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Memorial by Eternal

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Why is it boom compatible?
How many sidedefs are there?
Why not just play all Doom2 maps together instead of one big map?
Why didn't he make all the maps from scratch instead of copy/pasting? :)

Also, 140 divided by 32 equals 4.375 secrets per map.

40oz said:

It must have been a bitch changing all those sector tags and line actions.

Not really. It's probably not much different from a regular large map. Just go section by section and change tags.

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TimeOfDeath said:

Why not just play all Doom2 maps together instead of one big map?
Why didn't he make all the maps from scratch instead of copy/pasting? :)

Because that would... defeat the purpose?

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I just know this map will kick my arse but I will download it just for the fun of it. I can imagine some entertaining demos being made from it too.

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Worst said:

MAP07 probably can't work exactly the same anymore, unless there are dehacked clones of fatsos and arachnotrons for the other maps?

traversd said:

Be interesting if the progression is not the same as the original maps. You could even keep the map07 tag *L* and have it open the area to the IOS portion to complete the map. would be painful to hunt down all the arachnotrons and manc though!


Why not just isolate MAP07 from the other maps, and let the end of MAP06 simply teleport you to MAP07, and the MAP07 exit switch actually lower and reveal a teleport to MAP08? Sounds much better this way, I think.

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I'd love to see the Youtube UV-Max speedrun of this. "Gamer completes the entire Doom 2 game in one sitting without being killed." Imagine getting to the last 10 minutes of the game and then dying... I bet no-one would actually try to improve their own par time.

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MajorRawne said:

I'd love to see the Youtube UV-Max speedrun of this. "Gamer completes the entire Doom 2 game in one sitting without being killed." Imagine getting to the last 10 minutes of the game and then dying... I bet no-one would actually try to improve their own par time.


I don't mean to spoil this or anything, but a lot of players could do it in one go so easily that the UV-Max record of it could even get competition. At least that's the impression that I get.
TLDR: Can't wait for this wad and would love a TNT and/or Plutonia version of it.

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You could even make maps containing a whole episode each but then again it would be pointless to do as you're already trying to do the whole thing.

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Looks awesome, can't wait till it's released!

An Ultimate Doom version would be cool, or maybe even all the IWADs combined. 0_o

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Processingcontrol said:

Looks awesome, can't wait till it's released!

An Ultimate Doom version would be cool, or maybe even all the IWADs combined. 0_o


All IWADs combined into one map wouldn't really fit in well storyline-wise IMO, but that would make one helluva map!

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1ntru said:

I don't mean to spoil this or anything, but a lot of players could do it in one go so easily that the UV-Max record of it could even get competition. At least that's the impression that I get.

Presumably it would be a similar challenge a the standard 30uv Max movie, or perhaps a little easier (depending how the maps are linked) as you could backtrack to get powerups from earlier map segments and put them to better use than normal. On the other hand, with the lost-soul limit not in force, some areas would be messier (notably map 09).

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Memorial Beta

You need Boom compatible port with support of MUSINFO lump and you should not hate Metallica

Skill 3 = Doom2 UV skill, other skills have additional monsters.

Post issues here.

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only played for a few minutes but it's very cool. just the process of transitioning between stages and seeing windows/pathways to other stages kind of reminds me of casltevania.

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Just finished playing through it on Skill 1 because I didn't feel like doing it seriously.

Someday I might come back to this on UV, but it looks like it'll be a real challenge.

Cool WAD.

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Played a little bit in GZDoom. There's this reoccurring glitch where my hitscan shots don't make contact with my target(s), almost like there's a wall in front of my but without the BulletPuff. Monsters can shoot me, but I can't shoot them. This is very common in Map05 (erm, where Map05 is represented). Gets kinda frustrating when there's 6 imps shooting me but they are unscathed by my supershotty.

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PRIMEVAL said:

Played a little bit in GZDoom. There's this reoccurring glitch where my hitscan shots don't make contact with my target(s), almost like there's a wall in front of my but without the BulletPuff. Monsters can shoot me, but I can't shoot them. This is very common in Map05 (erm, where Map05 is represented). Gets kinda frustrating when there's 6 imps shooting me but they are unscathed by my supershotty.


I can second this.

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Is it reproducible with glboom-plus -complevel 9? What wall and what direction?

It is known issue, but map is centered and it is within -16k..+16 range. map05 is placed almost in center (8000, -500).

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The entire Doom 2 megawad in one map really looks like a daunting task and a half. The transitions to the next map do remind me quite a bit of the Metroidvania games.

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PRIMEVAL said:

There's this reoccurring glitch where my hitscan shots don't make contact with my target(s), almost like there's a wall in front of my but without the BulletPuff. Monsters can shoot me, but I can't shoot them. This is very common in Map05 (erm, where Map05 is represented).


Thirded. Using ZDoom here. This has happened to me before in a map I made, and I still to this day have no idea what causes it. Self-referencing sectors? Fuck if I know.

I will say that this is more than I expected it to be in a good way. Eternal didn't just string the maps together, he changed some things architecturally(Map 2 is sort of reversed), which makes the experience feel new again. And he didn't merely add monsters, he also went ahead and replaced certain monster types with others, as well as adding monsters that don't show up at all in some levels. For example, the Map01 section has chaingunners and a Hell Knight in it.

One super obvious thing that didn't occur to me until I played this was that Eternal had to restructure everything so that there were not many keys or keyed doors. You DO get keys, but not as often, and most doors open by switch or walkover linedef. There are additional traps as well.

Great job Eternal!

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Ok, played it until MAP10.

Loved it! Except for the fact that my hitscan shots hardly connect to the targets, like other people in this thread.

I might UV-Max this when it's ready :P

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Grain of Salt said:

In the "post issues" vein, there seems to be a conveyor belt moving the wrong way in the section between MAP31 and MAP32.

Thanks. Fixed.

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Findings so far ...

Map 01.

1. Note the floor when going from line 4288 to line 4264 looking south. Not on equivalent 64x64 grid. May not be fixable.
2. Some of the barrels in sector 137 and 136 could have been moved a bit.
3. Lines 1674/1490 and 1688/1687 could have had missing lower textures to flood fill sectors 281/327 - or use fake floor/ceiling.
4. Line 1916 would have been better to use linetype 194.
5. Remove action and tag from line 2595 - unnecessary.
6. Remove lower unpegged from lines 2736 and 2291.
7. Some stuck LS's at sector 461.
8. Probably METAL2 should have been used as the uppers for lines 2567/2638 ( see lines 2639/2566 ).
9. Line 4556 probably should have had the texture BIGBRIK2 ( see line 2650 ).
10. I've always thought that sectors 913, 914, 912 and 911 should have had the floor flat FLAT1_1 or FLAT1_2 to match the floor flat at sector 915 ( FLAT1_3).
11. Lines 5978/6283 should be flagged secret, not hidden.
12. Lines 5906/5910 do not need to be lower unpegged.
13. It never did make sense for iD to use the textures on lines 5885/5890 since the flat used at sector 987 is SLIME04 ( this wad ). They should have used NUKAGE1 instead.
14. Could move T2418 a bit as it renders into the wall.
15. Hidden flag could be removed from lines 9174 and 9181.
16. When silent teleporting from line 10851 to line 10863 and looking east, the floor moves. Not on equivalent 64x64 grid. I think this one can be fixed.
17. A small triangular sector could have been attached line 134 and it have a ceiling height of 512, to match sector 155.
18. Sectors 1768, 1657 and 1656 could have had a ceiling height of 512.
19. Line 9995 needs an X alignment of 32 - crate.
20. Check TLITE6_1 at sector 1730. Maybe not fixable?
21. Could have used a mid texture to hide the gap at line 9885.
22. Sectors 1837, 1835 and 1836 could have had a floor/ceiling height of 128/128 to hide the gap.
23. Lines 10613 and 10615 scroll when sectors 1833 and 1834 move. The use of control sectors should fix this. i.e Lines 10613 and 10615 become one sided lines.

Just about to enter "map 14" . I will continue to add to this report.

To be continued ...

24. Note that line 10806 is out of Y alignment after crossing line 10458 for example.
25. Sector would look better with a ceiling height of 248 IMO.
26. Floor "moves" when silent teleporting from line 14444 to line 14466 when looking west.
27. To conform to the flat at sector 2195, flat STEP1 could have been used as the floor of sector 2197.
28. Line 13893 could have had a Y alignment.
29. IMO a different floor flat for sectors 2403 and 2552 would look better.
30. Line 15112 could have the lower unpegged flag removed - it does not scroll.
31. Lines 14865, 15340, 14866 and 15346 probably should have been lower unpegged.
32. Spectres stuck in each other at sector 2567.
33. I've always hated that line 17660 in this wad( referring to the original doom2.wad ) was a GR line. I hated the impact sound when shooting the imps at sectors 2902/2903 from sector 2898. Why not change this to S1 Door open stay ?
34. Lines 17638 and 17639 could have used a Y alignment and sector 2912's floor flat changed to RROCK13.
35. Lines 17947 and 17935 could have had the lower unpegged flag removed to prevent the walls scrolling.
36. IMO, sector would look better with RROCK08 for the floor, and reworked with a control sector to blink like sector 2935.
37. Lines 18190 and 18179 could have been flagged lower unpegged.
38. Lines 18159 and 18158 could use an X offset fix - see vertex 14482.
39. Check to see that the correct walls scroll/not scroll after activation of line 19417.
40. T5440 -teleport sprite - not flagged EASY. On further investigation, This is a Doom2.wad bug too. EASY skill players cannot teleport from sector 73.
41. Line 19001 could use a Y alignment.
42. IMO it would look better if the sector effect was removed for sector 3329.
43. By using control sectors,sector 3299 could glow in sync with sector 3294 - would look much better.
44. Much better if sector had the floor flat MFLR8_4 and and effect 0 and line 20410 used the gen linetype 27816.

... still at "map 20" ... to be continued.

45. The ceiling of sector 3316 could have been lowered a bit. See the upper texture on line 20804.
46. Due to unclosed sectors in iD's original Doom2.wad, sector 3481 was clearly ( IMO ) intended to have a ceiling height of 200 - not 256. It would look better as well.
47. Why not a translucent mid tex on the other side of line 28763 ?
48. Spectres stuck in each other at sector 3837.
49. Was the mid tex at line 22296 intended ?
50. Why not a mid tex on the other side of line 23842 ?
51. The upper textures on lines 25167 to 25170 can be removed.
52. Many lines in the new "monster condo" area could have done with the use of the lower unpegged flag. Lines 25514 and 25515 for example.
53. I would remove the secret from sector 4342 as it is a teleport sector and "nearly" impossible to get credit for. Suggest placing at sector 4339.
54. POTENTIAL SHOWSTOPPER - It is possible to not cross any lines to raise sector 4319 and activate line 25348. After activation of line 2548 and the player ends up at sector 4339, the player is trapped. Suggest placing line action 2 and tag 761 on lines 25648 and 25647 to fix.
55. Another Doom2 bug not fixed - remove the impassible flag from line 25680.
56. The ceiling flat of sector 4406 should have been FLAT5_2.
57. POTENTIAL SHOWSTOPPER - While extremely unlikely, it is possible, especially with modern source ports that don't use infinitely tall actors, to fall into sectors 4530 and be trapped. Suggest also having line type 131 and tag 782 to the lines around those sectors.
58. T10848 renders partly into the wall.
59. Ceiling of sector 4621 would be better with a ceiling height of 576, for mid tex's on lines 27457 and 27456.
60. T8576 hangs off the edge, depending on player position.
61. Suggest moving the action/tag at line 28833 to 28614 OR changing the action to 26793 and give sector 4380 the ceiling flat CEIL5_2.
62. Remove Y offset on lines 17409/17410 i.e. set to 0.
63. Lines 15028 and 15038 could be flagged hidden.
64. Lines 14990 and 14993 could be flagged secret.
65. T221 stuck in wall ?


Finished.

Quite enjoyable and Doom2.wad is seen in a new light. Managed to get 132 of the 142 secrets. Would have been 133 if not for point 53.

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