Clippy Posted January 25 4 hours ago, EffinghamHuffnagel said: In the MAPINFO, MAP04 definition is missing the line "cluster = 1", which means that technically, it's changing clusters, which means it plays the clusterdef 1 exittext after MAP03. At least in ZDoom. Thank you so much for this feedback! I have updated the download link to version 7.04 and fixed this issue! 1 Share this post Link to post
Clippy Posted January 25 What's up guys - I had @MAN_WITH_GUN on to talk about map 2 and I got to see some cool stuff I didn't even know about - spoilers in video!! Good times! 3 Share this post Link to post
EffinghamHuffnagel Posted January 25 I just started the wad again in ZDoom without my add-ins and the music playing for MAP01 was the default D_RUNNIN. Same in GZDoom. I think Mapinfo and Umapinfo take precedence over Musinfo on startup, so you'll probably have to change the MAP01 and MAP12 music name entries in both to D_NOCHKN and D_HEAVEN to get the music to play properly. FYI: Spoiler Using chickens to trigger tag 666 is brilliant, demented and hysterically funny. Loving it so far. 2 Share this post Link to post
nickxcom Posted January 25 (edited) 1 hour ago, EffinghamHuffnagel said: I just started the wad again in ZDoom without my add-ins and the music playing for MAP01 was the default D_RUNNIN. Same in GZDoom. I think Mapinfo and Umapinfo take precedence over Musinfo on startup, so you'll probably have to change the MAP01 and MAP12 music name entries in both to D_NOCHKN and D_HEAVEN to get the music to play properly. FYI: Reveal hidden contents Using chickens to trigger tag 666 is brilliant, demented and hysterically funny. Loving it so far. Music seems to work fine in RZDoom and GZDoom for me anyway? Did you play Spoiler until the music switches over ? 1 Share this post Link to post
EffinghamHuffnagel Posted January 26 4 hours ago, nickxcom said: Music seems to work fine in RZDoom and GZDoom for me anyway? Did you play Reveal hidden contents until the music switches over ? You are absolutely right. When the wrong music started playing for MAP01, I stopped to figure out why and tried to fix it. Well, I feel a fool. Ignore the post. All music works as intended. 3 Share this post Link to post
nickxcom Posted January 26 46 minutes ago, EffinghamHuffnagel said: You are absolutely right. When the wrong music started playing for MAP01, I stopped to figure out why and tried to fix it. Well, I feel a fool. Ignore the post. All music works as intended. Haha no worries! Glad I could help :) 1 Share this post Link to post
Clippy Posted January 26 alright we checked and all music is programmed properly Also we updated the vile to V 7.1 -slight fix to UMAPINFO code -updated map 10 to ensure it performs correctly on all ports thanks all! 2 Share this post Link to post
thelamp Posted January 26 Two more great maps form Dusty Rhodes and evilscientist! 4 Share this post Link to post
Clippy Posted January 27 Did a map 3 video and along for commentary is map author @SuperPecanMan This is an interesting interpretation of the map name with a crazy frantic fun fight set piece and interesting secrets and scenarios Good times! 1 Share this post Link to post
thelamp Posted January 27 Halfcool with a map that is all the way cool! 2 Share this post Link to post
Caleb13 Posted January 27 I haven't finished the WAD yet, but there seems to be a nodebuilder problem in MAP21, monsters are falling into floor. The most problematic spot is outside, on coordinates X: -2069, Y: -1476. Also, thanks for the music track list. I couldn't sleep the other day and I remembered one tune I heard back in the 1990s. It turned out to be Funkytown by Lipps Inc. which you used in MAP08. Talk about coincidence... 3 Share this post Link to post
Clippy Posted January 28 Hey guys! @sandwedge is going live shortly to play through these - how far will he get? What exciting things will happen! Stay tuned good times super fin - I'll be there too! 4 Share this post Link to post
TJG1289 Posted January 28 Just downloaded this since it seems pretty whimsical! Love those map names. I especially love the Cee Lo and 2 part Dave Mathews Band references. 1 Share this post Link to post
Caleb13 Posted January 28 One more problem - intermission text after one secret map is almost illegible, because it's red-text-on-red-background: 2 Share this post Link to post
EffinghamHuffnagel Posted January 30 (edited) Still working my way through this. Still fun. MAP12 Spoiler Map has eight Blur Spheres used as lamps. Clever. You can SR off the elevation to grab the Blur Sphere by the tag 137 linedef. That's obviously intentional. But if you miss, you go over the edge into the lava deathpit; no way out. You can also get the two by the tag 63 lift by timing the lift and using it to go over the BRICKPLC walls, with practice. Also intentional? Are the others gettable? Otherwise, can't score 100% items. Tag 106 switch doesn't animate in ZDoom. SW1LION texture on mid and lower. ZDoom animates lower texture before mid texture. 1 Share this post Link to post
Clippy Posted January 30 Good times everyone - map 4 & 17 have been updated - minor bug fixes and enhancements - re-download from opening post if needed thanks! 0 Share this post Link to post
EffinghamHuffnagel Posted January 30 MAP33 Spoiler Eight monsters never teleported in from the tag 27 and 28 closet teleports. I'm guessing the landing spots were blocked by the first monsters to teleport in, so the second monsters went past the teleport lines and blocked the rest from crossing it. Couldn't back up because the floor was scrolling too fast. Might be partly a ZDoom issue. ZDoom requires radius+1 of a monster to cross the line before it can teleport. BTW, the path to the secret exit in MAP31 is brilliant. 2 Share this post Link to post
Clippy Posted January 31 23 hours ago, EffinghamHuffnagel said: MAP33 Hide contents Eight monsters never teleported in from the tag 27 and 28 closet teleports. I'm guessing the landing spots were blocked by the first monsters to teleport in, so the second monsters went past the teleport lines and blocked the rest from crossing it. Couldn't back up because the floor was scrolling too fast. Might be partly a ZDoom issue. ZDoom requires radius+1 of a monster to cross the line before it can teleport. BTW, the path to the secret exit in MAP31 is brilliant. Thanks for continuing to play through - and I agree that secret in 31 is super amazing! Map 33 has also been fixed thanks to your feedback - V 7.22 has replaced the upload link in the opening post Thanks again! 0 Share this post Link to post
TJG1289 Posted January 31 23 hours ago, EffinghamHuffnagel said: BTW, the path to the secret exit in MAP31 is brilliant. Could someone spoil it? Cause I could not figure it out for the life of me. Even when using IDDT, it still wasn't clear to me how to get to it. 1 Share this post Link to post
I_Punch_Demons Posted January 31 Just started map one and I love the small bit of humor at the beginning. This is probably something I am going to need to sink my teeth into later. Good job guys! 2 Share this post Link to post
Clippy Posted February 1 Oh boy map FOUR by @DiR This is a very elaborate map well constructed with every detail full of fun jokes and chickens and an interesting premise where you have to sneak around to get the job done. There's a lot here to digest and have fun with good times! 4 Share this post Link to post
Clippy Posted February 4 come hang out with me and @sandwedge TONIGHT!! 1 Share this post Link to post
Clippy Posted February 4 V 7.23 - a minor fix to @Valhen Map 22 - at the secret exit - go ahead try and find your way there lol - good stuff! 1 Share this post Link to post
thelamp Posted February 4 Second half of the party garage is much less mean than I was anticipating it to be! Great visual in this one, kickass midi to boot 1 Share this post Link to post
Dusty_Rhodes Posted February 5 On 1/26/2023 at 10:24 AM, thelamp said: Two more great maps form Dusty Rhodes and evilscientist! Hey man, just now saw the video! I'm glad you liked my little speed map of a level. It was fun to try and come up with something based on the title (hence the bread lol). I think the midi really carried the weight in terms of atmosphere. 2 Share this post Link to post