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StormCatcher.77

Doomworld Mega Project 2017 (Final)

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Thank for your feedback. I'll try to fix it all in the near future. @Memfis promised that he could make some changes to the maps, for that greater compatibility with the co-op. I will wait for his work before publishing the new version.

 

New versions will be published in zip-archives.

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Just got the chance to open this up today, the hub's really well-designed! can't wait to go through this. Let's hope 2018 yields even more fruit!

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i decided to open up a random map to kill some time

i chose map20

 

it changed me

it changed my being

i... i dont think things will ever be okay again

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Also, it would be nice if the text file included the map list and any short descriptions the author had in their post.

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Right on!!! I have been waiting for this day. I shall play through all the maps! This will be interesting to see what has been done!! Good work everyone!!!

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The internal parts of HUB... is too dark in ZDoom. But this is my humble opinion. I'll have to IDBEHOLDL, honestly.

P.S. I launched it in GZDoom and it's pretty different.

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Updating MAP42: GJUNX!

 

 - Cooperative and daethmatch modes added

 - fixed the aforementioned bug that made it impossible to progress past the first room

 - fixed visual errors

 - removed the a_setspeed function to make it compatible with more source ports

 

This patch replaces the map lumps and RM_DECO2 lump.

 

The GJUNX will never stop!

MAP42_GJUNX_UPDATE.zip

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Playing coop in zdaemon:

 

map04 - (not a bug) server setup should have no free mouse look really, because of the IoS. Can configure this in zdaemon for this specific map.


map06 - can get stuck in the middle/center of the map when the window shutters close


map11 - something wrong with the sky also it seems

zgYDX8c.png


map20 - Sector 1059, 1536, 1537 (Tag 7: Floor Up): Not Coop Friendly, because those sectors never go down again and eventually block other players from making progress. (thx mrbrown)


map21 - could do with more coop ammo. could be tedious with many players.


map21 - player can get stuck in here, see screenshot. Switch not repeatable?

VYIZGgn.png


map22 - coop issue here, other players can not get in after one player goes through

7qUOHyJ.png


map33 - for coop, some bfg's should actualy be cell ammo, as bfg's dont disappear when collected, but also don't accumulate ammo


map35 - Line 1506 has no first side. Line 1506's right edge is unconnected

Edited by damo2k

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map36 works good. We liked it.

 

After map36, only a few maps loaded in zdaemon, but didn't really work. This is just a compatibility issue with zdaemon I believe.

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4 minutes ago, CrazyDoomguy said:

damo2k: I have created map 22. I can fix this map for deathmatch. Didnt thought about this. Do you want this?

Yes, but more-so coop play, than deathmatch.

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1 hour ago, damo2k said:

map35 - Line 1506 has no first side. Line 1506's right edge is unconnected

That line floats in the void and sets the scrolling speed of the voodoo closets. Shouldn't be an issue, unless that's something ZDaemon isn't cool with.

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2 minutes ago, Spectre01 said:

That line floats in the void and sets the scrolling speed of the voodoo closets. Shouldn't be an issue, unless that's something ZDaemon isn't cool with.

and if it is indeed an issue, one could simply put a box around the line to enclose it in a sector, instantly fixing the issue

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11 minutes ago, Spectre01 said:

That line floats in the void and sets the scrolling speed of the voodoo closets. Shouldn't be an issue, unless that's something ZDaemon isn't cool with.

Probably is ok, was just a warning I seen in the console to be honest.

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3 hours ago, damo2k said:

map11 - something wrong with the sky also it seems

zgYDX8c.png

I have genuinely no idea I'm afraid!  It has a Boom sky-transfer effect on there so Boom and up get a custom sky (Crispy just gets the normal sky).  Does ZDaemon support sky-transfers?  That's the only thing I can think of.

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8 hours ago, damo2k said:

Playing coop in zdaemon:


map06 - can get stuck in the middle/center of the map when the window shutters close

 

That was my attempt to mitigate a visplane overflow problem I was having. I hadn't taken into account the co-op side, but I thought that the doors (at the corners) stayed open even after the windows closed. So, I'm not clear on how someone could be stuck inside on co-op if someone has already gotten outside to trigger the windows to close.

 

I'm happy to try to tweak it because I don't want players to end up stuck, I just want to better understand the problem.

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9 hours ago, damo2k said:

Playing coop in zdaemon:

 

map04 - (not a bug) server setup should have no free mouse look really, because of the IoS. Can configure this in zdaemon for this specific map.


map06 - can get stuck in the middle/center of the map when the window shutters close


map11 - something wrong with the sky also it seems

zgYDX8c.png


map20 - Sector 1059, 1536, 1537 (Tag 7: Floor Up): Not Coop Friendly, because those sectors never go down again and eventually block other players from making progress. (thx mrbrown)


map21 - could do with more coop ammo. could be tedious with many players.


map21 - player can get stuck in here, see screenshot. Switch not repeatable?

VYIZGgn.png


map22 - coop issue here, other players can not get in after one player goes through

7qUOHyJ.png


map33 - for coop, some bfg's should actualy be cell ammo, as bfg's dont disappear when collected, but also don't accumulate ammo


map35 - Line 1506 has no first side. Line 1506's right edge is unconnected

Fixed it! @StormCatcher.77  (Map 21)

 

Iso.zip

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1 hour ago, Pegleg said:

That was my attempt to mitigate a visplane overflow problem I was having. I hadn't taken into account the co-op side, but I thought that the doors (at the corners) stayed open even after the windows closed. So, I'm not clear on how someone could be stuck inside on co-op if someone has already gotten outside to trigger the windows to close.

 

I'm happy to try to tweak it because I don't want players to end up stuck, I just want to better understand the problem.

It seems the doors closed also, as there was players stuck in there. We can try test it again but a couple of players had to remain in there for the rest of the map.

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6 hours ago, Bauul said:

I have genuinely no idea I'm afraid!  It has a Boom sky-transfer effect on there so Boom and up get a custom sky (Crispy just gets the normal sky).  Does ZDaemon support sky-transfers?  That's the only thing I can think of.

I don't think it's a big deal anyway as the map is playable. I'm not sure if zdaemon support sky-transfers 

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5 hours ago, damo2k said:

It seems the doors closed also, as there was players stuck in there. We can try test it again but a couple of players had to remain in there for the rest of the map.

I checked it last night, both in the editor and in Chocolate Doom. As far as I could tell, the doors remain open. The doors and windows are tagged with different numbers, so I don't see why they would have closed; they certainly shouldn't have. The doors should stay open once they're open and there should be no way to close them from outside.

 

I wonder if there's something different about zdaemon that would cause this problem. If someone else has had similar issues, let me know. I'm interested to know what happened.

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Do the doors have open-stay on one side and open-wait-close on the other side? I've seen that happen before. If somebody uses the open-wait-close side after it has been opened by the open-stay side, it will close. If that is the problem, you could fix it by making both sides open-stay or by making the open-stay side repeatable.

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1 hour ago, Empyre said:

Do the doors have open-stay on one side and open-wait-close on the other side? I've seen that happen before. If somebody uses the open-wait-close side after it has been opened by the open-stay side, it will close. If that is the problem, you could fix it by making both sides open-stay or by making the open-stay side repeatable.

The "doors" are triggered by another action to Open and Stay. I don't offhand remember the action number, but neither linedef has a specific action associated with it, just the sector as a whole.

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47 minutes ago, Pegleg said:

The "doors" are triggered by another action to Open and Stay. I don't offhand remember the action number, but neither linedef has a specific action associated with it, just the sector as a whole.

In Doombuilder, I would use Find and Replace mode to look for a Linedef Sector Reference with that sector's tag. Also, if you use scripts, check there, too.

 

If all else fails, as a last resort, you could add some way to open those doors from the inside.

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Map06: in Chocolate Doom keens somehow get crushed even though there is no trigger??? There are only triggers for crushing barrels (which don't do enough damage to kill the keens), but somehow they die before the explosions even occur? I have no idea what sorcery is that, but it doesn't work in Boom or ZDaemon.

 

 

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