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Shadowman

Whitemare 2

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Congrats to the Russian community for this release. :)

Awesome megawad. The first Whitemare was good, but it didn't leave me with a particularly strong impression. This one, on the other hand, is memorable, thanks to all the maps being good, and some of them being quite impressive. The wad delivers a vast array of themes and gameplay scenarios ( some of them may not be enjoyable for everybody though - I'm looking at maps 13 and 24 here ).
I particularly liked maps 14, 15, 20, 28, 29, 30, 31 and 32, although all of them were enjoyable at the very least.

Major props for map 20's daunting and eerie mood, although many other maps feature a creepy atmosphere ( 16, 21 etc. ).

Some things irked me though, like the ammo / health starvation on map 18, the Revenant horde on very high grounds on map 24, the thin paths over a giant pit in map 25 ( you guys must really love Doom II map 24, and I surely don't ), and the jump sequence before the Blue key fight in map 23 - without mouselook, I just couldn't see where to jump next. The height difference between each pillar is way too high and I had to use the automap to figure things out. This, along with map 24's Revenants on very high grounds that I mentioned earlier, had me wondering if this wad wasn't actually made for ZDoom ( or a mouselook-requiring port ) instead of Boom.

There's a critical bug on map 23 : as mentioned by someone else earlier in this thread, the Blue door won't open, it's not tagged properly. The map is not completable with PrBoom(-plus). Looks like a typical case of a Boom map being tested with ZDoom - absolutely not the right thng to do.

Other bugs that I've noticed, minor things here :
- On map 20, thing 307 ( an Imp ) is stuck inside sector 583.
- Texture misalignments here and there :
--- Map 08 : http://i.imgur.com/DUeYdk5.png
--- Map 20 : http://i.imgur.com/rRu7fjK.png ( wrong horizontal offset on the crosses )
--- Map 29 : http://i.imgur.com/qM5Xub3.png

That's about it... Map 23's Blue door bug should really be fixed, as it's a major showstopper for your intended source port's users.

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We prepared an updated version, here it is - http://yadi.sk/d/G28qIbelKBtDo
It fixes map23 in prboom, some coop bugs and more. Thanks for the bug reports everyone and thanks to people who joined my ZDaemon server and helped with multiplayer testing.
It will soon appear on the /idgames archive too.

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MAP01 music is damn good, I've also heard it in NeoDoom previously. But does it have any older source? Memfis, anyone?

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I know it is too late, but... Wintermare 2 has been played in Zdaemon as part of "Thursday Night Survival #135" multiplayer game. We couldn't beat MAP20, so I tested it in Zdaemon solo game afterwards. Turns out we couldn't finish the map because one of the four "demon heads" didn't work/die as it should. The marine dummy (thing 370) is placed slighty behind linedef 1017, so it didn't teleport when it was pushed by barrel explosion. This is probably just slight engine difference between Zdaemon and Prboom, but made the map unwinable.

Well, just my 2 cents. We encountered more problems during multiplayer, but I'm not sure it will be meaningful to describe them now, when the WAD is already released...

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Broke MAP19 playing in ZDoom with Boom (strict) compat. Seems to have broke at the soulsphere grab that's supposed to open up the switchyard. Not sure why it didn't break for anyone else, but looking at it in DB2, all but one of the surrounding linedefs are W1 (Floor Lower to Highest Floor) with one as W1 (Floor Lower to Lowest Floor).

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