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Bdubzzz

Profane Promiseland RC1 Release.

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Just an idea but for the classic and modern versions it would be nice to have it converted into an episode type deal like holy hell so its more saveless/ demo recording friendly . So many cool fights in this and it might help get a few more humans into playing maybe like an hour at a time like cosmogenisis / holy hell. 

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To me it feels kinda weird to split the map since there is some degree of interconnectivity. Additionally, at least one spot has archviles show up and revive stuff you killed earlier and those corpses would not be there if the map was split. With that said, maybe it can be done, maybe.

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Welp. Time to see if I can TAS may way through this in less than 2 hours like I did Okuplok. There goes at least 60 hours of my life...

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RC1 will be released  probably after Decino finishes (or maybe ill just post it sooner) and well in theory that is final unless some major bugs are found. So let's just say RC1 will be posted by next Monday.

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On 2/14/2023 at 11:12 AM, Bdubzzz said:

RC1 will be released  probably after Decino finishes (or maybe ill just post it sooner) and well in theory that is final unless some major bugs are found. So let's just say RC1 will be posted by next Monday.

Cool. I don't want to commit to a bonkers tas run until the final version.

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On 9/26/2022 at 8:06 AM, Bdubzzz said:

Insane_Gazebo comments: Best monster closet teleporter design I have ever seen.

I’m curious, what about it?

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alright  been a bit busy irl so it took a bit longer to do this update for the RC1 but its been updated in the OP.

or you can click here: https://drive.google.com/file/d/1ErV10FajF30XK-3Zx3M-L8_L4evSO5wC/view?usp=share_link

Has all the changes I talked about in that previous update post except for difficulty settings.. still need to make those playable :p

I consider UV to be final pending any major bugs such as softlocks.

 

Next update will be difficulty settings and any changes ELMLE has for the classic version.

 

at that point hopefully it will be uploaded to idgames :^)

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On 9/26/2022 at 1:06 AM, Bdubzzz said:

The history/lore behind the map quoted from ELMLE:

"Profane Promiseland is a massive slaughtermap inspired by holyhell and okuplok.

 

I made the layout for this map back in 2018, a couple people played it and Bdubzzz made a remix version with more difficult fights. Then the project kinda went dormant until early 2022 when dubzzz asked me about it. So I started doing some rebalancing, then Insane_Gazebo got involved to do detailing for dubzzz version of the map. Then I started detailing my version which led to me rebalancing and reworking fights even more.

 

So now we have the Dubzebo version and the Classic version in two separate wads, both included in this release."

 

Insane_Gazebo comments: Best monster closet teleporter design I have ever seen.

 

Map format: Complevel 9/Boom

Recommended ports: DSDA-Doom/PrBoom+.. GZdoom wont be able to run it at a reasonable frame rate from what I experienced.

Midi Credits:

  Reveal hidden contents

ProfanePromiseland.wad
Title: "Central Park" from The Last Ninja 2 
Map 01: 2012 (ZDCMP2 Remix) by Jimmy

ProfanePromiselandClassic.wad
Title: Body Harvest - Calm by Yves Spierts
Map 01: Nightmare Creatures - Stage 1 by Meezo

Playtesters: Bdubzzz, NoReason, Nevanos, StxVile, ELMLE, MasterMedi, TheLoneliness, I believe there was older playtesters back from like 2018 but I'm not exactly sure who.

Special thanks to Bemused for teaching me how to make a Reject table.

 

 

Estimated Real time for completion of the map: 6 to 12 hours depending on how much you save, which version you play and your skill level. :^)

Difficulty settings? No... if you want an easier time play the classic version.

 

Download links:

Original beta release: https://drive.google.com/file/d/1MGSL6VTgZI7E3xMjm8IJjCBEd5SRWKCv/view?usp=sharing

Updated RC1: https://drive.google.com/file/d/1ErV10FajF30XK-3Zx3M-L8_L4evSO5wC/view?usp=share_link

 

Some Screenshots/comparisons of versions from Insane_Gazebo: (The Classic version screenshots may be a bit outdated since ELMLE has added detailing since these were taken. ;p )

image.png.106cda50920f12f5e94657f12d9f86a5.png

image.png.8928e8d9eff68e6244592fd4e4abfb4b.png

image.png.a8a623cb39eb2c8634f4b5870a96e759.pngimage.png.dea10268e9f067d3da432cd5b1edfd61.png

 

Well hopefully nothing got seriously broken during final compilation but yeah as you can imagine trying to test this for every little edit is a bit extreme.

What's the monster count? For example-560 Imps, 900 Zombiemen, etc

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I went ahead and had look, so here we have numbers for both maps:

 

Regular version:
Revenant                   13024
Pinky Demon              8915
Cacodemon                6409
Imp                           5585
Hell Knight                 5090
Baron of Hell              2693
Former Human           1134
Chaingunner              844
Mancubus                  779
Pain Elemental            503
Archvile                     483
Cyberdemon              464
Arachnotron              232
Spectre                     88
Former Sergeant        71
Spider Mastermind      35

 

Classic version:
Imp                          6342
Revenant                  5024
Cacodemon               4931
Hell Knight                3879
Pinky Demon             3701
Lost Soul                  1618
Baron of Hell             1234
Mancubus                  912
Former Human           855
Chaingunner              693
Former Sergeant        566
Arachnotron              470
Pain Elemental           452
Spectre                    340
Cyberdemon             333
Archvile                    196
Spider Mastermind     77

 

I think I got those right :)

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2 hours ago, elmle said:

I went ahead and had look, so here we have numbers for both maps:

 

Regular version:
Revenant                   13,024

 

 

Dubzzz... smh Dubzzz.... [LOL]
But you cut the SM count in half. So, that's a plus :)

Thanks for the counts ELMLE!

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2 hours ago, elmle said:

I went ahead and had look, so here we have numbers for both maps:

 

Regular version:
Revenant                   13024
Pinky Demon              8915
Cacodemon                6409
Imp                           5585
Hell Knight                 5090
Baron of Hell              2693
Former Human           1134
Chaingunner              844
Mancubus                  779
Pain Elemental            503
Archvile                     483
Cyberdemon              464
Arachnotron              232
Spectre                     88
Former Sergeant        71
Spider Mastermind      35

 

Classic version:
Imp                          6342
Revenant                  5024
Cacodemon               4931
Hell Knight                3879
Pinky Demon             3701
Lost Soul                  1618
Baron of Hell             1234
Mancubus                  912
Former Human           855
Chaingunner              693
Former Sergeant        566
Arachnotron              470
Pain Elemental           452
Spectre                    340
Cyberdemon             333
Archvile                    196
Spider Mastermind     77

 

I think I got those right :)

Why so many Revs 💀 but thanks for the list!

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Well only reason it never got uploaded to idgames is there was talk of making actual difficulty settings but I don't think anyone really wants to bother with it so better off just uploading it when I get the chance. ( wont be until this weekend)

 

Edit: iirc still gotta make the text file :^)

Edited by Bdubzzz : textfile

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I recently did a TAS run of the map and I found a softlock while playing.

 

This door is impassable as seen in the photo and there is no way to bring it down. It only happens after you finish the map and see Romero's head but decide to go back to the beginning area instead of beating the map. As soon as you walk into the area after returning to the beginning there is a trigger that raises the door, if you hit this trigger - go to romero head again - and go back to the beginning for the second time you will be softlocked since the door will be unopenable. If you need any more info on the softlock feel free to msg me.

 

911139731_BaseProfileScreenshot2024_01_09-12_42_32_09.png.64fa547ec6ed0a1c1b18d3d6444e24ee.png

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19 hours ago, Brainfreezzzzz said:

I recently did a TAS run of the map and I found a softlock while playing.

 

This door is impassable as seen in the photo and there is no way to bring it down. It only happens after you finish the map and see Romero's head but decide to go back to the beginning area instead of beating the map. As soon as you walk into the area after returning to the beginning there is a trigger that raises the door, if you hit this trigger - go to romero head again - and go back to the beginning for the second time you will be softlocked since the door will be unopenable. If you need any more info on the softlock feel free to msg me.

 

911139731_BaseProfileScreenshot2024_01_09-12_42_32_09.png.64fa547ec6ed0a1c1b18d3d6444e24ee.png

well you can go the other way from the start to the cliffs and should be a way to the end of the map cause the one area opens up a wall, don't really want to update the map as I believe some1 was working on a TAS run and I told them I wasn't going to update the map :p

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Hi all! I started a play through on ITYTD (after playing cosmogenesis) because double ammo and half damage is about my sklill level. I didn't read this thread carefully and got stuck in this room:

 

image.png

 

Then I watched decino and realized UV is much better balanced. I did a little quick edit to the THINGS lump so that all difficulties have the same monsters which made the map much more fun for me. It's not proper difficulty settings but maybe a start? If anyone is interested, you can try it out: https://drive.google.com/file/d/1yiAJIk9FYa3N3wGt3b7RPQPpoaI-Ws2o/view

 

Apologies for reviving an old thread.

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