Ultimate Doom The Way id Did [Slot Available!]

Unless I miss something, one secret area (sector 17) is unreachable. It has tag 0 for the sector itself and its linedefs. And is blocked by one tree. Same, more or less, for the non-secret sector 206, which contains one soulsphere.

 

Sectors 275/276 may fail to open and release one cacodemon when the player crosses trigger lines 1564/1565.

 

It is possible the first cacodemon enters the central teleport and gets accidentally teleported. I guess setting a few lines as “block mons” should be fix this issue.

 

Linedef 400 has tutti-frutti artifacts.

 

Edit: http://www.mediafire.com/?gm9l8qyv7nzf5g7

 

This is a Vanilla savegame, for Chocolate / Crispy / Vanilla Doom. This is the first run I have managed to complete, UV skill and no saves except this one at the very end. I cannot get 100%/100%/100% due to one trapped cacodemon of sectors 275 / 276, one broken secret with a computer area map and one unreachable soulsphere.

 

The gameplay does remind me of Sandy Petersen maps, somehow. And seems well balanced for pistol-starts on UV.

 

Edit 2: what a confusion... The savegame I uploaded was the wrong one created after idclipping to guess what was missing and cannot find the right one. Nevermind, it has been replaced with a proper demo (-complevel 3 or -gameversion ultimate). Same link.

Edited by Litrivin

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Thanks! I've been revising the SandyGiftymap, getting rid of the skintek maze definitely feels better. Still welcoming feedback while I tweak, the more the better!

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What is the URL for downloading the updated SandyGiftymap? The previous one?

 

Also, I am wondering if would be possible to download and test these maps. Or at least some of them.

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@Litrivin I haven't actually put up the second draft yet, I'm still making tweaks and assimilating feedback.

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2 hours ago, Litrivin said:

I am wondering if would be possible to download and test these maps. Or at least some of them.

It's taking an indeterminate length of time for a couple of the contributors to put out, unfortunately; a situation that's developed on my watch for wanting it to be an invitational and not reneging on promises that positions will be kept. While it would be great to finally show this stuff off, it would be tantamount to a release proper for such a small map set and I'm sure that the heightened profile would not be welcome in the eyes of those remaining contributors.

 

Sucks, I know. It shouldn't have been allowed to get to this stage (shout-outs to Xfing! :((, but I've made my bed, so to speak. It'll be done when it's Done™

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I've finalized a second draft of the GiftySandyMap, and in light of Alfonzo's recent post I'm going to start sending map edits directly to the TWID gang instead of posting them here, since that's how the rest of the team is doing it! @Alfonzo, PM incoming.

 

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Extremely excited that this thread has got its second life! Gifty, you single-handedly revitalized the project, I can't thank you enough. DTWiD is such an amazing WAD to play through, and now it at last might see its rightful completion :)

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On 28.11.2014. at 11:18 PM, Alfonzo said:

We're wrapping up pretty darn soon, here; I'd guestimate somewhere around January at the latest

January 2018?

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2002. UDTWiD will get released when the Antichrist is set upon the earth and the calendar is reset to 0.

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No no no, UDTWiD will definitely get released before TNT2 Devilution

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ohhohoho, January you say? Excellent, I've been waiting on this for a loooong time. Deeply enjoyed the past 2 TWID projects, and I'm looking forward to this one. I guess this'll complete the roster!

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6 hours ago, Xfing said:

I tried to take a look too, but can't figure out which level this one is replacing. Lil' help? :D

It currently occupies E4M1, but it's not made to replace any specific map.

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Well, tried to open it the usual way: zdoom.exe -file @tfcsandy.wad 

And E4M1 is still Hell Beneath :( Doing idclev41 also makes you start Hell Beneath.

I'm a beginner, I need some more specific suggestions :D

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14 hours ago, Xfing said:

Well, tried to open it the usual way: zdoom.exe -file @tfcsandy.wad 

And E4M1 is still Hell Beneath :( Doing idclev41 also makes you start Hell Beneath.

I'm a beginner, I need some more specific suggestions :D

Try renaming the file so that it doesn't start with '@'

Edited by kmc

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That did work, sure enough! 

Well what can I say, the level definitely does look Petersen-ish. I'm not sure if the 3 colored torches gimmick is something he would do though, that's probably a bit too adventurous. Both being green or blue would probably be a bit safer. 

Also, I'd change the white texture in some of those outdoor sections, it gives way too much of an E2 vibe than E4. For E4 looks it would probably be better to change it to the teal brick or E1 startan.

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If my feedback is welcome...

Demo at skill 4 (99% for kills [one cacodemon is unreachable] / 100% for items / 100% for secrets) recorded with Chocolate Doom, specifying manually -gameversion ultimate, just in case:

https://www.mediafire.com/?52m0psxxpaiq1i2

It’s nice to see many enhancements and fixes: no more tutti-frutti artefacts, got rid of those annoying lost souls of that blood pool with a red skullkey, many bruisers replaced with cacodemons, removed that confusing maze... not to mention fixed secret sectors.

However, there is still room for improvement. These are my notes and obversations:

There is a monster cache and a thin tunnel to propagate sound clearly visible in the automap.

One cacodemon is unkillable because it fails to be released when getting the berserk pack. Additionally, one or two of these four bonus armour items, the one closest to its respective lift for each pair, will float in the air after triggering this trap.

It is possible the player gets trapped after entering the central teleporter when pressing the switch of the right chamber, because this lift is not lowerable from inside of that chamber.

The western alcove of the starting area with a teleport pad seems to contain one sector with wrong height, the one with the water flat.

I miss one heavy armour, instead of one standard armour.

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