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esselfortium

Plutonia Revisited Community Project: Released!

Should this project go ahead?  

146 members have voted

  1. 1. Should this project go ahead?

    • Yes
      117
    • No
      29


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darkreaver said:

Really liked that one

that should hint how brutal the competition was. :p

edit: woo, page snipe ftw.

edit2:

Joshy said:

No dew, I'm sick of your playtesting so you are not welcome to not playtest this project. :P

yo, i voted no in the poll right now so you better shut this project down fast.

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I sent to you my final version of my map (always in the slot 10) in yours PMs, Joshy and testers.

I hope that I forgot nothing. :)

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dew said:

that should hint how brutal the competition was. :p


Heh, no kidding. Then that map I was making wouldn't have made it into the final version either. :p

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Hey everyone,

I haven't checked this forum in a while, sorry for my absence.

As for the graphics:
I finished the credit screen, and credit textures yesterday.
And have done most of the work on the CWIL gfx (map names on intermissionscreen).

I read now, that Xaser is also working on them.
If I had read it earlier it wouldn't be an issue for me to let him do it. But now I already made progres and would like to finish them myself.
I hope Xaser is ok with this.

I will send Joshy the updated resource file tonight!

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I don't mind at all. I'm sure they'll look a lot better however you're doing them.

Also, I enjoyed Infested Compound too. Very Plut, though the revenant scene was a bit silly (though fun). :P

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I just e-mailed the new resource wad (PRCP04.wad) to Joshy.

I trust he will merge it with the maps and send it to the test players.

@ Xaser: yours look good too :-)

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Okay!!! I've compiled and uploaded the test version.

List of people who I've sent the testing version to:
dew
Belial
Snakes
Mechadon
Megadoomer
hawkwind
gun_psycho
TendaMonsta
didierbertrand
[WH]-Wilou84
Mista_T
4mer
Xaser
Pcorf
C30N9


If you are a mapper of this project and you'd like to try it out, just scream out 'GIMMMMME' and I'll send it to you. :-)

Also this is the txtinfo currently: http://pastebin.com/vJiVGXeT

There are numerous maps that don't have the info. Author info is also not exactly complete. If you'd like to add the info, please check it out and send the info in the format as is displayed in the txtinfo. If you have sent the info before but is not displayed, I apologise profusely for not being elite at organising. Thanks!

EDIT: Also, map names/credits/etc displayed in game may or may not be correct, do please feel free to request changes if necessary.

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Glad to know the testing version has been compiled. Good job.
I'd really like to playtest the hell out of it ;)
Thanks in advance.

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Thanks for sending it my way Joshy. I'm going to enjoy playing through it some tonight :D

I guess I must have overlooked sending in map information though I do remember sending in my author info. I'll go ahead and cobble something together and PM it to ya.

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valkiriforce said:

Yeah, I did send you my text information, but it doesn't appear on that text thingy...

Yeah, sorry, you'll have to send it over again.

And, just sent it to you wilou. :-)

EDIT: Feel free to comment and put your feedback in this thread. It would be much easier for me as well, instead of going through countless PMs and overlooking stuff.

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Olympus said:

Hey joshy, map 06 and map 04 in the text file are the same.

Whoops! Fixed, thanks.

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MAP16 and MAP11 in the text file are also the same. I'll be sending you my author info and map info in a PM.

ANOTHER EDIT: Actually scratch that, I'll just stick it on pastebin, RIGHT HERE.

EDIT: Also, "GIMMMMME!"

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What I'll do is report the important issues here as I come across them, and leave a final report for non-serious issues later.

To start the ball rolling ...

map 03 ...

Line 1851 needs a tag and the same tag number for sector 273. Earlier versions of this map had the action as DR, which was fine. The verison in the testing wad has since been changed to S1, hence the need of tags. OR just change the action from 112 to 118, then no need for tags.

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One thing needs noting:

If there are errors in your maps, you can either resubmit your map to me or otherwise I am happy to fix them for you. Just let me know if you'd like me to fix your map.

Keep up the good testing work peeps!

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map10:
things 497, 498 and 499 (floating skull rocks) are flagged as multiplayer only. i doubt that was the intention. :)

map15:
hrrmmm, the you-know-which switch (linedef 3522) crashed prboom+ on me, but just once. i don't see anything in stdout, so i guess i messed up and overwrote it, and i can't seem to replicate the crash. i know, worst bug report ever.

map16:
forgotten 3D start.

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Hi
big bug in map03, impossible to exit the level!
don't know the name of the bug so i recorded an lmp file to show you this.
demo recorded with prboom plus 2.5.0.7 complevel 4, available here:
http://www.mediafire.com/?b4c59xrbbctyzyq

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I love how life can screw you and it can work wonders...

The day Joshy sent the "goods" to the testers I got my computer back. So what will I be doing this weekend.

Testing!!!!!!!!!!!!!!!!!!

and to dew I got money! :D:D:D:D

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dew said:

map16:
forgotten 3D start.


Gahhh, I always forget those.

Question, though: shouldn't Chocolate Doom pick up on an invalid thing number and quit? ...Or do most source ports just ignore thing 32000?

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DB2 (and newer versions of DB1?) do not mark the thing to appear in any difficulties, so it's basically treated as nonexistent in vanilla and ports alike.

Also, I was going to just copy+paste 'GIMMMMME' as well, but it's already been done a couple of times so I think I'll just settle for "Test? Hell yeah!" ;)

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Here my complete text for the txt file:


------------------------------------------------------
Level name : Escape from the Ghost Town
Author(s) : UltimateLorenzo
Build time : Two months
editor(s) used : Doom Builder
Music track : E1M9 [i hope]
Bugs : None. Mail us if any
Inspiration : The original Plutonia map 05.
Authors comments : The original "Ghost Town" is a very fun map, full of action and enemies. I was especially inspired by the music, my favourite DooM track. I hope my map has the same feeling of the original.
-----------------------------------------------------------

Lorenzo

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Just finished some testing:

Texture directory has duplicate definitions for 'SW1SKULL' and 'SW2SKULL'
MAP01 Map has no player 2, 3 or 4 starts
MAP03 Thing 39 (Mancubus) blocked by 321 (Arch Vile) (in multiplayer)
      Thing 40 (Mancubus) blocked by 322 (Arch Vile) (in multiplayer)
MAP07 Map has no player 2, 3 or 4 starts
MAP15 Things 487, 488, 489, 490, 491, 492, 493 and 596 have no skill flags
      Thing 1634 (Teleport Destination) is only present on medium and hard skill levels
MAP18 Line 3494 back side lower has unknown texture '-L' probably should be '-'
MAP21 Has lots of W1 teleport lines for monsters which would be better off as WR (in case they get blocked)
MAP22 Thing 459 (Chaingunner) is blocked by 462 (Former Sergeant) (in multiplayer)
MAP25 Line 4381 (WR Teleport) has sector tag 0
MAP26 Map has no player 2, 3 or 4 starts
MAP29 Thing 1221 (Cyberdemon) at (10368, -832) may be blocked by 366 and 66 (Revenants) (in multiplayer)
      Lines 3778 and 3790 (WR Teleport (Monsters only)) have no sector tags

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