deathz0r Posted February 14 (edited) (logo by @Contmotore) TWOGERS is a ragtag collection of 50 MBF21 maps brought to you (once again) by the Doom Twitch community! Featuring innovative 5-D technologies, TWOGERS propels the player into an euphoric sensation of thrills, kills, spills, TNT maps named "Mill" and whatever you can will. This WAD will open your eyes to sights unseen, your mind to spiritual journeys unimagined, and your sectors to probable softlocks - and that's okay, because everything is intentional. Many mappers from POOGERS have returned to bring more general insanity, while several more mappers have joined to mould the TWOGERS experience into this fine WAD that we hope you will appreciate. Some of you, at the very least. TWOGERS has been designed primarily around DSDA-Doom/Woof and pistol starts, with jumping and freelook disabled. Software renderer required for MAP17 and MAP27, recommended for MAP13 and MAP36. This has not been thoroughly tested in GZDoom, it is not even designed for CheesyDoom, don't ask for ProvoloneDoom compatibility because you're not getting it. Compatibility with other ports will be dependent on whether the changes break in DSDA-Doom. See below for further details regarding other MBF21 ports. With the amazing futuristic technologies of the COMPLVL lump, you don't need to specify which complevel to use when loading TWOGERS in DSDA-Doom or Woof! Finally, the secret codes holding back gamers have been unlocked and you can jump straight in to the action. Difficulty settings have been included for a large majority of the maps - while some effort has been made to maintain a general difficulty curve across the WAD, it's never a bad idea to drop down a skill level if a map is too troublesome. Spoiler Spoiler Episode 1 - A Fistful of Poog MAP01 - Built to Kill (Christophine Place) MAP03 - Open Sesame (NewPointless) MAP04 - POGGER (deat) MAP05 - Yesclip (General Roasterock) MAP06 - Pseudoluckfist (Benjogami) MAP07 - Two Gers One Cup (Scotty) MAP08 - Pizza Time (riktoi) MAP09 - Just Hold S (arto91) MAP10 - SECRET (LiM3WaX) MAP46 - Controlled Demolition (Benjogami) Episode 2 - We Built Poog City MAP11 - Pog City (AdamTheSlave) MAP12 - Poog Putt (Meowgi) MAP13 - Pog Hallway (fuGue) MAP14 - Ted's Caving Page (Napsalm) MAP15 - Hell Revealed National Park (msx2plus) MAP16 - Welcome to PoogTown (Contmotore) MAP17 - Ich bin wie Poog (Peccatum Mihzamiz) MAP18 - POOGERMITAI (Kirie Natsuyuko) MAP47 - panic at studio twogers (Spendoragon) Episode 3 - Live Free or Poog Hard MAP19 - Close Encounters of the Poog Kind (Napsalm) MAP20 - Don't Let Them Win (Austinado) MAP21 - mine gud (Spendoragon) MAP22 - Motor Skill Issue (Scotty) MAP23 - Red Screen Gaming (Petyan) MAP24 - T.O.A.D.S (The Old Abhor Dancing Shadows) (PhoenyxWinter) MAP25 - death pit (NoReason) MAP26 - tom rider (Spendoragon) MAP27 - Conflict in Nothingness (SoulRunner) MAP48 - How to Kill Stuff Without Being Killed (deat) Episode 4 - Thy Poog Consumed MAP02 - Underhalls 2 (Kinetic) MAP28 - A Comfy Place (dashiefrickintyan) MAP29 - When the IBS hits and the stalls are taken (Vortale) MAP31 - Protect the Kekflip (Valhen_Saipiam) MAP32 - Legerdemain Choices (riktoi) MAP33 - F.R.O.G.S (Fractured Realms of Greyt Substance) (PhoenyxWinter) MAP34 - Welcome Back (MasterMedi) MAP35 - MyHouseDotWut? (Peccatum Mihzamiz) MAP36 - Ghosts of 286 Past (deat) MAP49 - unwin (akolai) Episode 5 - PoogDespair MAP37 - Transformation (riktoi) MAP38 - Not Even Remotely Poog (decino) MAP39 - DeFRoG (Colossus) MAP40 - 182601737180282880 (el inferno) MAP41 - Challenge PoogMode Arena (Colossus) MAP42 - Ascending to the Memes (arto91) MAP43 - PFRAG (cassis) MAP44 - CybgeBusiness (Rayziik) MAP45 - Retake Poog Palace (NoReason) MAP50 - Meowgi Collects His Luggage (kraflab) Credits MAP30 - Farewell, TWOGERS (deat) [NOT AVAILABLE] DelphiDoom: (to be tested later) source port is currently abandoned - software renderer has constant stuttering on all maps, OpenGL renderer appears to require GLBSP nodes, HUD is affected by colormap Spoiler MAP01 - several midtexes bleed through ceiling/floor MAP04 - broken visuals on moving objects MAP36 - unable to leave intro sequence, broken colormaps, very sub-optimal performance MAP46 - very sub-optimal performance DSDA-Doom: 0.26 or later required for OpenGL fixes regarding Boom colormaps (MAP04, MAP16, MAP36) Doom Retro: v5.3 or later required, recommended to set r_bloodsplats_max 1 to avoid performance issues with monster-heavy maps Spoiler MAP01 - Mister X fails to die properly to barrels and can not be hit by direct projectiles, requires rocket splash to die MAP04 - uncapped framerate interpolation issues, use vid_capfps 1 to fix MAP08 - movement puzzle instakills player regardless of co-ordinates MAP12 - golf ball can float over invisible walls due to low gravity instead of hard dropoff MAP13 - unable to move through hole near start MAP29 - Flea attack does not work MAP36 - uncapped framerate interpolation issues, but only on HMP and UV in one specific area MAP40 - everything spawns in Eternity: required compatibility options - "Disable unintended player jumping", "Zombie players can exit levels", "Actors never fall off ledges", "Actors have infinite height" set to YES, "Use DOOM stairbuilding method" set to NO Spoiler MAP01 - several midtexes bleed through ceiling/floor MAP08 - first puzzle section door never opens (fixed in RC2) MAP12 - baby caco golf ball can go over an invisible barrier on the 3rd hole MAP17 - noticable delay with the ceiling raising of the starting area, rendering glitches with large trees in opening area, broken A_JumpIfFlagsSet functionality with some decorations MAP25 - very sub-optimal performance after player shoots MAP31 - Plasma rifle triggers walk-activated line actions which makes the map unplayable MAP36 - broken A_JumpIfFlagsSet functionality with some decorations, very sub-optimal performance MAP45 - sub-optimal performance MAP46 - very sub-optimal performance MAP14, MAP16, MAP26 - broken A_AddFlags functionality with TRANSLATION and TRANSLATION2 for the Zombies MAP12, MAP16, MAP32 - toilets are invisible GZDoom: ignores COLORMAP which causes IWAD graphics to be visually incorrect with regards to PLAYPAL changes, ALLBLACK does not render as full black, tested with Boom compatibility (strict) with MBF21 features enabled Spoiler MAP03 - monster projectiles do not trigger walk-activated line actions MAP04 - moving objects break with map progression, Mister Y's do not properly die after round completion, broken colormaps MAP05 - visually broken in several places MAP08 - first puzzle door does not open (fixed in RC2), third puzzle area is broken MAP12 - missing voodoo doll, baby caco golf ball never spawns in, texture alignment issues not seen in other ports MAP13 - unable to move through hole near start MAP14 - some corpses at start do not teleport out MAP15 - scroller for intro is too fast MAP16 - broken colormaps MAP17 - monsters in first cinema do not spawn in properly, vanilla flight trick does not work MAP22 - wind effect is too powerful MAP23 - photosensitivity issues with voodoo picking up berserks MAP25 - very sub-optimal performance after player shoots MAP26 - RNG engine triggers every result MAP33 - extremely sub-optimal performance MAP36 - broken colormaps, extremely sub-optimal performance (explicitly has a voodoo setup to intentionally break default GZDoom compatibility) MAP37 - immediately gets into hole, but then gets stuck on a corner MAP38 - respawn mechanic is unreliable MAP40 - very sub-optimal performance MAP41 - scrolling section is too fast MAP44 - second secret is inaccessible MAP45 - very sub-optimal performance, especially after player shoots MAP46 - sub-optimal performance MAP47 - sound propagation for sector movement is local to player MAP48 - RNG engine for final section can trigger multiple results MAP49 - immediately exits with no chance for player input Helion: no MUSINFO support fixed in 0.9.2.8, no tracker music support, ignores COLORMAP which causes IWAD graphics to be visually incorrect with regards to PLAYPAL changes, monster closets wake up too early regardless of whether monster closet detection is set to FALSE or TRUE fixed in 0.9.5.0, dehacked palette translations do not work partially fixed in 0.9.5.0 required to set all compatibility options to TRUE except for "Find shortest texture", "Vanilla Sector Physics", "Limit Pain Elemental Lost Souls to 21","Used bugged stair building", "Vile ghosts" and "Final Doom teleport" required to set color mode to Palette for MAP04, MAP16 and MAP36 Spoiler MAP01 - visible holes in geometry near "idle monsters" (fixed in 0.9.2.8 - regressed in 0.9.5.0?!) MAP04 - softlocks can randomly occur after completing a round, moving objects are broken by the last round on UV MAP05 - visual glitch on a wall while standing at tree ledge near start (transfer height issue?) MAP08 - first puzzle door does not open fixed in RC2, third puzzle section is broken MAP12 - golf ball sticks to walls rather than bounces which can get stuck MAP13 - unable to move through hole near start MAP16 - broken colormaps, buggy rendering on door with transfer height MAP17 - vanilla flight sequence has actors spawning and sticking to ceiling rather than floor MAP23 - two platforms do not raise during shoot switch section, generalised crushers are treated as slow damage crushers instead of the crusher speed, two switches do not function in horde sections MAP26 - RNG engine triggers every result MAP29 - Flea never wakes up MAP31 - friendly monsters are blocked by "block player" lines (regression in 0.9.5.0), indicator for breach will sometimes not reset to green, monsters appear to enter too fast in UV MAP32 - visual glitch with silent teleport "jump" MAP36 - gets hit by the anti-GZDoom trap with no workaround partially fixed in 0.9.2.8?, broken colormaps, some RNG engines will trigger every result which causes softlocks in certain areas, sector transfers are broken if ceiling height of the control sector = floor height (and most likely floor height = ceiling height), not capable of frame-perfect "mobj swaps", three secrets are known to be broken MAP37 - immediately crashes on 0.9.5.0, immediately gets into hole, but then gets stuck on a corner MAP40 - RNG engines trigger every result MAP41 - scroller section is slightly too fast (likely to crash into corners), rocket jump not possible? MAP48 - anti-cheese for first area does not deactivate quickly enough old issues: MAP01 - line action 249 is broken fixed in 0.9.5.0 MAP03 - monster projectiles do not trigger walk-over lines fixed in 0.9.2.8 MAP04 - map exits early after one successful round [linedef trigger collision issues?] fixed in 0.9.2.8, sound propagation for sector movement is local to player, broken colormaps fixed in 0.9.5.0 MAP07 - visual glitch on sky for sector lowered by manc trigger fixed in 0.9.5.0 MAP08 - exit never opens fixed in 0.9.5.0 MAP12 - sound propagation for sector movement is local to player fixed in 0.9.5.0 MAP14 - corpses do not disappear via silent teleporter lines, wind effect is too powerful fixed in 0.9.2.8 MAP15 - scroller for intro is too fast fixed in 0.9.2.8 MAP17 - ceiling raise for intro never stops and has visual glitches, line action 249 is broken fixed in 0.9.5.0 MAP22 - wind effects are non-functional fixed in 0.9.2.8 MAP23 - photosensitivity issues with voodoo picking up berserks fixed in 0.9.5.0 MAP26 - RNG engine never wakes up fixed in 0.9.2.8 MAP31 - Imps do not respect friendly flag fixed in 0.9.2.8 MAP32 - Impoogitors still wake up after completing starting area puzzle fixed in 0.9.5.0 MAP34 - Mister Xs do not respect friendly flag fixed in 0.9.2.8 MAP36 - RNG engines never wake up fixed in 0.9.2.8 MAP40 - RNG engines never wake up fixed in 0.9.2.8 MAP43 - gun-activated platforms break after a few attempts fixed in 0.9.2.8 MAP47 - sound propagation for sector movement is local to player fixed in 0.9.5.0 MAP48 - RNG engines never wake up fixed in 0.9.2.8, map exits early as it cannot properly handle a player being above the floor of a death exit fixed in 0.9.5.0 Odamex: no MUSINFO support, invulnerability colormap is not applied required compatibility options - "Boom actor/sector/line checks" and "Remove Pain Elemental spawn limit" set to ON Spoiler MAP04 - medikit dispenser always activates, broken colormaps with truecolor rendering MAP05 - visually broken in several places, several sectors are at incorrect heights MAP08 - silent teleporters are treated as double-sided which causes a softlock MAP12 - golf ball sticks to walls rather than bounces which can get stuck MAP16 - friction is applied on the platforms for blue skull key when it should not be, stair building is broken for blue skull key, broken colormaps with truecolor rendering MAP17 - noticable delay with the ceiling raising of the starting area, cinema textures are incorrectly vertically tiled, monsters do not drop in first cinema MAP22 - wind effect is too powerful MAP25 - sub-optimal performance after player shoots MAP31 - Imps do not respect friendly flag MAP33 - extremely sub-optimal performance MAP34 - Mister Xs do not respect friendly flag MAP36 - broken colormaps with truecolor rendering, extremely sub-optimal performance MAP40 - extremely sub-optimal performance MAP43 - gun activations are one-time instead of repeatable MAP45 - extremely sub-optimal performance MAP46 - very sub-optimal performance MAP48 - RNG engines sometimes trigger multiple results MAP12, MAP16, MAP32 - toilets are replaced with yellow particle fountains Woof: No known issues TWOGERS RC1.3 Spoiler RC1.3 - 06/03/2024 General - text file fully fleshed out regarding credits, CWILV graphics now include map author, fixed a couple of dehacked variant enemies that require manual work after a DecoHack compile, added dummy DEMO1/DEMO2/DEMO3 lumps MAP04 - rescaled HMP difficulty to use a gentle curve for speed increase, added a very gentle curve for increasing speed in HNTR MAP27 - added software renderer requirement to text file, balance adjustments, visual improvements MAP36 - replaced song for final area with a more fitting alternative, fixed multiple conditional progression softlocks, fixed multiple bugs with monster closets, added difficulty settings for a few secrets, various gameplay improvements, minor visual improvements, Doom Retro compatibility fixes, added INTERPIC (by msx2plus) MAP43 - improvements to the chasm area MAP48 - changed texture in final area, added INTERPIC RC1.2 - 23/02/2024 General - actually compile the Dehacked changes properly instead of writing changes in the DoomTools UI and not saving the DecoHack, oops! MAP04 - enemies now automatically die MAP05 - various fixes MAP07 - map renamed to Two Gers One Cup MAP16 - fixed a missing upper texture MAP36 - numerous minor fixes, visual improvements to some secrets, rebalancing across all skills MAP38 - rebalancing in HNTR, minor fixes MAP39 - added co-op starts MAP41 - added co-op starts, change viles to nokill% variants MAP47 - reduced sectors with local sound propagation from the the entire map (216) to 15. surely everyone uses parallel sound limits, right?! MAP48 - add anti-cheese, fix for Eternity Engine compatibility MAP50 - fixed UMAPINFO entry to have correct map number label RC1.1 - 18/02/2024 General - fixed Afrits and several custom monster attacks not having bright frames MAP03 - moved secret, added descrption to text file MAP04 - fixed visual glitch with third car lane on speeds 3-5, fixed medikit dispenser dumping all medikits simultaneously MAP10 - added difficulty settings and co-op support MAP16 - fixed a couple of missing textures MAP24 - visual clarity for first room, fixed fake ceilings being too low, major balance changes to Black and White fight MAP25 - fixes and rebalancing MAP33 - fixed HOMs, balance changes to Black and White area and Platforming area MAP36 - fixed major softlock preventing exit, fixed major aesthetic component of map that was not functional and other minor softlocks that were preventing 100% secrets and items - don't do linedef optimisations to avoid the linedef limit 24 hours before release! also tweaked a few colormaps MAP43 - removed debug voodoo dolls RC1 - 14/02/2024 - no longer IN DEVELOPMENT Edited Friday at 02:47 PM by deathz0r : Helion 0.9.5.0 compat update 72 Share this post Link to post
Soul_Runner Posted February 14 2 years after POOG we can TWOOG, appropriate :D 1 Share this post Link to post
cannonball Posted February 14 Two Poog or not to poog, that is the question. 1 Share this post Link to post
Alter Posted February 14 (edited) A historic moment in the doom history when deat and his friends unleashed a MBF21 apocalypse upon people. 3 Share this post Link to post
lokbustam257 Posted February 14 12 minutes ago, deathz0r said: Screenshots: Hide contents These two screenshots looks absolutely fucking terrifying. Also, happy poogers day. the hell's a valentine anyway? 3 Share this post Link to post
NuMetalManiak Posted February 14 Is it compatible with OMGWPNS on Eternity (aside from MAP48)? 0 Share this post Link to post
deathz0r Posted February 14 1 minute ago, NuMetalManiak said: Is it compatible with OMGWPNS on Eternity (aside from MAP48)? There's several new monsters, so it won't replace any of those - that said, I can't think of any reasons why it would break since I made sure to keep everything in OMGWPNS at the same width/height, or smaller. 0 Share this post Link to post
Mr Masker Posted February 14 (edited) 30 minutes ago, deathz0r said: it is not even designed for CheesyDoom, don't ask for ProvoloneDoom compatibility because you're not getting it. Not even Provolone Doom??!!? But it has x100 anti-ailiasing! And it has 5d Geometry, VR, 3D TV support! Get with the times, POOGERS Team! Really though, I look forward to playing this series, it looks funny. 1 Share this post Link to post
Sneezy McGlassFace Posted February 14 Holy shit it's actually finished Congrats on release. May the ghosts of 286 have mercy on your soul 2 Share this post Link to post
bioshockfan90 Posted February 14 ah hell naw, they made frogger in DOOM? I missed the first POOGERS and I usually play on, quote, "CheesyDoom", but I figured I'd dust off the 'ol DSDA .bat scripts for this. Did not regret it. Loving every moment of it so far, this is insane. Joke after joke after joke and they all land (at least for me). 7 maps in so far. Even if I don't beat this (not the most adept at Doom) some of these maps still made my day. I'll update once I beat a more significant portion of maps. Great LOL for the morning. :D 4 Share this post Link to post
Biodegradable Posted February 14 Congratulations on the release, Team Twogers! 1 Share this post Link to post
Peccatum Mihzamiz Posted February 14 Twofers is back baby, bigger and even more of a technological marvel than the last one was! Congrats everybody, amazing work! 2 Share this post Link to post
Contmotore Posted February 14 Finally, we did it! Thanks to everyone for your hard work! I especially appreciate @deathz0r's dedication and perseverance in tackling the challenging task of putting everything together. And thanks to @Peccatum Mihzamiz for stepping up and offering help. 2 Share this post Link to post
fuGue_tv Posted February 15 I accidentally got involved in Poogers. It was never supposed to actually be a real thing. Then I accidentally made the best map in the universe, Pog Mountain. My dad played it, and he cried at its undeniable beauty. It was so good, I got death threats for not making it shittier. I once again, by accident, got involved with Twogers. But I kept the same philosophy from the first of the ‘gers, that nobody would ever actually ever play the map. So I just made a long narrow hallway. idk how I got in this mess but I’m just happy to be here 9 Share this post Link to post