Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
StormCatcher.77

Doomworld Mega Project 2017 (Final)

Recommended Posts

7 hours ago, StormCatcher.77 said:

I edited the info file by adding comments to the maps. I ask someone to see if everything is right there. Maybe someone wants to replace / edit their comments. Some maps do not have them at all. Maybe it's time to add?
The final release may be delayed for a couple of days ...

 

dmp2017info.zip

My comment looks good. Maybe have the text under the author's name though? It kind of all blends in currently. i.e.

 

<map title>: by <author>

<comments>

 

Just for more readable formatting.

Share this post


Link to post

Text for Map 11 (Spiralunky):

 

Simple concept map channeling a Serious Sam vibe.  I created the outline first and somehow it ended up much bigger than I originally intended, but the overall concept came out mostly as I had envisioned.  The name is a play on "Spiral" (because the map is a spiral) and "Spelunking" (because you're climbing out of a hole).  Also Spelunky is my wife's favorite game, so it's a nod to her too.  One tip: When you see the Red Skullkey at the end, don't be shy about taking a running leap off its platform.  10 points if you can land on the teleporter!

Share this post


Link to post

Comment text on my map:

1000 in Less Than 10: by Obake

The title refers to the number of enemies and the time it can be beaten, respectively. The map was made speedily, a few weeks before the deadline. I wanted to push myself in terms of enemy numbers, despite most of them being in inaccessible locations. I feel I succeeded in making a challenging, fun map, despite the gimmick and short development time.

 

Share this post


Link to post

Comment text on my map:

map 45:  Stodulki  by  Sasha: Catch 100 (sto) rockets and use them correctly.

 

 

I also update my map (correct lines 8, 157, 163 and 261 in scripts)

dmp2017map45.zip

Share this post


Link to post

Comment text for MAP07 Portal Control:

 

A short tech base level with a simple objective: Open the portal and stop the invasion...at the source!

Share this post


Link to post
On 1/20/2018 at 1:27 PM, lirui1001 said:

To be honest there is a way to fix the map so that it can be done both with UV Max and UV Speed.

 

For example, you can set the exit door to be open once you survive the time limit, but you can stay here and kill the remaining enemies. And you can put a crusher above the 15 AVs or some barrels. Once you kill all enemies teleporting in, the 15 AVs can be killed so that you can get 100% kills and exit this map.

 

PS: maybe they are impossible for vanilla but it is worth a try if possible.

Actually, looking back at the map for that level, you could make the front of the exit door a walkover line that triggers a set of crushers that would kill the archives and the chain gunners and the Romero head. You may have to lengthen the corridor that leads to the exit teleport to ensure that the crushers have had time to do their work, but that would be a possible way to do do what you said within the confines of vanilla.

 

Yes, @Scypek2 and @lirui1001, it's a bit late in game for this idea, but this idea just occurred to me.

Share this post


Link to post

@StormCatcher.77

Add the following after the text you currently have for my map, with a space in between the backstory and this text.

 

This map is on the smaller side, with a size on the order of Maps 6, 17, and 26 of the original Doom 2. The level starts from a central location and the player is meant to loop around through the same areas and cover the same ground more than once, along with a few surprises the second time around.

Share this post


Link to post

@StormCatcher.77 i planned add to the empty secret some usefull item with monsters ( and more detail), sadly im still without proper pc so if you want to make some changes to the map im giving you my permission

Share this post


Link to post

@MarlamirThank you, but, unfortunately, now I really do not have time. I'm busy with a map for the Serious Sam's "Manhunt" contest until February 15th (and I'm very late). Then I'll try to do something for Vinesause Mapping Contest 2. It's not counting other things ...


The final version will be released on the 10th. Until that moment, I expect to adding \ edits of author's comments. I remind everyone that even after the final release, you can send updates for maps.

Share this post


Link to post
18 hours ago, StormCatcher.77 said:

I remind everyone that even after the final release, you can send updates for maps.

Speaking of which, I updated my map. I added a few rockets before they yellow key fight, becuase sometimes I found myself running out of ammo if i killed everything else before it.

Share this post


Link to post

@StormCatcher.77

Add the following after the text you currently have for my map.

 

This map is on the smaller side, with a scale on the order of Maps 6, 17, and 26 of the original Doom 2. The map starts from a central location and player is meant to loop around through the same areas and cover the same ground more than once, along with a few surprises the second time around. This level has been tested with Chocolate Doom, PrBoom+, ZDoom, and GZDoom. It runs on all of them. You may experience some HOM due to seg overflow in vanilla and Chocolate Doom, but the level is still playable. There may also be a problem with playing on -complevel 9 (with one particular batch of monsters, but the level can still be finished with 97% of the enemies killed), but -complevel 2 works fine.

Edited by Pegleg : Added scale. Corrected name for PrBoom+.

Share this post


Link to post

No description, though.

I think it's fault of new download frontend. Old idgames showing whole text file.

Share this post


Link to post

This project is getting more and more polished every year...

Kudos for all the efforts and Timely release of the Project StormCatcher.77 ...

Edited by Zahid

Share this post


Link to post

Trying to play this but I'm getting:
Script error, "dmp2017.wad:RM_DECOR" line 33:
Invalid state parameter a_changevelocity


I've tried skulltag, gzdoom, glboom+ zandronum etc.
Any ideas please?
 

Share this post


Link to post

Map32 still has incorrect music in PrBoom+.

 

Also what are the recommended compatibility settings for GZdoom maps?

Share this post


Link to post
5 hours ago, lirui1001 said:

Also what are the recommended compatibility settings for GZdoom maps?

You mean like Doom (strict) and Boom (strict) etc? Keep it on default. No need to try and emulate vanilla bugs for maps not made for that format.

Share this post


Link to post

Sorry for being dumb but how to access maps beyond 32 in prboom+,

any simple method ?

Share this post


Link to post

Now that this has finally been completed, I'm going to be playing this on my livestream very soon. I've heard tales of some crazy maps in this compliation, so I'm expecting some interesting times ahead......

Share this post


Link to post

@Suitepee This time the hub has some info text pop-up when you approach the portal to a map. It also includes the difficulty level, so you have an idea of what you're getting into if it says "Insane". I would suggest HNTR for my map; which is #35 in Boom section!

Share this post


Link to post

Notes about some maps because they have fatal flaws making it impossible to get 100% kills with desired complevel and should be considered to be incomplete.

 

Map07: If played with -cl2, 3 enemies won't spawn, making it impossible to get 100% kills. However, they can spawn if you play this map with -cl9.

 

I think it is a fatal flaw because this map is in "Vanilla" type instead of Boom.

 

Map09: One chaingunner is inaccessible, making it impossible to get 100% kills.

 

Share this post


Link to post

Also there are more maps worth a try than previous dmp wads :)

 

Here is my run of map28:

 

 

Definitely I will run more maps of this wad.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×