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Dusty_Rhodes

[SLOTS TAKEN!] Community Trunk, a cp in the style of CC1 and CC2

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4 hours ago, Matthias (LiquidDoom) said:

Also also, it's actually passible to jump over the raising bars at the beginning if you're fast enough.. Not sure if it could cause a potential issue for the player.

 

It technically doesn't cause any issue, as you can still proceed through the next parts of MAP03, but it locks access to additional enemies should you go for a full completion. I'd recommend adding some discreet linedefs under the door to the courtyard that permanently lower both sector 2 and 6.

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29 minutes ago, Matthias (LiquidDoom) said:

Ok, maps 19, 22, 29, 35 are empty.
@Somniac Do you want specifically map 01? Could any of the other work?

@DFF Do you want any of the empty slots assign?

@Pechudin And maybe even you?

 

Sure, but I'll tell you if the map I got lying around is limit-removing-convertable.

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1 minute ago, Pechudin said:

 

Sure, but I'll tell you if the map I got lying around is limit-removing-convertable.

ok, let me know once you investigate it :)

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12 hours ago, Matthias (LiquidDoom) said:

@Somniac Do you want specifically map 01? Could any of the other work?

 

Yeah, it would only really fit MAP01 I think, just offering as the map is basically done and there's a drive to get the project moving at the moment. 

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6 hours ago, Matthias (LiquidDoom) said:

@thiccyosh D you have somewhere the texture SP_DUDE6? Could you send me this one, please?:)

 

*snip*

 

Here you go. I'll remove the image as soon as you don't need it anymore.

Edited by thiccyosh

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42 minutes ago, thiccyosh said:

 

6O8xO2l.png

 

Here you go. I'll remove the image as soon as you don't need it anymore.

Got it, thanks!

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On 9/28/2023 at 10:36 PM, Origamyde said:

 

It technically doesn't cause any issue, as you can still proceed through the next parts of MAP03, but it locks access to additional enemies should you go for a full completion. I'd recommend adding some discreet linedefs under the door to the courtyard that permanently lower both sector 2 and 6.

I was thinking about that.

 

Actually there is a very simple, but kinda a*shole solution.

We could make the sector with raising walls simply impassable....?

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2 hours ago, Matthias (LiquidDoom) said:

We could make the sector with raising walls simply impassable....?

 

I'd prefer the linedefs solution, I wouldn't mind creating a speedrunning strat for MAP03 over putting an artificial blocker for players.

 

Shattering-Mayhem-Community-Trunk-5.wad

 

Lemme know if it's fine.

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Got some work done on MAP13 this weekend, but found there was a lot more work that needs to be finished than I thought.

ZinCT 1.x.23.png

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I have just started work on MAP31.

 

I am just going to have fun creating the map and create something rather abstract. I'll probably get it complete next month sometime and it will contain the secret exit to MAP32.

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2 minutes ago, pcorf said:

I have just started work on MAP31.

 

I am just going to have fun creating the map and create something rather abstract. I'll probably get it complete next month sometime and it will contain the secret exit to MAP32.

Would be also good if you could fix the map09 that doesn't work in Crispy because it contains Boom functions :)

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17 hours ago, Dr. Zin said:

Got some work done on MAP13 this weekend, but found there was a lot more work that needs to be finished than I thought.

Looks cool. Just be careful not to put too many linedefs in one place, might cause all ghost bug with hitscan weapons.

 

Is it possible to see some screenshot, instead of editor picture?

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7 hours ago, Kain D. said:

Looks cool. Just be careful not to put too many linedefs in one place, might cause all ghost bug with hitscan weapons.

 

Is it possible to see some screenshot, instead of editor picture?

 

The project's target is limit removing, we shouldn't have to worry about intercepts overflows. Most of the map looks like garbage in game due to unfinished texturing (lots of HOM), but I'll try to get some pictures up in the next few days.

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16 hours ago, Matthias said:

Would be also good if you could fix the map09 that doesn't work in Crispy because it contains Boom functions :)

 

Unless I redesign the entire map and make some serious visual changes to it and remove areas from the map that rely on the features (like the secret area near the start which would need to be totally redesigned). This will take many months for me to do and I have very little time these days. I get 1-2 hours per day to work on creative stuff. This is why MAP31 will take a while.

 

Another option is to remove MAP09 and MAP21 from the project and release them standalone.

Edited by pcorf

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I think I will drop out.

 

I will not continue work on MAP31 and remove MAP09 and MAP21 from the project and release them standalone.

 

There is no point in redesigning MAP09 all over again.

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4 hours ago, Dr. Zin said:

The project's target is limit removing, we shouldn't have to worry about intercepts overflows.

Limit removing has intercepts overflows. From what I understand this is how engine works, not a static limit. None of the maps released so far has intercepts overflows(except mine where I use it as a feature).

 

28 minutes ago, pcorf said:

I will not continue work on MAP31 and remove MAP09 and MAP21 from the project and release them standalone.

It is your decision. Rather strange one IMO, since the problems are only in Map 09 and this is mostly due using linedef 161. There aren't any problems with Map 21.

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28 minutes ago, pcorf said:

I think I will drop out.

 

I will not continue work on MAP31 and remove MAP09 and MAP21 from the project and release them standalone.

 

There is no point in redesigning MAP09 all over again.

 

Are you sure? :)

Your maps are great.

 

Kain D. described the issue like it's "no big deal" and "could be easily fixed" and I believe from his point of view it really is, because he does a complete black magic with his maps. So perhaps he could make it work somehow in vanilla?

 

If not, then we have only two options. Remove your maps, or make the whole megawad Boom-compatible complevel 9 or something:)

 

Both solutions hurt.

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Just now, Matthias said:

 

Are you sure? :)

Your maps are great.

 

Kain D. described the issue like it's "no big deal" and "could be easily fixed" and I believe from his point of view it really is, because he does a complete black magic with his maps. So perhaps he could make it work somehow in vanilla?

 

If not, then we have only two options. Remove your maps, or make the whole megawad Boom-compatible complevel 9 or something:)

 

Both solutions hurt.

Map 09 can also be modified by someone else.

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12 minutes ago, Kain D. said:

Map 09 can also be modified by someone else.

 

A lot needs to be done to get it non Boom and just limit removing. For example the secret at the start that raises the steps to the megasphere, it requires a switch to be shot nearby.

 

The Midgrate cages around the Yellow key area have an invisible sector effect that helps block floating enemies, but they can pass under the Midgrates. Those cages will need to be removed as Cacodemons passing through them would look a bit strange. Also the Sigil-like shoot the eye secret to the light goggles in the south of the map where the Plasma Gun is. Maybe I'll just remove the secret altogether.

 

I think there is a few change floor and ceiling brightness tags, line type 213 and 261 if I recall and a few generalized actions too.

 

I can make the changes, but some areas will need redesigning. I am just frustrated. I'll calm myself down and sort it out.

 

I am pretty sure that MAP21 is just limit removing and MAP31 will be too.

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I'll copy info from Map analysis mode. I only looked through map editor(Except for secret megasphere secret) and didn't play the map.

 

Quote

Linedef 1077 uses unknown action 24900           
Linedef 1600 uses unknown action 161
Linedef 1652 uses unknown action 161
Linedef 1720 uses unknown action 161
Linedef 2817 uses unknown action 261
Linedef 354 uses unknown action 161
Linedef 3909 uses unknown action 261
Linedef 641 uses unknown action 242
Linedef 7289 uses unknown action 166
Linedef 8122 has missing lower texture (front side)
Linedef 8123 has missing lower texture (front side)
Linedef 8124 has missing lower texture (front side)
Linedef 8125 has missing lower texture (front side)
Linedef 8399 has missing upper texture (front side)

 

23 minutes ago, pcorf said:

A lot needs to be done to get it non Boom and just limit removing. For example the secret at the start that raises the steps to the megasphere, it requires a switch to be shot nearby.

The generalized 24900 action can be replaced with action 47. And that's it. I even tested it.

 

26 minutes ago, pcorf said:

The Midgrate cages around the Yellow key area have an invisible sector effect that helps block floating enemies, but they can pass under the Midgrates. Those cages will need to be removed as Cacodemons passing through them would look a bit strange.

You mean the usage of fake sectors. There are two ways to fix this. First you can use self referencing sectors, or the fake sectors can stay that way(only in Boom ports these will be invisible). Nothing gameplay breaking.

 

33 minutes ago, pcorf said:

Also the Sigil-like shoot the eye secret to the light goggles in the south of the map where the Plasma Gun is. Maybe I'll just remove the secret altogether. 

This should work regardles, cause the secret doesn't use Boom actions.

 

34 minutes ago, pcorf said:

I think there is a few change floor and ceiling brightness tags, line type 213 and 261 if I recall and a few generalized actions too.

There is one, but it can be ignored, because change brightness doesn't affect gameplay.

 

36 minutes ago, pcorf said:

I am pretty sure that MAP21 is just limit removing

Change brigness and translucency are used. Like I said before, these can be ignored, because it doesn't affect gameplay.

 

Most problems are due to Boom action 161. Probably, it can easily be replaced with acion 15(I didn't test it though). The main reason Map 09 requires Boom port.

 

Action 166 is also problematic, due to limited ceiling actions in Limit removing format. Maybe it can be replaced with floor action instead.

 

Therea are also a couple of missing textures.

 

 As you can see, none of these require serious changes to the map.

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5 hours ago, Kain D. said:

I'll copy info from Map analysis mode. I only looked through map editor(Except for secret megasphere secret) and didn't play the map.

 

 

The generalized 24900 action can be replaced with action 47. And that's it. I even tested it.

 

You mean the usage of fake sectors. There are two ways to fix this. First you can use self referencing sectors, or the fake sectors can stay that way(only in Boom ports these will be invisible). Nothing gameplay breaking.

 

This should work regardles, cause the secret doesn't use Boom actions.

 

There is one, but it can be ignored, because change brightness doesn't affect gameplay.

 

Change brigness and translucency are used. Like I said before, these can be ignored, because it doesn't affect gameplay.

 

Most problems are due to Boom action 161. Probably, it can easily be replaced with acion 15(I didn't test it though). The main reason Map 09 requires Boom port.

 

Action 166 is also problematic, due to limited ceiling actions in Limit removing format. Maybe it can be replaced with floor action instead.

 

Therea are also a couple of missing textures.

 

 As you can see, none of these require serious changes to the map.

 

Thanks for your notes, luckily I fixed everything in MAP09. Since the raise floor by 24 is only SR I needed to make a few changes to the way you obtain yellow key, so now only one switch (linedef 1706) is used to raise the top step instead of 3 switches raising it by 24 units (S1 Boom) each (plus if your SR (vanilla) it too much it will raise too high). Megasphere secret is fixed and works fine. A few minor cosmetic changes have been made too.

 

Also the yellow key area, the bloodbath is now blocked to all monsters so the Cacodemons do not fly through the bars. The dummy sectors at the bars have all been removed becaue with the Boom feature disabled it would look like a jokewad = awful.

 

Now with MAP21, Cyberdemon teleport is a normal W1 monster only teleport and the translucent firewall near the exit has been removed. A few other minor changes have been made to remove the Boom features. There weren't that many in this map. Sector 448 now changed to F_SKY1.

 

So here are the updated maps and hopefully they are all good. They are attached here as a .zip file.

 

Now I can gradually work on MAP31, it will be a bang up job of a map, short, rather linear, but good looking and challenging. Expect it in November or December.

 

DOWNLOAD 09-21b.zip

Edited by pcorf

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