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Posts posted by xvertigox
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I've started testing the maps and man, they look so good in software mode in Woof. My recording HDD is being a shitter atm so no videos, unfortunately. I'll edit this post as I play a few maps tonight.
@lunchlunch - Fantastic map, the first fight works perfectly. Reusing that same space and watching the back and white fill up with colorful corpses looked so good. I really don't have many notes, the balancing seems spot on for me but that may have been a lucky run on my end, I'll try it again later and see. I think there is enough health, armor and ammo now. That last AV rush is really fun, it seemed a lot scarier before I realized I had 90 rockets.
@dmdr - Nice opening, first fight isn't too hectic if you get half-decent infighting going. The vanilla switch textures need to be changed and it needs a non-iwad midi. I really enjoyed the main fight with the cybers, it was a total clusterfuck and enough of the aggro was directed at other demons that it was fun just strolling around and watching them kill each other. Despite the lack of a backpack I found the fight to be pretty safe, the times I died were when I was trying to clean up the the two cybers at the very end. I think something may have broken (or I'm missing something) because I flipped all of the switches and I still can't progress. Let me know what I'm missing. This is a solid map, chaotic and crazy but not too grim, I like it. (fuck the exit sign)
@RastaManGames I'll have a look at the texture definitions tomorrow, normally I just black out all the iwad textures in the TEXTURE lump but they're still there. Just type ALL or DRK when looking for textures and you'll get the pertinent ones popping up.
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22 minutes ago, Womneare said:i see, would it be able to work out of a pc headphone port tho? If yes than perfect cause that's what i needed them for
I've used them straight into the 3.5mm jack and they worked fine, yup. -
I've used as my daily drivers for ages HD6XX and they're fucking mean. It's worth having some audio stack for it tho, amp/dac/etc. If you can afford them then yeah, get them.
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I have updated the OP to include v1.2 of the resources. 1.2 only has one change, a sky has been added (heads up @SynDoom). Let me know what you guys think, it's pretty basic but I think it gets the job done. I'll update the OP now with all the new mappers (woo!). I'm quite busy so it will be later when I can come back and reply/comment properly but I wanted to get the sky update out ASAP.
Edit: @Skeaze go for it m8! This is a great project for mappers that are starting out :) Any questions just chuck them in this thread or in the Editing Questions subforum.
@ryiron You can absolutely put your name down to map. Check my comment to Skeaze in this post too :)
Edit 2: We've now got over 32 mappers signed up, megawad here we come ;)
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This mapset kicks fucking ass. The increased weapon swap speed, the faster monsters, great map flow, I loved playing through this set. This map feels like quintessential Boom with strong skillsaw vibes as mentioned previously in the thread. I do love the sprites, they all suit the gameplay and OTEX perfectly. I'm very keen to see what the next episode is like.
Edit: I forgot to mention that I appreciate the variety in the maps. It's not just visual variety but also gameplay and set pieces, each map feels decidedly different to the one before it and the one after it. I'm replaying JAM and I'm loving it even more than the first time.
Edit 2: @Vortale since the hud isn't widescreen compat I made a copy of flat 'O8DMDA13' and renamed it 'GRNROCK' and it looks better IMO
SpoilerOriginal
Updated
Ideally, a widescreen hud would be used but I think this a fair in-between.
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I've had an issue like that but it was purely cosmetic and was fixed by restarting SLADE. I'd try converting, saving the wad then re-opening and seeing if it works.
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I've updated the OP with v1.1 of the resources. I have added 3 midtexture fences (MID***) in black/white/grey so they can suit as many other colors as possible. I have also included 4 new textures that are solid colors so you can use them to build your own switches (SW*EZ) and I've left the old switch texture in. I also removed the EXIT sign texture.
I think the resources are in a good place and I don't see them changing very much, if at all, but I'm still open for comments so don't hold back if you have any thoughts or ideas.*Actually, I'll need to look at the skies, check my comments later in this post.I'm excited to test the two maps that have been submitted, I'll record a video of my playthrough and chuck it up on youtube. There won't be any commentary as my PC is set up in the lounge on my TV and my mic is attached to my desk in my study.
QuoteSay, what about skies? I don't think solid colors would work, as it won't be clear what is happening.
Mmm, I have solid sky colors set up currently but you're right. I'll look at the skies now actually, I'm thinking I'll do a bright blue sky with clouds (?), a night sky with stars and some hellish red one too. What do you guys think?55 minutes ago, kraflab said:UMAPINFO doesn't support hubs. A single map can only have a normal exit and a secret exit.
Ah, bugger. I saw a recent Boom wad that had a hub map that I tried out so I thought it was working via UMAPINFO. It turns out that only the door that actually leads to a different map was the one that I chose, the rest led to teleports to different parts of the map, d'oh! But that's fine, I will just order the maps appropriately, we can exceed the 32 map limit which is the most important factor. Thanks for the heads up yo.
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It's awesome to see everyone getting on board. I'm updating the resource pack today, I will be including some midtexture grates in Red, Blue, Green and Dark Grey. I'm hesitant to make a new mid texture for each of the shades. How's that midtexture look? I didn't want to take a regular Doom 2 midtex and color it since the shapes are pretty recognizable, the alternative is more of a fence design, rather than a grate. I don't want to include more than 1 style of midtexture.
In regards to switches @dmdr and everyone else, what I'm thinking of is making a whole bunch of switches that are just solid colors (so the whole switch will change color when toggled), that way you could make switches of any color, just use grey textures around them to make them look like switches. The alternative is I use the existing switch texture and change the grey to different colors. Let me know what you guys think.I think I'm also going to get rid off the exit sign as I don't think it fits anymore with the rest of the wad.
@Thelokk - Go for it, dude. This set would be great for anyone just starting out, no need to worry about texture choices, just colors.
@game - Bunny and Beetle are exactly right, voodoo dolls are a huge feature advantage over vanilla Doom 2. That being said, I wouldn't recommend using features for the sake of using them. Although we are using MBF21 for this wad it is an evolution of Boom so you could check out the Boom Edit Example and see what the cutting edge features Boom features were in 1998, maybe one of them will spark an idea. "I'm glad I figured out a unique idea, although the geometry will be basic." - that's one of the major strengths to this project IMO, with these textures simple geometry goes a long way.
@lunchlunch @dmdr - I'm shocked to see maps this early, I'll give them a jam and record a playthrough for you both (no mic tho).
I'll also update the OP with all the new mappers and link the updated resources in a few hours (it's still early here in NZ) once I confirm exactly what's going in there.Edit: I'm watching a recent @Dwars video and he talks about MBF21, I've timestamped it below for anyone interested
Spoiler -
I'm trying out Doom Retro for the first time in a long, long time and it's crashing JAM every time I open the menu (warping to maps works fine). It's a standard Boom wad that runs under complevel 9 so I'm not sure what the issue is (not seeing any error message when game crashes to desktop) but I'm assuming it has to do with the menu lumps?
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29 minutes ago, Mr. Kong said:Let's just hope that our faces don't melt away, due to the sheer awesomness of this endeavour.
Given that it's 90s shovelware, if the awesomeness doesn't melt our faces then the wooden floor that's been inexplicably tagged as a damaging sector probably will.
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Stoked to see people signing up :D I've updated the OP with names (✯𝔉𝔢𝔩𝔩𝔬𝔴𝔑𝔬𝔬𝔟✯ your name is impossible to ping you with unless you know the ALT code for those stars). I've also posted about this project in the perpetual /vr/ retro FPS thread and we got one sign up there so that's cool.
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Very cool to see this kick off! It's gonna be great fun seeing what we turn up from these ever mysterious relics of the mid 90s..
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UPDATE: The mod is now in it's compiling and map approval stage. I'm aiming to get RC1 ready early/mid March. You can track progress via this google sheet - DIY STATUS REPORT.
Welcome to my first CP on DW! I've run a few but this is my first one here on DW. (DIY) is a bold, bright and colorful MBF21 community project that is open to any and all mappers, regardless of skill. Submission deadline is 16/02/2022 (roughly 6 weeks).
So what's this CP all about? I was inspired by @Spendoragon's speedmaps 1 Bad Wad, big big props to him for the original concept. I loved how believable and interesting the environments were with these simple colors. I expanded on 1 Bad Wad by adding a dark shade to each color for textures and flats as well as midtextures (MIDWHT, MIDBLK, MIDGRY). I also drastically changed every sprite in the game too.
SpoilerThere's a huge range of possibilities with having plain colors, you can make believable locations like a city or completely abstract and mind-bending worlds. Below are a few screenshots I took from 1Bad Wad to give you an idea and maybe even some inspiration.
You can make a believable city street with very minimal detailing
SpoilerYou can be as detailed as you like
SpoilerThe doomcute is off the chain
SpoilerStrikingly abstract
SpoilerI have expanded this limited color concept from textures to all other assets. Gameplay is unaltered and running under MBF21. MBF21 gives the familiarity of Boom but also new map features and more control. All decorations and UI elements have been visually changed too. The monsters have a very dark and strange feel to them IMO. I have included a small demo map just to see some of item changes (not all). Weapon sounds have been changed to their PSX equivalents.
SpoilerThe map format and target port is MBF21 so you can do all sorts of voodoo doll shenanigans (check this video for some highlights of MBF21). The build time is roughly 6 weeks because I want this project to be low stress for anyone mapping. There's no map slots, I will instead create a hub map using UMAPINFO. Please provide your own midis, I can provide one if needed but I can't imagine why someone wouldn't want to choose their own track. Go for whatever midi you feel fits your map. I've been looking into early point and click titles like Space Quest and King's Quest for music and we also have a lot of great musicians in our community. I will make sure everyone's map gets playtested and will leave feedback as I play through them.
I'm very excited to see what sorts of things people come up with, I expect there will be a large variety. If you have any questions or comments, feedback etc just shout out.
Let's make some groovy Doom maps~
Mappers
Spoiler- @xvertigox (map not submitted yet)
- @✯𝔉𝔢𝔩𝔩𝔬𝔴𝔑𝔬𝔬𝔟✯ (15/01 - PC-88 World)
- @MFG38 (14/02 - mfg38_diy_v2.zip)
- @SynDoom (map not submitted yet)
- /vr/ anon (02/02 Checksum v2 )
- @Engired (map not submitted yet)
- @ViolentBeetle (map not submitted yet)
- @lunchlunch (17/02 - Are You Trying To Traumatize Somebody V3)
- @DynamiteKaitorn (12/01 Daisy-Fields2.zip)
- @Spendoragon (23/01 - DIY_Spendo_v1.1.zip)
- @dmdr (09/01 - stupid_slaughter-220109-1017.zip)
- @DJVCardMaster (map not submitted yet)
- @CblBOPOTKA (23/01 - hm_20220213_2322_rc2.zip)
- @RastaManGames (16/01 - RMG_DIY_V5.zip)
- @Master Medi (11/01 Pririrutsenne)
- @Thelokk (08/01 - The Emperors of Ice Cream v2)
- @game (21/01 - SKARLET'S DEVIL DAGGERS v.0.4.zip)
- @Meowgi (11/02 - DIY_Meowgi.zip)
- @Colossus (15/02 - diycolossus.zip)
- @MemeMind (map not submitted yet)
- @Vortale (16/02 - Timeandspace1.0.zip)
- @Stupid Bunny (map not submitted yet)
- Cuppykeks (09/01 - SCT_PralineStudyV2.wad)
- @Gothic Box (17/02 - Toasted Naan)
- @Skeaze (11/02 - ColorsOutofSpace0.2.wad.zip)
- @CBM (17/01 - c sector vesion 1.6)
- @ryiron (16/01 - Panic at the Disco v2)
- @SCF (16/01 - Chromatose v1)
- @xdarkmasterx (13/02 - SSHS)
- @Nefelibeta (16/01 - god4.zip)
- @El Inferno (14/01 - Flower Garden v2)
- @7Soul (17/02 - diyCP_7soul_mbf21.zip)
- @Maribo (10/01 - fellv2.zip)
- @muumi (17/02 - temple_of_froggo_v2.zip)
- @Peccatum Mihzamiz (21/01 - Rush 2 Coffee)
- Chookum (06/02 - NOTCASH.zip)
- Dr Jordo (15/02 - Ultra Doomguy World)
- knifeworld (16/02 - Back to The Pyramid)
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Philnemba (16/02 - bigboospokkyhouse.zip)
Rules and Technical Details
Spoiler- Map format and target is MBF21 (full spec details here)
- IWAD is DOOM2.WAD
- All maps must be in MBF21 and be tested with DSDA-Doom -complevel 21 (Woof and it's derivatives are also acceptable for testing)
- No map limit or taking specific slots
- Skies are defined via the UMAPINFO lump. There are 9 skies in total so have a look!
- Maps must be coop compatible (player starts + lockouts accounted for)
- All mappers are welcome and I will try to take all maps provided (no 32 map limit) but there may be tweaking that needs to be done based off feedback.
- Only textures and flats allowed are the new ones provided (ALL***, DRK***,SPC***,MIDBLK,MIDWHT,MIDGRY) - no using custom or vanilla textures
- Please provide music for your map. I can help with recommendations if needed.
Deadline
Spoiler- Submission deadline is 16/02/2022 (roughly 6 weeks).
Resources
DIY resources v1.5 (fixed by @dmdr)
Old versions
SpoilerChangelog
Spoilerv1.5 (new art by @Spendoragon and dehacked by @dmdr)
25/01/22
- Added dehacked to add boss pointers to every enemy so BossAction via umapinfo works by @dmdr
- New stbar and face by spendo
- Massively cleaned up Imp and Pinky sprites (I will do another pass of all sprites before release)
v1.4bb (by @Spendoragon and @dmdr <3)
18/01/22
- Removed duplicate patches and textures
- Removed D_RUNNIN
- Updated UMAPINFO with more definitions
- Moved demo map to slot 69
v1.4b
16/01/22
- Changed demo map to be in map29 slot
- Updated UMAPINFO to not define anything for map01 (thanks heaps @Peccatum Mihzamiz)
v1.4
16/01/22
- Added 29 new skies (huge thanks again to @dmdr)
v1.3
15/01/22
- Added 3 new mid textures: SPC*** (thanks @RastaManGames)
- Added 8 new skies (SKY2 - SKY9) (cheers @dmdr)
- Readded exit sign texture
- Removed 4 duplicate sprites (thanks @Spendoragon)
- Added UMAPINFO lump
- so people can see how to use it define their SKY
v1.2
08/01/22
- Starry sky texture added
v1.1
07/01/22
- Added 3 midtextures - MID***
- Added 4 new solid color switches - SW*EZ
- Removed 'EXITSIN' texture
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My first thought was "another xdarkmasterx map, can't wait to get my shit kicked in" but I was surprised at how much tamer than the other maps of yours that I've played Buried Castle is, at least at the very start. I had a lot of fun with this map, I especially liked the cyberdemon chase. The crusher to kill the imps after the blue key ambush is a much appreciated touch, I wasn't looking forward to having to clean that up.
Fun map as always, I'm always stoked to when I see you've posted a new map @xdarkmasterx
Small issue, the room where you get a rocket launcher + boxes of rockets has some cages with dead bodies in them but the line with the midtex isn't set to block player movement.
SpoilerThere's a bug here where if you shoot the red wall I'm aiming at here the projectile will pass right through it. I've had the issue before in my maps too but it was so minor that I didn't find it worth spending time fixing (just moving around the line didn't fix it).
SpoilerSimilar issue as one above but can be hit with projectiles but not with hitscan. It's not even worth fixing but I noticed it so I may as well mention it.
Spoiler -
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I'll assume this is with a vanilla wad, my guess is the TEXTURE* lump is messed up somehow. I'm thinking that the texture size has been set incorrectly.
Correctly set texture size in TEXTURE1. Note the texture dimensions at the bottom middle of the screen:
SpoilerIncorrectly set size, note the blank space below the texture, I think that's whats happening to you:
Spoiler -
I've been thinking recently that I'd like to record some demos and submit them to DSDA but not for speed, rather to show 'yes, I can beat this wad'. It's similar, in a way, to Decino's playthrough videos but more accurately I'm trying to recapture some of the essence of The Doom Honorific Titles (wiki link here). To be honest, I really love the idea of DHT, the thought of being challenged to complete a random* wad to prove yourself. It really feels like an early internet idea, I wish that it would be resurrected by someone.
In any case, the reason for this thread is to ask people which maps they would consider as 'trophy' maps. Maps to beat and record a demo because to be able to beat it, without saving, is a legitimate achievement. I've got a thread that can be used as a hard wad list but that looks more entire wads rather than specific maps. It's necessary to be more granular because "sunder" isn't as approachable or useful as a goal as "sunder map 17".
I'll get the ball rolling, Scythe map24: Hatred. I specifically chose this map because it is definitely not the hardest map I've ever played or beaten but I remember when I was really starting to knuckle down with Doom in my teens (Scythe released in 2003 when I was 14) Scythe was one of the first wads I wanted to tick off the list as having completed without saves and Hatred was a very daunting map to beat. It's not extremely difficult once you pick apart the combat puzzle but it does require good execution (don't blow yourself up with the revs) and understanding of Doom to beat. I think UV Maxing (UV, all kills, all secrets) but without rushing/worrying about time is what's required for the demo.
I'm curious to see which maps people come up with and I'm also curious if demos like this are common?
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Holy shit, this is well unexpected. It's always good to see a megawad release and I'm guessing after 1.5 years you guys feel the same. I'll give it a jam and let you know what I think.
Here's just running commentary/notes as I play:
Spoilermap01: Nice opening shot. Classic tech base map01 style of level but with surprisingly beefier enemies (the red key chaingunners fucked me up/killed me...). I like the extra long door when going outside lol. I like the barracks ambush, very doomcute. Barracks ambush just killed me because I didn't have a chaingun lol Two deaths on map01!! What a fuckin noob, and to think, I just made a thread "what wads to record to show off how doom pro i am" what a fuckin buffoon lmao I think the balancing could be a bit better. I would replace some of the shotgunners with imps, namely in the berserk ambush. Giving berserk and then sending hitscanners in means that you can't use the berserk without losing a lot of health :(
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Fuck yeah, this is a great release. Replaying av.wad in -f with this midi pack and it's a beaut.
Edit:@maxmanium Alien Vendetta with fast monsters
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It's great to see people enjoy these old discs and wads, huge props to everyone who imaged and uploaded them to archive.org <3 I've spent so much time playing through random D!Zone wads in Chocolate Doom, it's like the most entertaining museum ever. I'm actually playing a sweet wad in D!Zone gold atm which has a whole bunch of interesting maps.
Question regarding strafe running and level progression.
in Doom General
Posted
I agree with everything boris' said. 'Simple' jumps are fine but I wouldn't add required SR50 or even difficult SR40 jumps unless it's going to be known as a challenge wad and you expect the players to be well experienced.