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ViolentBeetle

[MBF21 Community project] Paint-It Doom. Get creative with simple colors... again! But now with Ancient Aliens palette [Pre-Release 2]

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13 hours ago, DeetOpianSky said:

Update uploaded to drive for Hollowmind.

I'm going to trust you and accept it. Since you didn't change much and it was already fine.

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I've got Version 2 of No Feeling ready, which will now bop you on the nose if you rush by bringing the monsters from the previous encounters into the final ones. It took a bit of jiggling that looks unsightly when you go back through the level, but this is an abstract crayon box and we can overlook that as abstract crayon box things.

 

I tested it with saves and managed to get the Cyberdemon in the first encounter, the mancubi from the second encounter, and a single cacodemon from the third encounter to show up together in the final encounter, all kills without having to backtrack through the teleporter.

NOFEELIN_v2.zip

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@ViolentBeetle thank you, and I would appreciate it. It's been a non stop source of frustration for me. I wouldn't have tried for that style of map if I had known the struggle I'd encounter with it. Happy it was at least accepted for the extra episode, I spent far more time on Cryptic Void than Legend Of The Vile Catacombs.

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Posted (edited)

@senpaigru went to get some difficulty settings and never came back. Maybe he's still around lurking.

The map lingered in limbo long enough, so I'll accept it; will just remove some monsters on lower difficulties if author doesn't show up.

 

Which means, only one map remains unaccepted. Unfortunately it's a pretty tough one, so it might take me a little more time to gather strength to play it again, lol. Hopefully not very long.

 

Also, check out the swirly thing I may or may not use as intermission background.

INTERPIC.png

Edited by ViolentBeetle

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Posted (edited)

@Gothic Box

I found the secret, but it's a little weird how it deposits me at the exit. But I appreciate extra cells. What if there was another key in the final battle that lowers, and you'd need that one to actually exit? Or just add a different zone that would deposit me to the purple room from bfg secret. Aditionally, I think having a rad suit and some health at the exit would help me finally get the cybers (Though with BFG it's mostly just me being sloppy).

During the final battle, I think, an arachnotron teleported in stuck in a wall.

Stepping into orange teleporter at the exit pad seems like a softlock, as an invisible wall blocks my access to the room with 6 viles and a cyberdemon.

Speaking of which, can you give the lift that takes me to the room with 6 viles and a cyberdemon a different color? It belnds in a little too much.

Something I seem to have forgotten before - red colored walls in the part where I get chaingunned are impassable even when they lower, which is also weird. If they need to be impassable for a reason I don't fully understand, can you maybe put a railing around them so I can anticipate it?

Are those two guys part of a secret I didn't find?

doom300.png.7e90f27c5fbd80f1e4b920b0e10d86c9.png

Edited by ViolentBeetle

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On 6/19/2024 at 2:11 AM, ViolentBeetle said:

Hi! Sorry about not getting back sooner, I've been very busy this week.

 

Here's v4: SunKissedPseudoFed_v4.zip

 

Changes:

Spoiler

- fixed softlocks and W1 teleports that should be WR (see: TP to plasma fight, caco TPs to chaingun fight)

- retextured lift to plasma fight for visibility

- made chaingun fight cover no longer impassable (this was entirely me being a lil stupid during testing)

- moved final fight teleports, it should prevent stuck monsters now

- added radsuit + berserk health reset to the exit for those doing the secret fight

- added extra mega to the final fight because I suck

- fixed unintentional floor color changes in chaingun fight

BTW: the reason I decided to let players optionally exit early with the secret fight is because some players might not want to do two difficult fights in a row, especially as both veer somewhat into slaughter territory.

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6 minutes ago, Gothic Box said:

BTW: the reason I decided to let players optionally exit early with the secret fight is because some players might not want to do two difficult fights in a row, especially as both veer somewhat into slaughter territory.

I suppose it makes sense. If I can comfortably return and 100% it with BFG and resupply, it works for me.

 

Since I have more or less beaten your map last time and you are making it easier, I can probably trust you and stick it into accepted, right? There will be testing of the whole wad later anyway.

 

It will take me a few days to sort through the maps, make intermission name graphics correctly and write UMAPINFO, and then I'll post wad here for testing.

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Pre-release version 1 is now linked in OP. There's also a link to the table there, and on the second sheet there's list of all maps showing their current order.

Please check that correct version of your map is in the wad, as well as correct music is playing. Also check map name and your name on the intermission.

The wad works but I didn't replay all the maps.

Credit lump, demos are currently missing, will be added later.

 

The wad is split into two episodes:

  • Liberal Arts go from MAP01 to MAP19 and contain mainline progression
  • Radicalized Arts go from MAP21 to MAP23 (MAP20 is skipped) and contain 3 maps that for various reasons didn't fit into the main progression. Still fun maps though.

Also I might want to change difficulty names, but not sure to what. My idea is to have 5 different artistic movements, but I don't know enough about art to pick them.

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2 hours ago, ViolentBeetle said:

Also I might want to change difficulty names, but not sure to what. My idea is to have 5 different artistic movements, but I don't know enough about art to pick them.

Some ideas:

 

ITYTD: Dada, Can I Play? (Dada)

HNTR: Thou Art Nouveau to Doom (Art Noveau)

HMP: Pop-Dooming (Pop Art)

UV: Ultrabrutalism (Brutalism)

N!: Theatre of Cruelty (as written)

 

All real art movements referenced.

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Posted (edited)

Caught some missing textures in map 14
(Don't mind the crosshair and freelook, I just wanted to show it better)

image.png.03ad96a5bca8ac5ed88a225dcc73273c.pngimage.png.8de78232b605819a9c7246200f1300bb.png

Also some weird textures there, idk if it's voluntary

image.png.183d1db3db704884f2a1961992753444.png

image.png.62be88d37b49a5ca149df10c84d83824.png

And some unknown textures in map 21

image.png.7375b06658af6119f338faf25edafe3c.png

image.png.93c2dc2b3081ba64eab1ace613470264.png

Edited by Timilyo80 : Found more stuff, didn't want to spam

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Posted (edited)
5 hours ago, Timilyo80 said:

Caught some missing textures in map 14
(Don't mind the crosshair and freelook, I just wanted to show it better)

Assuming they are supposed to arrive where they are, I fixed it locally.

 

Fixed the huge slime trail too by subtle changes to the geometry.

 

@Nootsy-Nootsy

Did you add mistyped texture by mistake or is it supposed to exist?

 

Update: There's a lot of those, actually. What were they supposed to be?

Edited by ViolentBeetle

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4 hours ago, ViolentBeetle said:

Assuming they are supposed to arrive where they are, I fixed it locally.

 

9 hours ago, Timilyo80 said:

Caught some missing textures in map 14

 

4 hours ago, ViolentBeetle said:

Assuming they are supposed to arrive where they are, I fixed it locally.

 

Fixed the huge slime trail too by subtle changes to the geometry.

I found some additional issues while looking this over, including a potential softlock I thought I had accounted for.
I've uploaded an update to drive to address all of the above.
 

Spoiler

The sectors that were missing textures will now rise with the switch action that raises the (yellow) platforms to get to the stepwell.


I think the slimetrail from the sky texture doorway (which was definately one of the major ones) was corrected in a (trusted) update prior to the beta;
After your last playtest. It does not appear in the beta. If you fixed a different/major one; let me know.

I think anything bigger than 2 pixels wide or 'blink and you can miss it' is gone and any that size or smaller can be considered 'acceptable' by the author; if not 'intended'.

I appreciate that you took the time to work on this - being a project lead seems like quite an undertaking!

-Timilyo80
Thanks for trying this out and catching these!

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I don't know how did the old version get in, I've downloaded the most recent now.

Will also restore music.

 

I'll need to add some more things before release candidate proper, so feel free to find more bugs.

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On 6/24/2024 at 1:59 AM, Chookum said:

HNTR: Thou Art Nouveau to Doom (Art Noveau)

Those are all very good, but turned out this one doesn't fit into screen. Specifically it gets cut after D. Any ideas on shortening it?

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@CBM

Hey, remember how I said I'm going to make it so Keen would separate from his rope when he dies for DIY City? For some reason I can't.

So plan B - I'm just deleting the rope. The rope hanging mid-air was the problem anyway, I doubt anyone would miss seeing it.

 

@DeetOpianSky

I also keep forgetting, I asked idgames maintainers about using MP3 and they said

Quote

You could have a band representative send an email to
idgmaint@gamers.org stating that the participant has permission to use
the band's music track in the WAD.

Do you think it can be arranged, or would it be too much hassle and we are better off swapping to midi?

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3 hours ago, ViolentBeetle said:

@DeetOpianSky

I also keep forgetting, I asked idgames maintainers about using MP3 and they said

Do you think it can be arranged, or would it be too much hassle and we are better off swapping to midi?

I'll let you know as soon as I find out.

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Posted (edited)
8 hours ago, ViolentBeetle said:

Those are all very good, but turned out this one doesn't fit into screen. Specifically it gets cut after D. Any ideas on shortening it?

"Nouveau to Doom" or "Art Nouveau to Doom" would work

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Posted (edited)

Updated link in the top post:

  • Updated Hollowmind
  • Fixed missing MIDI
  • Almost all the text is different color
  • Changed Keen sprites to remove the rope. Not quite what I wanted, but for some reason what I wanted doesn't work
  • Deleted unknown textures on Stomach Acid, they didn't show for me anyway and this is what I accepted them as. Also textured some walls that would spill the flat anyway

I'm struggling to make a good looking credits screen, eventually I will probably just give up and make plane doom text over background.

There's also no demos and no title music, but I'll think of something.

 

If nothing else comes up, I will make a proper RC1 thread soon.

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