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myolden

Pina Colada 2 RC3 | 27 MBF21 Maps

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That is dope! I haven't been on here in like 6 months, and just for no reason this treasure is here.

 

Thank you for your work and passion for doom!

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I feel like I'm always falling behind amazing releases; I haven't had the chance to play the first installment, and there's already this (:|

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I was finishing up Necromantic Thrist yesterday, and I needed a break from playing very long maps with large monster counts.

 

Found some things in Eternity 4.04.01 during my playthrough.

Spoiler

map05

Linedef 2262 is flagged with "Block land monsters" and "Block players".

 

map07

In the console, it shows "Line Error: Missing first sidedef replaced" three times.

 

map08

Doesn't play.

    UMAPINFO: invalid bossaction thingtype 'Deh_Actor_150': 'MAP08'

 

map11

"Line Error: Missing first sidedef replaced" in the console twice

 

map12
You can cheese the final fight here.

etrn07.png.e52b536ebbbbb88e820f4abe509c126c.png

 

map14

"Line Error: Missing first sidedef replaced" in the console once

 

 

map19
HOM effect

etrn08.png.a1f693bf5d72b89b476309e6d2522441.png

 

map22
"Line Error: Missing first sidedef replaced" in the console four times

 

The title in the DEHACKED file is spelt wrong, "Lunctime" should be "Lunchtime"

 

misaligned texture after pressing the switch (Linedef 3261)
etrn10.png.6a2a94e67171026ed8461ac6954af5d3.png

 

map23
"Line Error: Missing first sidedef replaced" in the console numerous times

 

The cacodemon can pass through the fence. (Linedefs 631, 644-650)

 

You can't 100% kills if you don't kill the imps at the starting point.

 

map25

slime trails

etrn17.png.042e55b27b5d2ab15c42b9ecd1480b14.pngetrn18.png.bc9d058508a2645f8fb99de57ea3ee1c.png

map26

"Line Error: Missing first sidedef replaced" in the console twice

 

slime trail

etrn19.png.d12ae6769843782dcb29b323f987b54c.png

 

map27

In the console:

  • Texture CRDMROC not found
  • Texture CRDMRED not found

 

Can pass through the pirate ship.

 

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11 minutes ago, S3M_XM said:

I was finishing up Necromantic Thrist yesterday, and I needed a break from playing very long maps with large monster counts.

 

Found some things in Eternity 4.04.01 during my playthrough.

  Reveal hidden contents

map05

Linedef 2262 is flagged with "Block land monsters" and "Block players".

 

map07

In the console, it shows "Line Error: Missing first sidedef replaced" three times.

 

map08

Doesn't play.

    UMAPINFO: invalid bossaction thingtype 'Deh_Actor_150': 'MAP08'

 

map11

"Line Error: Missing first sidedef replaced" in the console twice

 

map12
You can cheese the final fight here.

etrn07.png.e52b536ebbbbb88e820f4abe509c126c.png

 

map14

"Line Error: Missing first sidedef replaced" in the console once

 

 

map19
HOM effect

etrn08.png.a1f693bf5d72b89b476309e6d2522441.png

 

map22
"Line Error: Missing first sidedef replaced" in the console four times

 

The title in the DEHACKED file is spelt wrong, "Lunctime" should be "Lunchtime"

 

misaligned texture after pressing the switch (Linedef 3261)
etrn10.png.6a2a94e67171026ed8461ac6954af5d3.png

 

map23
"Line Error: Missing first sidedef replaced" in the console numerous times

 

The cacodemon can pass through the fence. (Linedefs 631, 644-650)

 

You can't 100% kills if you don't kill the imps at the starting point.

 

map25

slime trails

etrn17.png.042e55b27b5d2ab15c42b9ecd1480b14.pngetrn18.png.bc9d058508a2645f8fb99de57ea3ee1c.png

 

map26

"Line Error: Missing first sidedef replaced" in the console twice

 

slime trail

etrn19.png.d12ae6769843782dcb29b323f987b54c.png

 

map27

In the console:

  • Texture CRDMROC not found
  • Texture CRDMRED not found

 

Can pass through the pirate ship.

 

 

Thanks for the reports! Some of this stuff was fixed in RC2 but we'll look into the rest.

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3 minutes ago, myolden said:

 

Thanks for the reports! Some of this stuff was fixed in RC2 but we'll look into the rest.

 

I forgot you did updated RC2 when I was playing this, didn't even noticed that I played RC1.

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Possible to get stuck in Map13 on RC2. 
South from the starting location, where there are Arachnotrons and a Rocket Launcher. If you happen to press any of the switches hidden behind the metal barrier early, you won't be able to lower the blockade keeping you down there. 

 

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About halfway through the wad. The maps are beautiful! 7 was jaw dropping. Also, combat is a lot spicier than in the predecessor, almost feels like a mini Simulacrum. Intentional?

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6 hours ago, Koff3Katt said:

Possible to get stuck in Map13 on RC2. 
South from the starting location, where there are Arachnotrons and a Rocket Launcher. If you happen to press any of the switches hidden behind the metal barrier early, you won't be able to lower the blockade keeping you down there. 

 

 

LZDoom doesn't have support for MBF21 nor UMAPINFO.

 

Use a source port that supports MBF21 such as DSDA-Doom and GZDoom for example.

Edited by S3M_XM : given examples

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23 minutes ago, Koff3Katt said:

Same with the latest GZDoom, unfortunately. 
 

 

 

Screenshot_Doom_20241106_113446.png.ca98546dc69940753d468917f35d7936.png

As soon you pressed the switch in video, you forgot to notice that these switches go down.

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I know, if any one of the switches are pressed before they're supposed to, by pressing the middle switch to bring down the rocket launcher, you become stuck. The problem is, the switches are one time use (they need to be for this "puzzle" or you can spam one switch to lower the gate). The gate that blocks you isn't up until you press the middle switch. If you press any of the three gate switches too early, you'll never get the gate low enough to pass. You can actually hit all three and have the barrier be at full height forever. 

 

Edited by Koff3Katt

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1 hour ago, Koff3Katt said:

I know, if any one of the switches are pressed before they're supposed to, by pressing the middle switch to bring down the rocket launcher, you become stuck. The problem is, the switches are one time use (they need to be for this "puzzle" or you can spam one switch to lower the gate). The gate that blocks you isn't up until you press the middle switch. If you press any of the three gate switches too early, you'll never get the gate low enough to pass. You can actually hit all three and have the barrier be at full height forever. 

 

That's because you've pressed the switch that was supposed to lower after pressing the switch that lowers the red skull key, this case where you've pressed it beforehand, causing a sequence break.

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15 minutes ago, S3M_XM said:

That's because you've pressed the switch that was supposed to lower after pressing the switch that lowers the red skull key, this case where you've pressed it beforehand, causing a sequence break.

 

That's exactly the bug that this poster is pointing out. Even if you're not "meant" to press it, it's pretty reasonable for people to just press use on walls for whatever reason (especially ones at focal points of rooms) and you don't want doing that accidentally to break the level. So the bug report. 

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1 minute ago, baja blast rd. said:

 

That's exactly the bug that this poster is pointing out. Even if you're not "meant" to press it, it's pretty reasonable for people to just press use on walls for whatever reason (especially ones at focal points of rooms) and you don't want doing that accidentally to break the level. So the bug report. 

 

Oh, I didn't even seen that the user answered the problem, I'll apologize for that.

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12 hours ago, Koff3Katt said:

Possible to get stuck in Map13 on RC2. 
South from the starting location, where there are Arachnotrons and a Rocket Launcher. If you happen to press any of the switches hidden behind the metal barrier early, you won't be able to lower the blockade keeping you down there. 

 

 

Bummer. I put a linedef action there to block the player from using it before it's lowered, which apparently works in DSDA but not GZDoom.

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I got through the first 19 maps, amazing work everyone!  Looking forward to getting to the rest of it.  Killer visuals, devious fights, it's all there.  I just don't know how you all keep up this mapping pace!

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Played through the first 14 maps co-op, and they're a blast! A couple of co-op softlocks I found:

 

MAP02

Spoiler

image.png.36e0b616bb4c8a2cb64517da0b4133c1.pngThese bars stay raised after a trigger late into the map, blocking respawning players from re-entering

 

MAP05

Spoiler

image.png.f0b44f8df51704c138a04e7d0b9f7eaa.pngThe teleport from the starting room to enter the main area is a W1, preventing any player that dies from re-entering the map without idclip

 

Great maps so far!

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RC3 is now live featuring a slew of fixes and updates alongside a totally normal credits map (do not look for anything strange at the edges of the map, there is nothing there).

 

Unless something crazy happens between now and next weekend this will likely be the version we upload to idgames.

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7 hours ago, myolden said:

RC3 is now live featuring a slew of fixes and updates alongside a totally normal credits map (do not look for anything strange at the edges of the map, there is nothing there).

 

Unless something crazy happens between now and next weekend this will likely be the version we upload to idgames.

 

You're a wizard. Seriously, thank you for all the great content. Haven't played this one yet as I'm concentrating on some other wads but hopefully I'll get to it by the end of the year. I feel like you're bound to get another well-deserved Cacoward, I'm just not sure for which release! 😄

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Nice that the second one is continuous playthrough welcome. That's why i din't play the first one.

 

Do you plan to update the first one to be playable as continous too ?

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1 hour ago, SerpaCooper said:

Nice that the second one is continuous playthrough welcome. That's why i din't play the first one.

Do you plan to update the first one to be playable as continous too ?

 

-We do not plan to update the first one.

-The first one is already playable continuously on most difficulty levels, just not on UV and Nightmare. We did put effort in adding difficulty levels: playing on HNTR or HMP are still full experiences. Why not play it on one of these? The map set is also quite difficult in the later maps: HNTR or HMP might even be a better fit for you perhaps than UV would be.

-If this is really something you want to do, there is nobody stopping you from quickly editing the maps on your own PC and simply removing the voodoo doll that kills the player at the end of the map on UV. I would even encourage a player to do this if they want to (just don't spread that version around then).

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I'm loving this wad so far. I've always been a diehard fan of Ribbiks and playing this felt like playing Ribbiks maps that are actually around my skill level (aka, low average). Visual are amazing, especially map07, one of the most beautiful doom maps I've seen. Fanatasic work from everyone <3

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