CrazyDoomguy Posted October 9, 2017 (edited) Demo Megawad Version 1.3 (boom compatible) Here is my first time that I had did more than 7 maps!!! This Megawad called "Hell Destroyer" (The title can be changed). My Megawad based on challenge style and I try mapping balance beetwen passable without save and load and interesting action. Is not easy to do. After playing my maps you can writte here a feedback "what can I do better", "Is that for you fun?", "What do you liked it". You can join in my project and create own challenge maps. The maps shouldnt be big and small. Mapping style is minimalistic like chillax and should working for coop/survival too. The maps havent yet names. +++ Maps +++ 1. (Crazydoomguy) - tested and tested by Timothy 2. (Crazydoomguy) - tested and tested by Timothy 3. (Crazydoomguy) - tested and tested by Timothy 4. (Crazydoomguy) - tested and tested by Timothy 5. (Crazydoomguy) - tested and tested by Timothy 6. (Crazydoomguy) - tested and tested by Timothy 7. (Crazydoomguy) - tested and tested by Timothy 8. (Crazydoomguy) - tested and tested by Timothy 9. (Crazydoomguy) - tested and tested by Timothy 10. In progress 11. (Crazydoomguy) - tested and tested by Timothy 12. (Crazydoomguy) - tested 13. (Crazydoomguy) - done, need test 14. (Crazydoomguy) - done, need test 15. (Crazydoomguy) - done, need test 16. (Crazydoomguy) - done, need test 17. (Crazydoomguy) - tested 18. In progress 19. In progress 20. (Crazydoomguy) - done, need test 21. In progress 22. 23. In progress 24. 25. (Crazydoomguy) - done, need test (reduce difficulty?) 26. 27. 28. 29. 30. 31. (Crazydoomguy) - done, need test 32. (Crazydoomguy) - done, need test (reduce difficulty?) Download: https://www.dropbox.com/s/s5qy1qumtism1sy/32W3.zip?dl=0 Screenshots: Spoiler Edited July 20, 2018 by CrazyDoomguy 9 Share this post Link to post
CrazyDoomguy Posted October 10, 2017 6 hours ago, bioshockfan90 said: Boom compatible? Yes, but dont try on prboom because you can get some error. 0 Share this post Link to post
AD_79 Posted October 10, 2017 (edited) It's not really Boom-compatible if it doesn't work in the intended source port, eh? Here is a version that runs in PRBoom+. All I did was remake the TEXTURE1 and PNAMES lumps. By the way, the sky in MAP02 (aside from in front of the tunnel before the exit) shows up as a giant HOM. 5 Share this post Link to post
CrazyDoomguy Posted October 10, 2017 2 minutes ago, AD_79 said: It's not really Boom-compatible if it doesn't work in the intended source port, eh? Here is a version that works in PRBoom+. All I did was remake the TEXTURE1 and PNAMES lumps. By the way, the sky in MAP02 (aside from in front of the tunnel before the exit) shows up as a giant HOM. Thank for explain, I will do it if I go to home. Can you say what is a HOM? 0 Share this post Link to post
Kaido Posted October 10, 2017 This. See how the sky has a weird effect to it? 0 Share this post Link to post
CrazyDoomguy Posted October 10, 2017 (edited) 5 minutes ago, A7MAD said: This. See how the sky has a weird effect to it? Ah ok, thank you. This is probably on prboom but on Gzdoom is ok. I will fix for prboom at afternoon. 0 Share this post Link to post
Phade102 Posted October 10, 2017 Your maps have a very traditional, vanillia doom feel to them. I like them! Keep it up! Also, keep in mind some people wont like your maps. you will always have people that dislike your maps, dont let that discourage you. Build how you enjoy building! 4 Share this post Link to post
Pegleg Posted October 10, 2017 9 hours ago, Phade102 said: Also, keep in mind some people wont like your maps. you will always have people that dislike your maps, dont let that discourage you. Build how you enjoy building! That is one of the truest statements ever. In fact, go look at the ratings on idgames for Cacoward winners and you'll see that even those maps have their detractors. 0 Share this post Link to post
bemused Posted October 10, 2017 Played a few of these maps this afternoon... started from the last maps and worked my way back because i tend to like harder setups.. definitely not a bad first effort at all! I did feel as though letting the player have some slightly better weaponry a little earlier in the maps wouldnt hurt the experience too much (even if you limit the ammo they receive so they have to use it sparingly), as there is a lot of low tier weaponry gameplay vs midtier monsters in most of the maps i tried so far.. will give it another go this weekend when i have a bit more free time.. Agree with what is said above though, if that sort of gameplay was the intent then ignore what i said entirely :) 1 Share this post Link to post
CrazyDoomguy Posted October 10, 2017 (edited) Ok I had fixed this WAD for prboom. Now it should play without problems. I had updated link. 1 Share this post Link to post
Nate River Posted October 10, 2017 I know you made some more challenging maps with high monster density in the past and I usually prefer that style, but I think I actually prefer these ones over your older maps. Besides the standard hallways and small rooms with incidental combat you also managed to make some interesting, lower difficulty encounters with the low tier weapons and monsters. I also like the music choices and the somewhat uncommon visual design. 0 Share this post Link to post
CrazyDoomguy Posted December 25, 2017 Now I did new 9 maps. You can download it on first page. Unfortunately I have to inform you that this WAD cant play on boom because I havnt any sucess to make this... I will happy read any feedback 0 Share this post Link to post
Nine Inch Heels Posted December 25, 2017 11 minutes ago, CrazyDoomguy said: Unfortunately I have to inform you that this WAD cant play on boom because I havnt any sucess to make this... I do not understand why you don't spend a few minutes on learning how to import custom textures into your WAD proper so that it can be run in PrBoom+, because demos... 0 Share this post Link to post
CrazyDoomguy Posted December 25, 2017 10 minutes ago, Nine Inch Heels said: I do not understand why you don't spend a few minutes on learning how to import custom textures into your WAD proper so that it can be run in PrBoom+, because demos... http://slade-editor.wikia.com/wiki/How_to_import_textures I tried it, but I saw custom and no doom 2 texture... its glitch 0 Share this post Link to post
Benjogami Posted December 25, 2017 12 minutes ago, CrazyDoomguy said: http://slade-editor.wikia.com/wiki/How_to_import_textures I tried it, but I saw custom and no doom 2 texture... its glitch It looks like you're missing this step: Quote So if you have not set a base resource archive yet, click on "Cancel" and set it up now, then start again. Be sure to select "Import from Base Resource Archive" then click "OK". 1 Share this post Link to post
CrazyDoomguy Posted December 25, 2017 Thank Benjogami!! I didnt saw it. Now I did it, but next problem Tag 253 (move floor and thing) dont work! Is that because of this? 1 Share this post Link to post
Benjogami Posted December 25, 2017 Hmmm, I'm not sure about 253. I always use 252. In this example, the sector will scroll things north: 0 Share this post Link to post
CrazyDoomguy Posted December 25, 2017 I tried many variables, but no sucess... something is switched off... 0 Share this post Link to post
Benjogami Posted December 25, 2017 Make sure you're running PrBoom+ with -complevel 9. Which sector in which map is having the issue? I can have a look. 0 Share this post Link to post
CrazyDoomguy Posted December 25, 2017 1 hour ago, Benjogami said: Make sure you're running PrBoom+ with -complevel 9. Which sector in which map is having the issue? I can have a look. Yes, then is ok. I had fixed it and now this WAD is boom compatibel! 1 Share this post Link to post
Keyboard_Doomer Posted December 26, 2017 Nice, thanks for taking the time to make the wad boom-compatible. I've went through the wad quickly and ran the wad through tnswutil so here are some observations: In map01 there is a line with action special (line 800) too close to a door (line 375) which means the door actually can't be opened in -complevel 9 (boom compatibility). In map11 There's this big HOM visible from sector 0. The music in map31 is way too loud in PrBoom+. Tracks in map11 and map14 are also kinda loud. Except map01, map11, map14 and map31 the maps are missing coop starts. It would be nice if you could add them for coop gameplay. Full output of tnswutil -c coopstarts -w 32W1.wad: ---MAP01 1 1 1 1 ---MAP02 3 0 0 0 ---MAP03 1 0 0 0 ---MAP04 1 0 0 0 ---MAP05 3 0 0 0 ---MAP06 2 0 0 0 ---MAP07 2 0 0 0 ---MAP08 3 0 0 0 ---MAP09 3 0 0 0 ---MAP11 1 1 1 1 ---MAP12 1 0 0 0 ---MAP13 2 0 0 0 ---MAP14 1 1 1 1 ---MAP15 2 0 0 0 ---MAP16 1 1 1 1 ---MAP17 1 0 0 0 ---MAP20 1 0 0 0 ---MAP25 1 0 0 0 ---MAP26 2 0 0 0 ---MAP31 2 1 1 1 ---MAP32 16 0 0 0 There are some W1 teles in the wad. These can be problematic in coop if they result in only one player being able to progress in the map. I didn't play through the maps yet to check if that's the case but I suppose you should be able to tell just by looking at the lines in the editor. Here are the W1 teles (output of tnswutil -c w1teles -w 32W1.wad, the monster only lines are not a problem): ---MAP01 ---MAP02 ---MAP03 736: 39 - W1 Teleport ---MAP04 ---MAP05 ---MAP06 ---MAP07 413: 39 - W1 Teleport 1154: 39 - W1 Teleport ---MAP08 2672: 125 - W1 Teleport (monsters only) 2673: 125 - W1 Teleport (monsters only) 2674: 125 - W1 Teleport (monsters only) 2675: 125 - W1 Teleport (monsters only) 2681: 125 - W1 Teleport (monsters only) ---MAP09 ---MAP11 ---MAP12 ---MAP13 106: 39 - W1 Teleport ---MAP14 1994: 125 - W1 Teleport (monsters only) 1995: 125 - W1 Teleport (monsters only) 1996: 125 - W1 Teleport (monsters only) 1997: 125 - W1 Teleport (monsters only) ---MAP15 1236: 39 - W1 Teleport ---MAP16 155: 39 - W1 Teleport 156: 39 - W1 Teleport 157: 39 - W1 Teleport 158: 39 - W1 Teleport 1306: 125 - W1 Teleport (monsters only) 1322: 125 - W1 Teleport (monsters only) 1323: 125 - W1 Teleport (monsters only) 1721: 125 - W1 Teleport (monsters only) 1722: 125 - W1 Teleport (monsters only) 1723: 125 - W1 Teleport (monsters only) 1724: 125 - W1 Teleport (monsters only) 2670: 125 - W1 Teleport (monsters only) ---MAP17 224: 39 - W1 Teleport ---MAP20 933: 39 - W1 Teleport ---MAP25 ---MAP26 153: 39 - W1 Teleport ---MAP31 ---MAP32 0 Share this post Link to post
CrazyDoomguy Posted December 27, 2017 (edited) Thank you Keyboard_Doomer! I checked all these W1 and changed some lines for better playing. Besides created, that this WAD can play with deathmatch. About music I think, players can set music lower. Link is updated. 0 Share this post Link to post
Nine Inch Heels Posted December 27, 2017 5 minutes ago, CrazyDoomguy said: About music I think, players can set music lower. The one little problem is that if the music between maps is constantly shifting in volume noticeably, players will have to fiddle with their audiosettings all the time. Changes in volume from low to high can be painful on the ears in particular, if those come from seemingly out of nowhere. I would suggest getting yourself a MIDI editor like sekaiju, and actually editing those MIDIs in question to make sure volume is more consistant over the course of the set. It's not too difficult to do, either. 1 Share this post Link to post
Keyboard_Doomer Posted January 2, 2018 Nine Inch Heels is on point there. Yes, the players can adjust the volume themselves but it's very annoying having to do this on each map which has a music that's too loud/quiet and then having to set it back to previous volume on the next map. Here are some observations for map12: - The flat in sector 238 is just a big HOM in PrBoom+. - I guess you might want to get rid of the title of a different wad on line 171. - The door texture on lines 969 and 970 isn't aligned well. You could just lower the ceiling there a bit. - There are several teleports leading to sector 189 (tag 1). The sector doesn't have a teleport destination but even if it did it's a door that's raised to the ceiling so I assume the teleports are supposed to be pointed to somewhere else. 0 Share this post Link to post
CrazyDoomguy Posted January 2, 2018 (edited) 7 hours ago, Keyboard_Doomer said: Nine Inch Heels is on point there. Yes, the players can adjust the volume themselves but it's very annoying having to do this on each map which has a music that's too loud/quiet and then having to set it back to previous volume on the next map. Here are some observations for map12: - The flat in sector 238 is just a big HOM in PrBoom+. - I guess you might want to get rid of the title of a different wad on line 171. - The door texture on lines 969 and 970 isn't aligned well. You could just lower the ceiling there a bit. - There are several teleports leading to sector 189 (tag 1). The sector doesn't have a teleport destination but even if it did it's a door that's raised to the ceiling so I assume the teleports are supposed to be pointed to somewhere else. Thank you! I had fixed all. Updated link. About music: I can add MIDI music on map 11, but it will hear different... map 14 is MUS, for me isnt loud. map 31 I dont know how convert these Music into MIDI 0 Share this post Link to post
CrazyDoomguy Posted January 21, 2018 (edited) Just question. I have 10 maps and 1 half to do. Have some interest to play on my WAD? I got ome burnout... I can probably do next 3 mouth because of examinations... 0 Share this post Link to post
Kaido Posted January 21, 2018 I would be willing ! I also have mock exams coming up , I can arrange something :) 0 Share this post Link to post
mArt1And00m3r11339 Posted May 26, 2018 Or you can use this music pack. It'll make the wad more entertaining. http://www.mediafire.com/file/u47nq6xn29igcm0/TBrown0065.wad 0 Share this post Link to post