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Big Ol Billy

OSTERITY (RC2) - a vanilla mega-episode set in the heart of Texas

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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!

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Is something wrong with the download link? I can't access (connection time out)

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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.

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Awesome. I must say that is a sweet looking status bar too.

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Congrats for the release! I remember to have seen this thing in WIP status long ago! Looks truly awesome!

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Your depiction of Texas sure looks pretty scary! Looking forward to play it though :D

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Posted (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.

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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.

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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.

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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: 

 

 

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I found a visual bug when playing in GZDoom 4.12.2 (Doom (Strict)) in map01. (Thing 1137)
Screenshot_Doom_20240712_214633.png.b7504744b8563790c9c719dac3415db0.png

 

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..?

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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.

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Posted (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.)

 

doom00.png.83d23ef1843973b87757edf36307795e.png

 

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 by Big Ol Billy

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Posted (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)

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Posted (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

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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?

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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

 

 

 

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Posted (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.

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