Memfis Posted September 30, 2017 (edited) I think what happens is that eventually that voodoo doll reaches the left wall, which gives it some acceleration (wallrun) and allows it to pass through the teleporter line without triggering it. You could probably fix this permanently by using a slower scroller and repositioning the lines to adjust the timing. It is generally a bad idea to use very fast scrolling voodoo dolls because there is a danger of them skipping linedefs. Or yeah, just make it very long so that it lasts for like an hour. Edited September 30, 2017 by Memfis 0 Share this post Link to post
Memfis Posted September 30, 2017 More findings/thoughts... 03 - the stair builder on linedef 1734 seems to work incorrectly in ZDaemon. I always get stairs I can't climb. Also there needs to be a way to open sector 120 from the outside in case someone dies to the trap. 09 - ok, there are tons of ways to break this one. People already mentioned the exit trap, but with the way the shootable switches work there are many other possibilities to trap the players in various areas behind the colored doors. You should make them openable from the inside. 11 - this feels like a map that doesn't belong in the project quite frankly... All these hardcore slaughter or whatever moments seem completely unsuitable when you take all other levels into account. Remove the yellow key trap and the bullshit end and it might have a chance. 12 - I saw something weird, sectors tagged 21 and 22 stopped moving after a while in ZDaemon and so we couldn't exit. Not sure if we just missed something or what. 13 - WTF is that corridor trap with crushers and two hell knights??? 0 Share this post Link to post
Marcaek Posted September 30, 2017 I'm not asking zzul to water down map11, but the rest of the comments might deserve consideration. 0 Share this post Link to post
Memfis Posted September 30, 2017 As expected. :) Btw I remembered one more thing... What's up with the Map15's midi? It has like some sort of noise I can hear throughout the whole song. At first I thought there is something wrong with my headphones. It's disturbing. 0 Share this post Link to post
Marcaek Posted October 1, 2017 That's actually an intentional part of the song, here's the original for comparison. 1 Share this post Link to post
Alfonzo Posted October 1, 2017 3 hours ago, Memfis said: WTF is that corridor trap with crushers and two hell knights??? This is a multiplayer-only event that I added because I like to watch streams of people suffering for my own amusement. 2 Share this post Link to post
Gothic Posted October 1, 2017 Ok, so I made the scrolling floor go slower and adjusted the triggering linedefs, and it works great on both prboom and gzdoom. Airship of Doom latest version. Also, here's a TITLEPIC I made: 12 Share this post Link to post
leodoom85 Posted October 1, 2017 33 minutes ago, Gothic said: Also, here's a TITLEPIC I made NICE!!!.....it if was animated like the original game and replacing the Mario enemies with Doom enemies XD 3 Share this post Link to post
Fletcher` Posted October 1, 2017 (edited) 6 hours ago, Memfis said: More findings/thoughts... 03 - the stair builder on linedef 1734 seems to work incorrectly in ZDaemon. I always get stairs I can't climb. Also there needs to be a way to open sector 120 from the outside in case someone dies to the trap. Does zdaemon have a problem with boom stair specials? Also for the second part.. when you die wouldn't you just restart the level or reload from a savegame? 6 hours ago, Memfis said: 13 - WTF is that corridor trap with crushers and two hell knights??? I don't know. I didn't put that there. What the fuck. Why are they both Hard + Multiplayer Only flags? Edit: Oh that's why. Haha. Edited October 1, 2017 by rf` 0 Share this post Link to post
Marcaek Posted October 1, 2017 Both quotes have to do with multiplayer Survival mode. 0 Share this post Link to post
Gothic Posted October 1, 2017 (edited) Here's a more worked TITLEPIC: Plus an INTERPIC: Edited October 1, 2017 by Gothic : fake copyright removed 8 Share this post Link to post
Gothic Posted October 1, 2017 (edited) Joke BOSSBACK maybe? Edited October 1, 2017 by Gothic : better used colors 6 Share this post Link to post
Marcaek Posted October 1, 2017 I can't use the pic with (c) in it because that would cause us some legal trouble. 0 Share this post Link to post
Impie Posted October 2, 2017 The 7Hell pic would work well for the credits page. 0 Share this post Link to post
Marcaek Posted October 3, 2017 Just going to mention now: I'm going to take care of all remaining coop issues internally so there's no need to wait around. 0 Share this post Link to post
Marcaek Posted October 11, 2017 Haven't forgotten about this, just been sick. I'm hoping to have an update within the week. 5 Share this post Link to post
leodoom85 Posted October 11, 2017 20 hours ago, Marcaek said: Haven't forgotten about this, just been sick. I'm hoping to have an update within the week. Take your time to return with more energy as ever man... 0 Share this post Link to post
Xaser Posted October 12, 2017 Hella Nitpick time: the topic title says "still need title\interpic" but it looks that's all taken care of now. 0 Share this post Link to post
Gothic Posted October 13, 2017 I'll make a CREDIT pic as well, so besides mappers, who else should be credited for what? 0 Share this post Link to post
Marcaek Posted October 13, 2017 (edited) I'm actually gonna have you go over the credits I have again and make sure they're accurate, so gimme a couple days to have that for you if you can. (thanx 4 the screens) 2 Share this post Link to post
Gothic Posted October 13, 2017 The lack of space between letters on both TITLEPIC and INTERPIC was bothering me, so here are fixed versions: Also a WIP CREDIT: 7 Share this post Link to post
Marcaek Posted October 28, 2017 (edited) Apparently map03 breaks in ZDoom based ports, I assume there is a compat setting to fix this. Can I force said setting via MAPINFO or something? EDIT figured it out, one less roadblock Edited October 28, 2017 by Marcaek 0 Share this post Link to post
Marcaek Posted November 4, 2017 https://www.dropbox.com/s/qiy0o604lgc9hsl/mayhem17_rc1.wad?dl=1 Almost there. There is a spoiler in the map26 slot rn so avoid if that bothers you. 1 Share this post Link to post
Gothic Posted November 5, 2017 (edited) Forgot to post this before Too bad my 7hell pic didn't make it, but glad this project is finally ready to go. Edited November 6, 2017 by Gothic : rf added to artists names 1 Share this post Link to post
Xaser Posted November 5, 2017 There's a couple of spots missing: yourself and Fuzzball under "Artists". Don't sell yerself short. ;) 0 Share this post Link to post
Gothic Posted November 5, 2017 (edited) 49 minutes ago, Xaser said: There's a couple of spots missing: yourself and Fuzzball under "Artists". Don't sell yerself short. ;) Oh I forgot about that. Previous post fixed. Also this vine from map07 only works once: And these 2 work quite erratically: I sugest replacing the fast raising floors with very small (or invisible) stair cases. Edited November 5, 2017 by Gothic 0 Share this post Link to post
bioshockfan90 Posted November 5, 2017 RC1 eh? Good work Marcaek and all those involved in compilation and mapmaking, if you guys ever do a Mayhem '18 I do believe I'll be taking part in it. 0 Share this post Link to post