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fai1025

[IT'S ON IDGAME!!!] DOOMIUM CP: a megawad worth of short, explosive, and fun maps

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Seriously awesome stuff. Great job everyone that was involved. I haven't beaten this yet because I am not a super human and it's only been out an hour, but map two by @Walter confetti was incredible. What a great set of maps and the songs are a perfect fit too. I can't wait to play the rest.

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@fai1025 thanks for organizing this community project, it was nice to be part of something like this for the first time!

can't wait to play the project as a whole and see what the other mappers did create!

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There's a slight issue with the WAD right now: picking up medikits provides 25 health like usual, but the pickup message says "HEALTH +20." Aside from that, congrats on the release.

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3 hours ago, Spineapple tea said:

picking up medikits provides 25 health like usual, but the pickup message says "HEALTH +20." 

Wait what

Lmao, I always thought it should add 20 since stimpack add 10

I'll fix it next release along side other those 3 mapper's map

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quick report after going through a few maps:

 

MAP02:
    - The player 2-4 voodoo dolls actually break the map in multiplayer. Since the voodoo dolls are stuck into each other none of them moves and the relevant linedefs thus don't get activated. The good news is that none of the player 2-4 dolls are needed so they can just be removed.
MAP06:
    - Monsters in sectors 747 and 748 can easily fall off and then become difficult to kill. The lines of those sectors can just be made monster-blocking to solve that issue.
MAP31:
    - I know the wad officially doesn't support coop but the W1 teleporter (line 4222) here seems easy enough to fix/bypass

 

Additionally, the status bar looks broken in source ports that don't support widescreen assets so it would be good to have a non-widescreen version for the STBAR graphic.
 

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Ah, another great work, even if some of the authors reeeaaallly stretched the definition of what constitues a "short map" *cough*MAP15*cough*. I played on UV in latest GZdoom 4.10.0 and I noticed some additional problems, some of them seem caused by this particular port:

 

MAP14: many monster closets don't work, it seems the monsters can't cross the teleport linedefs. See the screenshot below. Also, there is a stray square texture in the air, I made screenshot too.

 

MAP15: most cells in the vile/chaingunner arena are unreachable/invisible when you enter it. Then they get into air when you press all the switches, I made screenshot how it looks. Also, there are 2 yellow skullkeys. Is that intentional?

 

MAP27: 100% kills is impossible, because 4 elementals in sectors 492 and 495 never became active.

 

MAP32: I think the grey sand sectors in the blue key arena shouldn't be damaging.

 

EDIT: oh, I almost forgot, GZdoom reports these geometry errors, some of them look serious:


 

Spoiler

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

MAP04 - As The Clouds Come - by Engired

Line 318 has no first side.
Line 344 has no first side.
Line 879 has no first side.
Line 8051 has no first side.
Line 8135 has no first side.
Line 8136 has no first side.
Line 8137 has no first side.
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Line 8176 has no first side.
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Line 8178 has no first side.
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Line 8180 has no first side.
Line 344's right edge is unconnected
Line 879's right edge is unconnected
Line 8051's right edge is unconnected
Line 8136's right edge is unconnected
Line 8137's right edge is unconnected
Line 8140's right edge is unconnected
Line 8141's right edge is unconnected
Line 8144's right edge is unconnected
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Line 8153's right edge is unconnected
Line 8162's right edge is unconnected
Line 8163's right edge is unconnected
Line 8165's right edge is unconnected
Line 8168's right edge is unconnected
Line 8175's right edge is unconnected
Line 8177's right edge is unconnected
Line 8180's right edge is unconnected

 

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

MAP10 - Premonition - by Spineapple tea

Line 1413 has no first side.
Line 3110 has no first side.
Line 3734 has no first side.
Line 4117 has no first side.
Line 4581 has no first side.
Line 5132 has no first side.
Line 7325 has no first side.
Line 1413's right edge is unconnected
Line 3110's right edge is unconnected
Line 3734's right edge is unconnected
Line 4117's right edge is unconnected
Line 4581's right edge is unconnected
Line 5132's right edge is unconnected
Line 7325's right edge is unconnected

 

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

MAP16 - Blood and Bones - by AdNauseam

Unknown floor texture 'FZ_TILEF' in sector 242
Unknown top texture 'RWBLK' on first side of linedef 1395
Unknown top texture 'RWBLK' on first side of linedef 1396
Unknown top texture 'RWBLK' on first side of linedef 1397
Unknown top texture 'RWBLK' on first side of linedef 1398
Unknown top texture 'RWBLK' on first side of linedef 1399
Unknown top texture 'RWBLK' on first side of linedef 1400
Unknown top texture 'RWBLK' on first side of linedef 1401
Unknown top texture 'RWBLK' on first side of linedef 1402
Unknown top texture 'RWBLK' on first side of linedef 1419
Unknown top texture 'RWBLK' on first side of linedef 1420
Unknown top texture 'RWBLK' on first side of linedef 1421
Unknown top texture 'RWBLK' on first side of linedef 1462
Unknown top texture 'RWBLK' on first side of linedef 1463
Unknown top texture 'RWBLK' on first side of linedef 1464
Unknown top texture 'RWBLK' on first side of linedef 1469
Unknown top texture 'RWBLK' on first side of linedef 1471
Unknown top texture 'RWBLK' on first side of linedef 1481
Unknown top texture 'RWBLK' on first side of linedef 1483

 

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

MAP22 - Fistful of Cringe - by CittyKat112

Unknown ceiling texture '0012' in sector 21
Unknown ceiling texture '0012' in sector 23
Unknown floor texture '0011' in sector 25
Unknown ceiling texture 'DEM3_5' in sector 25
Unknown ceiling texture '0012' in sector 29
Unknown ceiling texture '0012' in sector 50
Unknown floor texture 'METLRV1F' in sector 76
Unknown ceiling texture 'DEM3_5' in sector 76
Line 3280 has no first side.
Line 3281 has no first side.
Line 3282 has no first side.
Line 3283 has no first side.
Line 3284 has no first side.
Line 3285 has no first side.
Line 3286 has no first side.
Line 3287 has no first side.
Line 3288 has no first side.
Line 3289 has no first side.
Unknown middle texture 'DBX_0047' on first side of linedef 20
Unknown bottom texture 'SUPP316A' on first side of linedef 157
Unknown bottom texture 'SUPP316A' on first side of linedef 158
Unknown bottom texture 'SUPP316A' on first side of linedef 159
Unknown bottom texture 'SUPP316A' on first side of linedef 160
Unknown bottom texture 'SUPP316A' on first side of linedef 161
Unknown bottom texture 'SUPP316A' on first side of linedef 162
Unknown bottom texture 'SUPP316A' on first side of linedef 163
Unknown bottom texture 'SUPP316A' on first side of linedef 164
Unknown bottom texture 'SUPP316A' on first side of linedef 165
Unknown bottom texture 'SUPP316A' on first side of linedef 166
Unknown bottom texture 'SUPP316A' on first side of linedef 167
Unknown bottom texture 'SUPP316A' on first side of linedef 168
Unknown bottom texture 'SUPP316A' on first side of linedef 169
Unknown bottom texture 'SUPP316A' on first side of linedef 170
Unknown bottom texture 'SUPP316A' on first side of linedef 171
Unknown bottom texture 'SUPP316A' on first side of linedef 172
Unknown bottom texture 'SUPP316A' on first side of linedef 173
Unknown bottom texture 'SUPP316A' on first side of linedef 174
Unknown bottom texture 'SUPP316A' on first side of linedef 175
Unknown bottom texture 'SUPP316A' on first side of linedef 176
Unknown middle texture 'DBX_0047' on first side of linedef 189
Unknown middle texture 'DBX_0047' on first side of linedef 190
Unknown middle texture 'DBX_0047' on first side of linedef 191
Unknown middle texture 'DBX_0047' on first side of linedef 192
Unknown middle texture 'DBX_0047' on first side of linedef 313
Unknown middle texture 'DBX_0047' on first side of linedef 320
Unknown middle texture 'DBX_0047' on first side of linedef 323
Line 3280's right edge is unconnected
Line 3281's right edge is unconnected
Line 3283's right edge is unconnected
Line 3286's right edge is unconnected
Line 3289's right edge is unconnected
Missing texture 'SUPP316A' is used 12 more times

 

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

MAP29 - Volcanic - by epicyolomaster420

Unknown bottom texture 'STARTAN1' on first side of linedef 1047
Unknown bottom texture 'STARTAN1' on first side of linedef 1114

 

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

MAP32 - DARKWORLD - by MundyC

Line 823 has no first side.
Line 856 has no first side.
Line 1223 has no first side.
Line 1248 has no first side.
Line 1249 has no first side.
Line 2182 has no first side.
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Screenshot_Doom_20221227_160554.png

 

Screenshot_Doom_20221227_152756.png

 

Screenshot_Doom_20221227_144958.png

Edited by Caleb13

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36 minutes ago, Keyboard_Doomer said:

quick report after going through a few maps:

MAP31:
    - I know the wad officially doesn't support coop but the W1 teleporter (line 4222) here seems easy enough to fix/bypass

I thought about this but I didn't figure out a way to make it work for coop while keeping the current way it works, so I figured one person will have to do the fight then.

Do you have any suggestions?

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45 minutes ago, Keyboard_Doomer said:

 

MAP02:
    - The player 2-4 voodoo dolls actually break the map in multiplayer. Since the voodoo dolls are stuck into each other none of them moves and the relevant linedefs thus don't get activated. The good news is that none of the player 2-4 dolls are needed so they can just be removed.

 

Additionally, the status bar looks broken in source ports that don't support widescreen assets so it would be good to have a non-widescreen version for the STBAR graphic.
 

Multiplayer, coop, and any thing involve in two+ player is not supported for this CP, I said it TXT file, so problem is expected

and as for the STBAR, I'll make one now

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17 minutes ago, Da Spadger said:

The screenshots are a little bit dark. Could you possibly make them brighter?

 

Heh, I get that from time to time. But my real world monitor brightness is actually quite low, so I have to crank up gamma correction in GZdoom to compensate. I got this habit from CRT monitor era, when most monitors were quite dim. Modern LCDs are much brighter, so much it's hard on my eyes, particulary when I do work on white background. I don't like to fiddle with the brightness constantly, so I use the gamma correction trick. It has its problems, but for Doom, it's enough. It's also why the screenshots look so bright.

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39 minutes ago, fai1025 said:

Multiplayer, coop, and any thing involve in two+ player is not supported for this CP, I said it TXT file, so problem is expected

 

Indeed, and I respect that. When it comes to MAP02 the only reason (well, unless you want to break coop intentionally for whatever reason) to have player 2-4 starts is coop support and it so happens that the presence of the player 2-4 voodoo dolls actually breaks that so I thought the map author themselves might want to address that.
 

47 minutes ago, Ravendesk said:

thought about this but I didn't figure out a way to make it work for coop while keeping the current way it works, so I figured one person will have to do the fight then.

Do you have any suggestions?

Depends how strict you're about "the current way it works".
Ultimately, the fact that one player would have to do the area is not such a big issue but the fact that the map is stuck if the player dies before pressing the blue skull switch is.


You could just make the line a WR tele, which doesn't introduce problems for getting out of the area since the tele won't be activated when crossed from the back side but perhaps you don't want any monsters to teleport in which could be solved by adding some monster-blocking lines.
You could make the area openable from outside but you might not like the fact that in coop this would allow letting the player inside escape thus avoiding the lock-in.
You could also add a voodoo doll scroller to make the area open automatically after some time passes.
Lastly, you could add a multiplayer-only WR teleporter to a different spot nearby.
 

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6 minutes ago, Keyboard_Doomer said:

Lastly, you could add a multiplayer-only WR teleporter to a different spot nearby.

Hm, this is a good idea I guess, I'll give it a try, thanks. All other approaches introduce changes to a single-player experience that I don't want.

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I forgot one more problem in MAP15: in the red keycard arena, there are 4 pillars with cyberdemons. From some angles, HOMs are appearing on their walls.

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@Caleb13 Thanks for the notes on MAP15! I've fixed the inaccessible cells in the yellow key arena.

 

The duplicate yellow skulls are indeed intentional. I couldn't decide which side to put it on, so I just tossed it on both.

 

Based on the HOM's you mentioned and your screenshots, I'm guessing you were playing on GZDoom? For some reason, GZDoom doesn't render some fake floor effects properly, resulting in the strange visual glitches on the cyberdemon pedestals, as well as negating a few other visual elements. Since these are isolated and don't affect gameplay much at all, I'm willing to let these issues linger in GZDoom unless I encounter a simple solution.

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@Large Cat Yep, it was GZdoom. I think it happens because you use F_SKY1 in the problematic areas. As explained on (G)Zdoom wiki:

 

F_SKY1 causes HOM when used as a fake ceiling between the viewer and normal space. Since there is no other good use for it, this kaleidescope is an option turned on by F_SKY1. Note that this does not preclude the use of sky REAL ceilings over deep water — this is the control sector's ceiling, the one displayed when the viewer is underwater, not the real one.

 

https://zdoom.org/wiki/Transfer_Heights

 

But you're right, it's probably not worth the time fiddling with it.

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I know this is way overdue, but here it is, finally. Life has been very busy but today I actually had a free day, which I spent mostly working on the map, to compensate for all the days I couldn't work on it. Anyway, here it is:

 

Map name: Decay

Author: SharkyChip

MIDI: "On Lockdown" by Jimmy

Difficulty settings: Implemented but untested

Commentary: This is the hardest level I've ever made. It is recommended to use saves if you're going to play on UV, as some fights have strategies to make them easier (cough.. cathedral.. cough). I'm open to tune the difficulty down for UV if it turns out to be way too hard for its slot. Also, the WAD file has a DSPLASMA lump, just in case it might mess something up when added into the project

 

Please let me know if anything breaks, if the texturing bothers you in some places, or whatever you find you think might be important that I look into. I think I'll still work on the visuals some more but I wanted to have the map back into the project once and for all. Sorry for the wait

 

  

 

Doomium_MAP19_SharkyChip_v1.0.zip

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5 hours ago, NinthBurn said:

Pretty good map! I have found an issue during the final fight:

Thank you! I'll get that fixed 

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hi fai here

I have update the thread for ver 1.1, Happy Lunar New Year. 

 

Download: 

GOOGLE DRIVE

MEDIAFIRE

DOOMSHACK

 

Change log

Spoiler
  • added map19, map18
  • added NinthBurn's STBAR (forgot to include last time)
  • change message: Health + 20 to Health +25 for the medikit

 

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Doomium_MAP19_SharkyChip_v1.1.zip

 

Here's a small update to my map. I waited about 2 weeks for some playtesting and comments to be done but received close to none so I updated the map with the missing texture fix I was notified of (thanks NinthBurn!). Other than that, I added some decoration to the outside areas.

 

One thing I'd like to point out is that in the "made possible by" image my nickname is spelled as "Sharky Chip", and I wanted to ask if you could change it to "SharkyChip" (removing the space between the two words, basically). It's fine if it isn't worth the trouble but I'd appreciate it if you could make that little change.

 

Anyway, sorry if the bump is a bother, though I'd actually like it if this project got a little more attention and some playtesting.

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