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pcorf

2022ADO ... Released! (now on idgames)

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5 hours ago, Captain Keen said:


It does, thank you! I’ve played through parts of this wad multiple times because it’s just that great, but still haven’t seen all the super secret levels. Gotta do that now!

 

But the M10 maps are not the greatest maps in the world. 1 map is based on a Pac Man maze. 3 maps are shaped like an animal species on the automap. Plasma is rather interesting through.

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The soundtrack is now on Youtube. Does not include the hand picked Jimmy songs from E5M1 to E5M8.

 

 

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I am late to the party on this one, but good grief what an impressive project and damn good/catchy music too. All the recent love for Ultimate Doom has been seriously cool. I honestly haven't played this much Doom 1 since my Super Nintendo lol

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Congrats mate for silver cacoward! Really great oldschool mega(mega)wad. :) 50 levels of classic Doom level design, love it!

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Really wanted some fun old school Doom after beating my head against a bunch of different slaughter/slaughter lite stuff lately. Oh and ive just recently replayed the first two Community Chest wads. Then i remembered ive been wanting to play this and... "Oh Hell Yeah"!!!! This is the stuff right here! I blasted through the first episode and this is probably my favorite thing ive played in the last 2 or 3 months. It fits like a velvet glove! Blind play feels like ive been here before but its all new again. So comfortable and warm. This is great work and truely deserving of its award. Thank you very much.

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@pcorf In DSDA Doom, The secret exit of e4m2 takes you to e4m3, and not e4m9.

I tested in Woof, and the secret exit takes you to e4m9 like it should.

 

My guess is that the culprit is that you redefined e4m2 in the UMAPINFO for music information, but it wiped the secret exit info in the process.

Not exactly sure if this behaviour should be tweaked in general for DSDA Doom, but you can solve this easily by just adding "nextsecret = e4m9" on the e4m2 entry in the UMAPINFO.

Edited by Arsinikk

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14 hours ago, Arsinikk said:

The secret exit of e4m2 takes you to e4m3, and not e4m9.

I just tried it in dsadoom 25 and the e4m9 secret exit works fine. Furthermore I looked at the UMAPINFO definition in 2022ado.wad (dated 2022-10-31) and its e4m2 entry is this:

map E4M2
{
	music = "D_E4M2"
        next = "E4M3"
        nextsecret = "E4M9"
}

This appears to be correct to me. I'm not sure why you are getting anything different.

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3 hours ago, tmorrow said:

I just tried it in dsadoom 25 and the e4m9 secret exit works fine. Furthermore I looked at the UMAPINFO definition in 2022ado.wad (dated 2022-10-31) and its e4m2 entry is this:

Aw man... I'm so dumb. Yeah I was running an old beta version of the WAD. My bad.

 

I thought I was using the latest /idgames version, but apparently not.

Thanks.

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4 hours ago, Arsinikk said:

Aw man... I'm so dumb. Yeah I was running an old beta version of the WAD. My bad.

 

I thought I was using the latest /idgames version, but apparently not.

Thanks.

 

Yes dumb, like this hehe.

 

 

An old beta version which is clearly mentioned on the title screen. I'm very sure I fixed everything I could.

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Your not the only one who had a dumb public moment in this thread. Makes you want to bury your head in the sand for a month.

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2 hours ago, Devalaous said:

Your not the only one who had a dumb public moment in this thread. Makes you want to bury your head in the sand for a month.

 

We've all had our dumb moments, especially me.

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I'm on probably my 10th playthrough of this wad...it's a masterpiece all the way through--the level design, combat and soundtrack.  It's truly perfect.  How this wad didn't win a cacoward is beyond me.

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4 hours ago, jgs1989 said:

How this wad didn't win a cacoward is beyond me.

 

At least it got a mention.

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In e2m5 I need a hint how to open the wall of the secret room (with the switch and the teleporter) in the room where you see the secret exit :)

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3 minutes ago, Lord Pavis said:

In e2m5 I need a hint how to open the wall of the secret room (with the switch and the teleporter) in the room where you see the secret exit :)

 

 It's a timed thing, isn't it @pcorf? You need to know in advance as I remember and get there before it closes down?

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There is a teleporter to bring you back in this room so the timed thing makes sense but I can't figure the thing out. The cryptic EO/OE sign with arrow doesn't help me!

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Just finished this game. I have a question:

 

How in the f*ck did this game "only" runner up at the Cacowards?

 

This game deserved much more than that. I'm sick of these sh*t .pk3 games with one map or a game with a boatload of modded weapons winning over fantastic wads like 2022 A Doom Odyssey.

 

Thank you Mr. C and your team for a fantastic game! Solid 5 out of 5 stars.

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On 1/14/2023 at 7:27 PM, Kristian Nebula said:

 

 It's a timed thing, isn't it @pcorf? You need to know in advance as I remember and get there before it closes down?

 

Yep timed. This page inspired the E2M5 secret exit. It is bloody hard to get.

 

At the start run like crazy up the stairs, open the door and follow the left arrow with the number 30 to the western side of the big crate room. You have 30 seconds to get there before it closes off for good. If you make it there you'll reach secret sector 253 with some ammo a switch and a teleporter back to the start. If you press the switch, the small door of sector 209 to the west of the start has now been opened.

 

If you miss the timed door you get a second chance but it is not easy to do and requires skill. Enter the yellow key door sector 103 and go right and then behind the first silver panel to the left in the dark water room (NW silver panel) you can press a switch linedef 5750 and then run like hell back through the yellow key door to sector 209 before it closes. This is repetitive and can be tried unlimited times and of course more easy to do when all the monsters have been killed in the starting area.

 

You then need to press a sequence of timed switches, you need to do this as fast as possible. If you succeed you will find a switch that will reveal a teleporter back to the start and also lower a crate to the east of the starting area which reveals a room with some crates and computer panels, each requiring a key.

 

Now proceed through the level as normal collecting keys along the way and once you have all 3 keys, backtrack to the starting room and enter this room. Unlock all the key switches and 3 more timed switches will be revealed. Quickly press the two eastern switches (linedef 5128, 5145 in this order), quickly enter the teleport and press the western switch (linedef 5097) and run through the northern door as fast as possible. You will then enter another teleporter to the area where the secret exit is located. Pressing the switch opens the secret exit and a corridor back into the main part of the map.

 

The reward, a rather beautiful but linear secret level.

Edited by pcorf

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On 1/14/2023 at 7:37 PM, Lord Pavis said:

There is a teleporter to bring you back in this room so the timed thing makes sense but I can't figure the thing out. The cryptic EO/OE sign with arrow doesn't help me!

 

OE EO from a different angle means 30 = you have 30 seconds to reach that area.

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E3M4 the big open lava area, when you open the blue door, is making my FPS drop quite a lot. 

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3 hours ago, Dan50 said:

E3M4 the big open lava area, when you open the blue door, is making my FPS drop quite a lot. 

Nearly all modern ports support resolution scaling, so have you considered reducing your resolution? I assume you're using a software renderer since GL renderers tend to vastly outperform them in terms of FPS. Reducing your resolution by half will mean your CPU has to do only a quarter of the work to render the scene.

 

And speaking of that, I've been replaying 2022ADO under DOS and discovered that the set is almost fully compatible with MBF-SNM 2.04. The only problems are E3M5 (causes a segmentation violation on map load), E5M9 (level progression is hardcoded in MBF-SNM so the secret exit is in the wrong map), and the M10 maps (but I didn't like them anyway). Aside from that the set runs beautifully under DOS on my Athlon, with no FPS drops even in the largest setpieces.

 

RPGNfFj.png

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Fantastic ! This is well worth paying for, but you don't have to.

 

Kudos and thanks to everyone involved.

 

 

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I am fascinated by this megawad... The purest classic which even by the end of the fifth episode does not get bored at all. And throughout all 50 maps, I didn't notice any big jumps up and down in terms of quality - everything is kept at a consistently high level.

 

In the near future I will start posting my walkthrough of it. If I may, then right in this topic...

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Unlike its predecessor, the first episode of this megawad does not contain anyone or anything excess. We will not find either a plasmagun or a BFG9000 here and we will not meet any cacodemons or lost souls.

 

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E1M8: Paradigm is only map from all fifty where I didn't kill 100% of monsters. This map gives you a choice - to kill everyone or visit the second secret level. In the first case, we will have 9 visited maps and 9 totally cleaned, in the second - 9 cleaned maps and 10 visited. I chose the second way.

 

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The easiest and least populated of all has been completed!

 

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Best maps: 

 

E1M7: Alpha Starport by @pcorf

E1M8: Paradigm by @pcorf

E1M9: Central Refinery by @Chris Hansen

 

Best soundtracks:

 

E1M1: "Barrels Divine" by @pcorf

E1M3: "The Challenge" by @pcorf

E1M7: "Powerzones" by @pcorf

 

Edited by RaRu Des2122

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EPISODE 2: GATEWAY TO JIGOKU

 

 

There was an idea to put the room from easter egg on the preview, but I changed my mind. I didn't want to spoiler.

 

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Lost souls and berserk appeared on time, plasmagun was one level late and the cacodemons are already at least two levels late...

 

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...but not more than two maps. Here they also appear, together with the barons of Hell!

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