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Dittohead

Vae Victus 2 Released *updated 10/30*

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Belial said:

I'm inclined to agree. Though I don't run out of ammo, I usually exit with 2-4 shells and nothing else :P

Edit: Taking it slow left me with 20 shells and 100 bullets so I guess I must've been doing something wrong :P

I've also noticed that the windows connecting the outside with the room that has the switch that lowers the blue key aren't set to blocking. Is that intended?


It wasn't intended perse, but it didn't affect gameplay much so I just left them as is.

edit - Fixed the noted problems with linedefs that should be blocking. Thanks Belial.

I've fixed almost all of the bugs mentioned in this thread. I've also included Belial as a tester for obvious reasons ;)

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Some issues with MAP06:

  • you can get locked out of the area behind sector 1318, because linedef 6187 is a manual door that the monsters can activate. If they do this after you press linedef 6449, then you can't re-open the door from outside of there. I suggest either making linedef 6449 repeatable (special number 61) or preferably zeroing linedef 6187's special so the monsters behind it can't mess it up.
  • I believe the room behind the berserk box (thing #180) is meant to be secret. It contains a cell pack (thing #346). E.g. set one of sectors 1436/1437/1446 to secret.
Some issues with MAP07:
  • sector 74, one of the ledges at the start of the map, is 40 units below the level of the next highest adjacent sector (sector 1) so you get stuck on it if you go there. This is annoying as there is no obvious reason why the player should not attempt to access the ledge; indeed it is quite reasonable to think there might be ammo or something at the other end. The opposite ledge, sector 76, does not have this problem as it is only 16 units below sector 1.
  • I can't seem to activate the return teleporter (linedef #5790) - it's too close to the wall.
  • the two megaspheres need spacing out better. You get the blue key and the megasphere secret, then go through a door, kill a single archvile, teleport and there's the second one. I suggest making one of them into a BFG or something
Finally I am very curious about the proliferation of sectors in maps 6 and 7 that have unknown special numbers. These shouldn't be present in a map for purely limit-removing engines. Their only effect is to cause the player to take damage in unexpected places:
  • On MAP06, sectors having special 8002: 354, 359
  • On MAP06, sectors having special 8005: 202, 203, 204, 205, 206, 207, 208, 209, 210, 211, 212, 213, 214, 215, 216, 217, 218, 219, 220, 221, 222, 223, 224, 225, 226, 227, 228, 229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239, 247, 248, 566, 567, 569, 570, 571, 572, 573, 574, 575, 576, 577, 578, 579, 580, 581, 582, 583, 584, 585, 586, 587, 588, 589, 590, 591, 592, 593, 594, 595, 600, 601, 602, 603, 604, 605, 606, 607, 608, 609, 610, 611, 612, 613, 614, 615, 616, 617, 618, 619, 764, 765, 766, 767, 768, 769, 770, 771, 784, 786, 787, 788, 790, 793, 796, 797, 867, 868, 873, 876, 877, 878, 879, 880, 881, 882, 883, 884, 885, 886, 887, 888, 889, 890, 891, 892, 893, 894, 895, 896, 897, 898, 899, 900, 901, 902, 903, 904, 905, 906, 907, 908, 909, 910, 911, 912, 913, 1213, 1214, 1215, 1216, 1217, 1324, 1325, 1326, 1327, 1330, 1331, 1332, 1333, 1334, 1335, 1336, 1337, 1338, 1339, 1341, 1342, 1343, 1344, 1345, 1346, 1347, 1348, 1349, 1350, 1351, 1352, 1353, 1354, 1355, 1356, 1357, 1358, 1359, 1360, 1361, 1362, 1364, 1366, 1372, 1373, 1374
  • On MAP07, sectors having special 8002: 746
  • On MAP07, sectors having special 8005: 20, 21, 22, 23, 24, 25, 26, 27, 140, 141, 146, 282, 747, 748, 750, 761, 794, 795, 904, 905
  • On MAP07, sectors having special 8006: 153, 154, 155, 156, 157, 158, 161, 170, 171, 172, 198, 199, 200, 201, 202, 203, 205, 206, 207, 208, 209, 210, 211, 212, 213, 223, 351, 398, 407, 408, 409, 410, 412, 413, 414, 415, 528, 529, 530, 531, 532, 539, 540, 860, 861, 862, 863
What are all these supposed to do?

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About the crazy sector tags (8005, 8006, etc): Maps 6 and 7 were originally intended for a Doomsday specific mapset that never got finished. I converted them to the best of my ability so that they would be compatible with most popular source ports. This was also before I knew about the find and replace command in Doombuilder ;)

I have fixed the bugs mentioned in your post.

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I just finished this today. Awesome. It was really hard (for me at least! :V) but a lot of fun. Great visuals as well, though I did find myself getting stuck on some of the metal things jutting out of the hallways. ;P

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Dittohead said:

Maps 6 and 7 were originally intended for a Doomsday specific mapset that never got finished.

Oh, that makes sense then. I've never edited for Doomsday so I wouldn't recognise its sector types.

Anyway I played the wad again and remembered something else: on map01 it's quite easy to press linedef 1802 without entering sector 366 far enough to get the credit for the secret. It might be an idea to move the secret special from sector 366 to sector 286 (the platform line 1802 lowers) or at least make sector 366 go further back or something.

Also with regard to the ammunition situation on map03, I think there's enough but you might like to add a rocket launcher or plasma gun - there are about 16 rockets and over 100 cells that you otherwise can't use.

Thanks for making a great wad!

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Oh, that makes sense then. I've never edited for Doomsday so I wouldn't recognise its sector types.

There arn't any new, hardcoded sector types in Doomsday. Those are custom sector types the map author must have built using XG.

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Bumping this thread from the grave to let everyone know that the final version has been released on the idgames archive. Thanks to everyone for their input, as I'm 99.99999% sure there aren't anymore bugs... and if there is, too bad! :)

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