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OceanMadman

Doomed Urbex - V1 release!

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Los pibes ven este tipo de cosas y dicen "Wena hermano"

Felicidades por finalmente sacar esto, y justo antes de fin de año.

Apenas tenga tiempo lo juego

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That first screenshot is extremely nice looking. The others too - but that one stands out to me - the last screenshot also.

I'll have to play this some time soon.

 

Congrats on your release!!

 

 

:)

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31 minutes ago, Arrowhead said:

That first screenshot is extremely nice looking. The others too - but that one stands out to me

I appreciate the kind word that's my map :)

 

never thought this project would ever saw the light ever since the original project lead left, thanks for continuing the project @OceanMadman 

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Yay! Congratulations for finishing and releasing this pack, I've been waiting so long for it to play! : )

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This wads been through quite a lot of ups and downs, but I'm glad that It's finally out! I'll do a quick re-playthrough of this to see if everything is up to date! Congratz on the initial release!

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Well, just at the turn of the year, it's finally out. This is probably one of the most unique WADs I've seen, so it's cool that it's seeing the light of day now.

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Grande Gnomo. En un rato lo voy a probar. Después denuncialo a Myolden por plagio cuando saque el suyo (a ver si atajás algunos mangos viste).

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Already played through the first 2 maps, and I gotta say: I didn't expect the first map to be so spruced up! It looks really good! I'm also happy to report that the fixes for the first 2 maps are implemented!

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Glad to see this finally out. Kudos to all the community members who participated, especially to @OceanMadman for taking the lead and having the determination to get this out. I'll like to point out that people who enjoyed wads like A.L.T, TNT or some of B.P.R.D maps will have a interesting time with some of the content in this mapset

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Thank you for finishing and releasing this wad. It was a long journey but the result is worth it.

 

If there is ever an update on the WAD, could you change the description of my map in the read-me text file to this :

Quote

You thought you'd left everything behind forever. How come you're still here? You'll have to look around town for answers.

Thank you !

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51 minutes ago, Shawn said:

If there is ever an update on the WAD, could you change the description of my map in the read-me text file to this :

 

Yes, I will! 

 

Also, thanks everyone for the support. I hope it's being enjoyable :)) 

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nice wad, nice wad, I really like city maps, it's my second favorite map aesthetic, obviously defeated by the outdoors, I'll try it when it's free, Good Wad Gnome, Good CP

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I accidentally posted  this in the wrong topic, but here is the post again:

 

I replayed a few more maps to see if everything was fixed now, and there are a few issues that seem to still be there. Also, I managed to find a few more issues that I originally didn't notice in the first testing session:

Spoiler


Map 01 seems to be fine!
Map 02 seems to be fine!

 

 

Map 03
   ---
       New issue discovery! Lines #1355 and #1357 should have the DOORTRAK texture
   ---
       New issue discovery! Line #22 needs a texture (possibly RDOOR22)
   ---
       New issue discovery! Sectors #330, #331 and #329 (as well as possibly #328, but this Sector staying the same isn't that big of a deal in my eyes) need to have their ceiling flat set to RFLAT133

 

 

Map 04 
   ---
       The line actions for the lines #587, #1466, #3229, #3353, #3488, #8980, #9003, #7144, #7694 and #7639 are still single use. Should be set to be repeatable (again - them being single use might break multiplayer games)
   ---
       There is still a small chance that you might accidentally skip line #9003 in one of the teleport sequences (this is weird, because unlike in the closed alpha - the line appears to be skewed here, which should have mitigated the possibility of this happening, but I still manage to skip this line somewhat regularly). 

 

 

Map 05 seems to be fine!

 

 

Map 06
   ---
       The Line #341 issues has been fixed, but I think that there is room for improvement: Lines #341 and #301 should probably be resized to be 128 units wide (so it would be similar to the door next to it)
   ---
       The Line #16 issue is still present. Line #16 is still 4 units wide (should be 8 units, so it would be the same as Line #1108)
   ---
       New issue discovery! Sector #199 and #198 need ceiling textures
    

 


Map 07 seems to be fine!
Map 08 seems to be fine!
Map 09 seems to be fine!
Map 10 seems to be fine!

 

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On 1/3/2024 at 8:47 PM, Ar_e_en said:

I accidentally posted  this in the wrong topic, but here is the post again:

 

I replayed a few more maps to see if everything was fixed now, and there are a few issues that seem to still be there. Also, I managed to find a few more issues that I originally didn't notice in the first testing session:

  Hide contents


Map 01 seems to be fine!
Map 02 seems to be fine!

 

 

Map 03
   ---
       New issue discovery! Lines #1355 and #1357 should have the DOORTRAK texture
   ---
       New issue discovery! Line #22 needs a texture (possibly RDOOR22)
   ---
       New issue discovery! Sectors #330, #331 and #329 (as well as possibly #328, but this Sector staying the same isn't that big of a deal in my eyes) need to have their ceiling flat set to RFLAT133

 

 

Map 04 
   ---
       The line actions for the lines #587, #1466, #3229, #3353, #3488, #8980, #9003, #7144, #7694 and #7639 are still single use. Should be set to be repeatable (again - them being single use might break multiplayer games)
   ---
       There is still a small chance that you might accidentally skip line #9003 in one of the teleport sequences (this is weird, because unlike in the closed alpha - the line appears to be skewed here, which should have mitigated the possibility of this happening, but I still manage to skip this line somewhat regularly). 

 

 

Map 05 seems to be fine!

 

 

Map 06
   ---
       The Line #341 issues has been fixed, but I think that there is room for improvement: Lines #341 and #301 should probably be resized to be 128 units wide (so it would be similar to the door next to it)
   ---
       The Line #16 issue is still present. Line #16 is still 4 units wide (should be 8 units, so it would be the same as Line #1108)
   ---
       New issue discovery! Sector #199 and #198 need ceiling textures
    

 


Map 07 seems to be fine!
Map 08 seems to be fine!
Map 09 seems to be fine!
Map 10 seems to be fine!

 

Thank you! Will you keep playing the maps again just in case? So if you find issues in more maps I could make an update and fix them.

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1 hour ago, OceanMadman said:

Thank you! Will you keep playing the maps again just in case? So if you find issues in more maps I could make an update and fix them.

I'm still replaying the wad and compiling a list. I have the list up to map 19 so far. Would you like me to finish before posting or should I post everything up till now and then make another post with the last few maps?

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Posted (edited)

Here are the reports for the remaining maps!

Spoiler


Map 11 
    ---
        Even tho I originally noted this issue as a lesser issue, I have one thing to add about it: Sector #254 would probably look better if it had a water flat (FWATER1) for its floor, however - The Lines that cause that sector to lower (Lines #914, #954, #1450 and #1083) would have to be changed to Action Special #38 (lower to lowest floor).

 

 

Map 12 seems to be fine!
Map 13 seems to be fine!
Map 14 seems to be fine!
Map 15 seems to be fine ;)

 

 

Map 16
    ---
        The area of X = 181, Y = 13268 (where it was possible to get stuck) has been fixed, however - I found another way to get stuck there. With enough speed - you can run up Sector #626 and fall into that place and get stuck again. To fix this - the Lines #3647, #3646, #3645 and #3644 should be set to being impassable. The area of X = 1051, Y = 13287 can still get you somewhat stuck, but as I stated in the original bug report - you can get unstuck from this position (it just takes a bit of effort). 

 

Map 17    
    --- 
        Most of the areas where you could get stuck seem to be fixed, but the area of X = 32, Y = 2067 still gets you stuck, once you fall off the lift

 


Map 18 seems to be fine!

 


Map 19
    --- 
        The textures of Line #1306 and Line #174 are still misaligned with Line #1299.
    ---
        On the "Map Finished" screen - the map title graphic still doesn't fit in with the other map title graphics (it's all small letters, whereas all the other map titles are written in the big font).
    ---
        New issue discovery! The textures of Lines #856 and #859 are misaligned (noticeable when the lift raises up).

 

Map 20
    --- 
        Line #9319 is now fixed (it's no longer a switch texture and it has no action special), however - Line #1083 and #16271 still have some minor mistakes:
            * Line #1083 - has a switch texture and a useless action special 
            * Line #16271 - only has a useless action special 
    ---
        You can still get stuck at X = 1900, Y = 12228
    ---
        Just like in map 16 - there are alternate ways to get stuck in the documented rock pillar areas by running on some of the lower pillars. The Following Lines should be set to impassable: #3647, #3646, #3645, #3644, #11497, #11496, #11495 and #11494
        
Map 21
    --- 
        The map Still has several pillars (all tagged with a tag of 42) that don't have any textures.            
    ---
        The switch on Line #5594 can still be reached and pressed without opening the bars in front of it (said bars being the 3 metal ones with the tag of 14). The switch in that location needs to be altered so that it can only be reached and pressed after the bars open.            
    ---
        New issue discovery! The Thing #1469 (Teleport Fog) needs to be moved to the right by 64 (or maybe a bit more) units, otherwise - you might end up with a Manc being teleported in and becoming unresponsive due to the fact that it becomes partially stuck in the wall behind it    
        
Map 22
    --- 
         Line #28994 (which causes the room to go dark and has the tag 111) still only has an effect on 2 sectors. Most of the sectors in this room should probably be set to be effected by this line
    ---
        Just like map 19 - the map title graphic still doesn't fit in with the other map title graphics (it's all small letters, whereas all the other map titles are written in the big font).
    
Map 23
    ---
        The 2 Lava floors at Sector #880 and Sector #879 still do no damage (not sure if intentional or not)
    ---    
        Thing #517 is still in the void (this one is a Player 2 start for some reason)
    
    


SIDE NOTE FOR MAP 22: In my original report - I stated that one of the secrets (Sector #4419) was unreachable. Turns out that it is actually reachable by walking along the edge of the stairs. 4/4 secrets are possible! My fault for originally reporting this as a mistake, I apologise!    

SIDE NOTE FOR MAP 23: I now assume that the wall between the two fireblu pillars (Line #10068) in the starting room (the one that has a Super Shotgun in front of it) intentionally doesn't have a texture.
    
 

 

Edited by Ar_e_en

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21 hours ago, Ar_e_en said:

Here are the reports for the remaining maps!

  Hide contents


Map 11 
    ---
        Even tho I originally noted this issue as a lesser issue, I have one thing to add about it: Sector #254 would probably look better if it had a water flat (FWATER1) for its floor, however - The Lines that cause that sector to lower (Lines #914, #954, #1450 and #1083) would have to be changed to Action Special #38 (lower to lowest floor).

 

 

Map 12 seems to be fine!
Map 13 seems to be fine!
Map 14 seems to be fine!
Map 15 seems to be fine ;)

 

 

Map 16
    ---
        The area of X = 181, Y = 13268 (where it was possible to get stuck) has been fixed, however - I found another way to get stuck there. With enough speed - you can run up Sector #626 and fall into that place and get stuck again. To fix this - the Lines #3647, #3646, #3645 and #3644 should be set to being impassable. The area of X = 1051, Y = 13287 can still get you somewhat stuck, but as I stated in the original bug report - you can get unstuck from this position (it just takes a bit of effort). 

 

Map 17    
    --- 
        Most of the areas where you could get stuck seem to be fixed, but the area of X = 32, Y = 2067 still gets you stuck, once you fall off the lift

 


Map 18 seems to be fine!

 


Map 19
    --- 
        The textures of Line #1306 and Line #174 are still misaligned with Line #1299.
    ---
        On the "Map Finished" screen - the map title graphic still doesn't fit in with the other map title graphics (it's all small letters, whereas all the other map titles are written in the big font).
    ---
        New issue discovery! The textures of Lines #856 and #859 are misaligned (noticeable when the lift raises up).

 

Map 20
    --- 
        Line #9319 is now fixed (it's no longer a switch texture and it has no action special), however - Line #1083 and #16271 still have some minor mistakes:
            * Line #1083 - has a switch texture and a useless action special 
            * Line #16271 - only has a useless action special 
    ---
        You can still get stuck at X = 1900, Y = 12228
    ---
        Just like in map 16 - there are alternate ways to get stuck in the documented rock pillar areas by running on some of the lower pillars. The Following Lines should be set to impassable: #3647, #3646, #3645, #3644, #11497, #11496, #11495 and #11494
        
Map 21
    --- 
        The map Still has several pillars (all tagged with a tag of 42) that don't have any textures.            
    ---
        The switch on Line #5594 can still be reached and pressed without opening the bars in front of it (said bars being the 3 metal ones with the tag of 14). The switch in that location needs to be altered so that it can only be reached and pressed after the bars open.            
    ---
        New issue discovery! The Thing #1469 (Teleport Fog) needs to be moved to the right by 64 (or maybe a bit more) units, otherwise - you might end up with a Manc being teleported in and becoming unresponsive due to the fact that it becomes partially stuck in the wall behind it    
        
Map 22
    --- 
         Line #28994 (which causes the room to go dark and has the tag 111) still only has an effect on 2 sectors. Most of the sectors in this room should probably be set to be effected by this line
    ---
        Just like map 19 - the map title graphic still doesn't fit in with the other map title graphics (it's all small letters, whereas all the other map titles are written in the big font).
    
Map 23
    ---
        The 2 Lava floors at Sector #880 and Sector #879 still do no damage (not sure if intentional or not)
    ---    
        Thing #517 is still in the void (this one is a Player 2 start for some reason)
    
    


SIDE NOTE FOR MAP 22: In my original report - I stated that one of the secrets (Sector #4419) was unreachable. Turns out that it is actually reachable by walking along the edge of the stairs. 4/4 secrets are possible! My fault for originally reporting this as a mistake, I apologise!    

SIDE NOTE FOR MAP 23: I now assume that the wall between the two fireblu pillars (Line #10068) in the starting room (the one that has a Super Shotgun in front of it) intentionally doesn't have a texture.
    
 

 

Thanks! 

I didn't fix some of the things you mentioned because they were on purpose (Such as the room which only has two sectors that get dark, I like the weird shapes that leaves on the ceiling :P. And yes, you are right about the hom in map 23) but I will fix most of them. Thanks again. 

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Here is a fixed version. I fixed the stuck area with the two lifts, as @Ar_e_en mentioned.

I've also added invisible walls to make some windows bulletproof in the central building of the blue key area and in the office's factory. It makes both fights much smoother and closer to what I intended, but I didn't know how to do it at the time.

Consumed Settlement.zip

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As a fan of city and exploration wads, I liked exploring every possible building there was; MAP23 was interesting map to end.

I finished this a couple of hours ago, and I've reported some things throughout the wad, this was played on Nugget Doom 2.3.1.
 

Spoiler

 

MAP06 should have an indicator that is a yellow key card door.

MAP13 should have an indicator that is a red key card switch.

MAP15: The wheels from one vehicle bleed through the floor in software rendering. OpenGL rendering (which is done through DSDA-Doom) doesn't do this; as the other reports below doesn't have visual bugs either.

Spoiler

nugg0042.png.b14b8aff7d2fb71a9dc60830bf6ae757.png


MAP20 has a slime trail in software rendering.

Spoiler

nugg0045.png.44d430e7a5562bf36e9f76d85cf628e7.png


Also, on the way out from the large area that was seen from MAP01, isn't a silent teleport (Linedef 15464).

MAP21 gave me confusion as I was trying to look for the right building to go in, I had to look at UDB for that. I don't know if anyone has this experience outside from myself.

 

MAP22 has a linedef bleed on the stairs in software rendering.

Spoiler

nugg0062.png.516a40588f3ca14be76eeeca809cd4f9.png


And I don't know if MAP23 is supposed to have an intentional HOM effect by the super shotgun near the starting point.

 

 

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32 minutes ago, S3M_XM said:

 

  Hide contents


MAP15: The wheels from one vehicle bleed through the floor in software rendering. OpenGL rendering (which is done through DSDA-Doom) doesn't do this; as the other reports below doesn't have visual bugs either.

  Hide contents

nugg0042.png.b14b8aff7d2fb71a9dc60830bf6ae757.png

 

 

 

That map was made with software rendering in mind. The wheels are meant to bleed through the floor (to give the illusion that the cars and bike are standing on wheels). Granted - there are spots where the effect doesn't work at 100% efficiency (you can still see the wheels, but some nearby sectors cut off the full wheel), but I consider this trick to work as intended for the most part. 

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35 minutes ago, Ar_e_en said:

That map was made with software rendering in mind. The wheels are meant to bleed through the floor (to give the illusion that the cars and bike are standing on wheels). Granted - there are spots where the effect doesn't work at 100% efficiency (you can still see the wheels, but some nearby sectors cut off the full wheel), but I consider this trick to work as intended for the most part. 


Ah, I didn't know that was intentionally be like that. Thank you for confirming.

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On 1/13/2024 at 12:51 AM, S3M_XM said:

As a fan of city and exploration wads, I liked exploring every possible building there was; MAP23 was interesting map to end.

I finished this a couple of hours ago, and I've reported some things throughout the wad, this was played on Nugget Doom 2.3.1.
 

  Hide contents

 

MAP06 should have an indicator that is a yellow key card door.

MAP13 should have an indicator that is a red key card switch.

MAP15: The wheels from one vehicle bleed through the floor in software rendering. OpenGL rendering (which is done through DSDA-Doom) doesn't do this; as the other reports below doesn't have visual bugs either.

  Reveal hidden contents

nugg0042.png.b14b8aff7d2fb71a9dc60830bf6ae757.png


MAP20 has a slime trail in software rendering.

  Reveal hidden contents

nugg0045.png.44d430e7a5562bf36e9f76d85cf628e7.png


Also, on the way out from the large area that was seen from MAP01, isn't a silent teleport (Linedef 15464).

MAP21 gave me confusion as I was trying to look for the right building to go in, I had to look at UDB for that. I don't know if anyone has this experience outside from myself.

 

MAP22 has a linedef bleed on the stairs in software rendering.

  Reveal hidden contents

nugg0062.png.516a40588f3ca14be76eeeca809cd4f9.png


And I don't know if MAP23 is supposed to have an intentional HOM effect by the super shotgun near the starting point.

 

 

Thanks for reporting the issues! And yes, the HOM I made in the beginning of MAP23 is intentional. You know, foreshadowing ;)

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Map 17: there's a softlock in the area with lots of barrels, pinkies, and imps. There's no way to open the cisterns, so you're left stuck. Also, I couldn't for the life of me find the exit switch to lower the cordon.

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44 minutes ago, Firedust said:

Map 17: there's a softlock in the area with lots of barrels, pinkies, and imps. There's no way to open the cisterns, so you're left stuck. Also, I couldn't for the life of me find the exit switch to lower the cordon.

Can you be a bit more specific? I checked the area you described and everything seems to be in order in that room - you press the nearby  switch, enemies come in, stairs appear next to the 3 crushers, you run through the 3 crushers and press the switched on the  platform at the end that raises the stairs to the elevator.

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