Big Ol Billy Posted July 12 (edited) "Burdensome regulations have long stymied the United Aerospace Corporation's ability to innovate in the energy sector. However, recent pro-business rulings represent a welcome change of pace, clearing the way for us to open an exciting new facility in the Lone Star State. Come on down 'n' see us sometime, y'all!" OSTERITY is a 7+1 map vanilla "mega episode" for the Doom 2 IWAD, powered by OTEX. Basically, I've tried to squeeze what I think of as a 3-episode, Doom 1-inspired megawad into just 7 maps. The basic formula is to alternate sprawling megamaps with short boss/challenge maps, though I bend the rules a little towards the end. Continuing my personal "year of Doom 1", this release follows a "D1 enhanced" philosophy: Doom 1 assets are all 100% unchanged; Doom 2 monsters are all reworked, usually with a D1-inspired twist. Also features an original soundtrack by yours truly. >>DOWNLOAD RC2<< Previous: RC1.2 RC1.1 RC1 PLAY INFO Compatibility: vanilla Doom 2 (-cl 2) Mouselook: Ok, not needed Jump/crouch: May break stuff Difficulty settings: Yes Co-op: Yes, with extra monsters and items Deathmatch: DM starts included, though these maps are unlikely to be good for DM Tested in: Chocolate Doom, ChocoRenderLimits, DSDA-Doom 0.27.5, GZDoom 4.12.2 Known Bugs: Some sprite limit glitches, especially on UV, and drawseg overflows in vanilla, which can result in sprites disappearing and the occasional HOM from certain angles. Save game buffer overflow in vanilla due to the extremely large maps. Some in-level text may be harder to read in 320x200 resolution. Noclipping can trigger visplane overflow crashes in vanilla in a few spots. In later levels, I use pure black to achieve a "second" sky texture, so bullet puffs and projectiles can appear to hit the sky. If you're especially quick on MAP05/MAP06 (possibly MAP07), you might have to wait on monster crushers to get 100% kills. Mod at your own discretion, there are a lot of DeHackEd changes here. Watch out for mods that replace existing monsters and things with new ones: MAP02/04/06 depend on certain monsters executing KeenDie for progression; changing these monsters may break the maps. MAP08's secret depends on a custom thing activating a line special via a monster walkover line. Weapons are unchanged, however. Special thanks to all the playtesters who have tested various versions of the set over the years: @Biodegradable @Catpho @Optimus @gaspe @Phobus @Memfis @glenzinho MORE SCREENSHOTS Spoiler Background info: Spoiler This is an unusually long-gestating project for me. The bulk of mapping was actually done in a concentrated burst in February 2021, when I was bedridden with Covid-19 and living with some acquaintances who themselves had just been displaced by the Great Texas Freeze that occurred that month. I found myself returning to the project in various moments of negative emotion, and it's taken a fair amount of iterating to hone into what I seemed to be trying to express in that initial, feverish period of initial conception. Now, as millions are once again struggling without power in Texas, it seems as clear as it's gonna get, so I'm sending the project out into the world. Edited July 23 by Big Ol Billy 78 Share this post Link to post
esselfortium Posted July 12 Congrats on the release, looks awesome! I remember seeing screenshots of this quite some time ago, it's great that you've gotten it out the door at last! 2 Share this post Link to post
FEDEX Posted July 12 Is something wrong with the download link? I can't access (connection time out) 0 Share this post Link to post
Edward850 Posted July 12 22 minutes ago, FEDEX said: Is something wrong with the download link? I can't access (connection time out) Seems to be working for me. 0 Share this post Link to post
Endless Posted July 12 Awesome. I must say that is a sweet looking status bar too. 1 Share this post Link to post
Walter confetti Posted July 12 Congrats for the release! I remember to have seen this thing in WIP status long ago! Looks truly awesome! 1 Share this post Link to post
taviow Posted July 12 Your depiction of Texas sure looks pretty scary! Looking forward to play it though :D 1 Share this post Link to post
NenapoMinayuChtchiyasya Posted July 12 (edited) I'm stuck in map02 2 hours ago, Big Ol Billy said: GZDoom not tested yet, hilarious bugs may be present. Let me know what you find. For some reason trigger 666 is not activating 😔 (gzdoom) "Doom 2 Map07- Dead Simple: (Tag 666:) lowers tagged sector(s) when mancubus's are defeated;" 🤔 lowers? but this tag marks a door on this map and no single mancubus in here. 1 Share this post Link to post
Big Ol Billy Posted July 12 18 minutes ago, NenapoMinayuChtchiyasya said: I'm stuck in map02 For some reason trigger 666 is not activating 😔 Interesting—will investigate. This map uses KeenDie to open the 666 door when all the Pyrobarons are dead. Maybe some compatibility needs to be set with MAPINFO? I’ll be on it! Thanks. 1 Share this post Link to post
"JL" was too short Posted July 12 It makes a lot of sense for the UAC to locate its research facilities in places where the veil between Earth and Hell is at its thinnest. Having said that, I'm not sure why they didn't skip Texas and go straight to Mississippi. Maybe they didn't want to bite off more than they could chew. 2 Share this post Link to post
Lizardcommando Posted July 12 This looks quite interesting. I'll have to take a look at this. 1 Share this post Link to post
Scuba Steve Posted July 12 Is the BFG9000 in the basement of the Alamo? 2 Share this post Link to post
CacoKnight Posted July 12 (edited) Added straight here without even testing it, vanilla + those screenshots? 1 Share this post Link to post
Daytime Waitress Posted July 13 UAC: repaving Texas' lethal asphalt with safer, kinder damaging floors like lava and nuclear waste. 1 Share this post Link to post
mancubian_candidate Posted July 13 Hey @Big Ol Billy, Played Maps 1 & 2 so far and having a blast! I found one potential softlock in Map 1: Spoiler If you are a big dummy like me, take the long way around and take the Teleporter in Sector 1530 (without lowering the bars in Sector 1273), you get soft-locked in Sector 1528. I found this on my first playthrough but was able to replicate in the video below: 2 Share this post Link to post
S3M_XM Posted July 13 I found a visual bug when playing in GZDoom 4.12.2 (Doom (Strict)) in map01. (Thing 1137) And for map02; What you supposed to do in the room with the fire barrels that are surrounded you? I have no clue where to go but I do see a switch (Linedef 471) but when I press it, it does nothing. Even when I've tried it in DSDA-Doom, but it does nothing either. So, are you stuck in the room forever..? 0 Share this post Link to post
Big Ol Billy Posted July 13 56 minutes ago, mancubian_candidate said: I found one potential softlock in Map 1: Good find, that's a must fix! All these different pathways through the big levels makes oversights like this all too easy. Simple fix, though. 1 Share this post Link to post
Big Ol Billy Posted July 13 (edited) 22 minutes ago, S3M_XM said: What you supposed to do in the room with the fire barrels that are surrounded you? I have no clue where to go but I do see a switch (Linedef 471) but when I press it, it does nothing. Even when I've tried it in DSDA-Doom, but it does nothing either. So, are you stuck in the room forever..? Hmm, it looks like the Dehacked patch isn't loaded here, which is odd, since it's included in the wad file itself. This is what the same area looks like in DSDA for me--note the trees rather than green pillars. I'm actually surprised you were able to get that far if the Dehacked was borked, though. (FWIW, the Dehacked changes work right out of the box for me on GZ 4.12.2/strict as well.) Also to circle back around to @NenapoMinayuChtchiyasya, I'm also unable to reproduce the 666 door problem on MAP02. On GZDoom 4.12.2 with strict compatibility, doors open after the fire barons die and progression seems to work as intended. It looks like there are indeed, as I vaguely remembered, settings for special actions that can be set via the MAPINFO map definition property (SpecialAction_OpenDoor seems to be the relevant one here). But for me the KeenDie action already works as intended. I should probably study some other recent vanilla releases for best practices re: GZ compatibility, but I'm a little puzzled at the moment why I can't replicate these issues so far. Edited July 13 by Big Ol Billy 0 Share this post Link to post
SleepyVelvet Posted July 13 (edited) Well that was a large Map01. I've played so many short levels lately that I was expecting something easier to breeze through, per usual for an 8 map episode (I didn't read the OP very closely). I had fun for now. Some good fights and suspense elements. I wish I figured out the Blue Key. Would've gone back for secrets, but the death exit made me explode, and nearly shit my pants. FDA: noisy_OSTERITY-RC1_m1.zip (hntr, 24mins) 2 Share this post Link to post
Biodegradable Posted July 13 It's finally here! Stoked to see it released at last, Bill. :^) 2 Share this post Link to post
Big Ol Billy Posted July 13 Gonna go ahead and drop a quick RC1.1 to address the egregious MAP01 softlock that @mancubian_candidate found. (Linked in OP as well.) Also did just a little HNTR balance tweaking based on @SleepyVelvet and @Nikku4211 's very helpful (and definitely fda-approved) demos. Keep 'em coming, folks! 3 Share this post Link to post
KneeDeepintheSludgemetal Posted July 13 This is fantastic, I am on map 3 and i want this to be a whole megawad. Lots of fun little secrets and great combat. 1 Share this post Link to post
elborbahquarama Posted July 13 (edited) a member and level designer of the collective wad project i'm part of and playtesting for lives in texas and has gone offline several days ago and even though i'm sure he's safe we're naturally worried for him, so i thank you for bringing awareness on the matter through your personal vision, there is a lot of interesting ideas in this wad as always with your work 1 Share this post Link to post
Daytime Waitress Posted July 13 I typically don't get on well with big sprawling levels like this, but the constant pressure, the way progress is gated but it feels like you're given permission to explore, and the manner in which all the disparate visual elements have been combined to create a completely cohesive and unique world has me wrapt up in it. But I just... Why you gotta make the spiders so moist, Billy? 1 Share this post Link to post
mancubian_candidate Posted July 13 Hey @Big Ol Billy, sorry for harshin' the vibe again but found 2 other potential issues Spoiler In Map 5, it looks like the Flame Boi's can resurrect Crushed enemies and cause them to go out of bounds. If you go to 8:10 of this video, you should be able to see it. Didn't happen in my first playthrough so it may be rare: Spoiler In Map 6, when all the Monsters that are perched (and can get resurrected) get teleported away, they go to a Monster closet where nothing happens to them. Not sure if they are meant to get crushed or something like that but I couldn't figure it out! This may be me missing something so apologies if this is a mis-report 2 Share this post Link to post
Big Ol Billy Posted July 13 (edited) 27 minutes ago, mancubian_candidate said: 2 other potential issues No worries, I was actually just working on the MAP06 enemies--they should indeed be getting crushed, but it looks like the trigger to actually do it got removed. Update coming soon! Seems like I should go ahead and do some extra foolproofing on MAP05 as well to prevent accidental ghost monsters. These have been a big issue on MAP06, which I've nearly ironed out with some extra handling, but I hadn't seen them on MAP05 before. Whether one gets them or not can be kind of random, so this is definitely something I'm happy to get wider playtesting on now. 2 Share this post Link to post