even if my map did kinda suck. i actually contributed to something for once ;-;

Edited by roadworx

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15 hours ago, NeedHealth said:

mummi found that the random monster generator broke and if it is okay i am going to see if i can fix or just remove it.

 

Yeah, go ahead.

 

11 hours ago, EffinghamHuffnagel said:

I found a dopefish patch in one of my folders

[...]

N5META56 is a combo of two patches.

 

Thanks! I'm amazed how it never occurred to me to double-check TEXTURE1 of the source texture pack either.

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Any update on fixing the WAD's problem with containing ID Software resources so that we can see an idgames release, and respectively have the ability to do speedrun demos of the WAD? I remember coming in and mentioning an easy solution to the problem using SLADE, I'd like to know whether that's in the works or if an idgames release doesn't matter?

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23 hours ago, Daniel, the NCR Veteran said:

Any update on fixing the WAD's problem with containing ID Software resources so that we can see an idgames release, and respectively have the ability to do speedrun demos of the WAD?

 

Oh right, I was gonna do that.

 

I'll get around to it next weekend.

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10 minutes ago, unraveler said:

Somebody had a little fun when making this map

1426033483_literalismesteregg.png.bcf7c48c13b3b806de0f1b28158d1d53.png


Uh uh uh uh uh uh

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