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tmorrow

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Everything posted by tmorrow

  1. tmorrow

    dsda-doom source port [v0.21.3]

    Many thanks @Andromeda, I was looking for such a configuration in the mouse settings rather than the automap settings. Silly me. Zoom speed was on 8 and I bumped to 32. Much better!
  2. tmorrow

    dsda-doom source port [v0.21.3]

    Thanks for all the improvements you've been making @kraflab. Amazing stuff. One thing I noticed in v0.17.1 is that it takes several more "rolls" of the mousewheel to get between max and min zoom on the automap than with prboom+ 2.5.1.4. The effect is more obvious on larger maps where on my system (Win 7) I need to scroll around 40 times to get between the zoom extremes. I'm guessing this is a result of the removed mouse input scaling. Whereas there are sliders to alter the mouse sensitivity for horizontal and vertical movement, I did not see any way to alter the mouse scroll sensitivity which I would like turn up quite a bit! I may have missed a configurable option though. It's not a big deal but I thought I would mention it and see anyone else is noticing the same thing. Whether it needs to to be addressed or not is of course up to you.
  3. tmorrow

    The DWmegawad Club plays: 180 Minutes Pour Vivre

    180MPV is a great choice for the DWMC to tackle. It contains some testicle ripping maps, so choose your difficulty accordingly and consider playing the harder maps with saves! The quality of the maps is excellent for a speed mapping project, the French Doom Community do amazing work. Don't forget to try out William Huber's alternate map30 (180mpv_b.wad). Both of the DEHACKED custom monsters (Nightwatch Caco and Heresiarch) are pretty nasty, especially the Heresiarch but both can be helpful for some infighting situations. The dsdarchive https://dsdarchive.com/wads/180mpv contains uvmax demos for most maps, largely from Veinen, Roofi and Huber, only missing uvmaxes for map20,21,23,25 and the alternate map30. If you are good enough, see if you can fill some of the holes! Alas I haven't got time right now to devote to Doom but 180MPV is right near the top of my todo list as soon as I have some spare time. I want to seriously attempt uvmaxes for as many of the maps as I can or with minimal saves for the maps that are too hard. I look forward to reading everyone's thoughts, reviews and play throughs. Have fun everyone!
  4. I've only got one, v1 I believe, the is wad dated 5th Oct, 2019. Let me know if you need it. I'd be surprised if the map author doesn't have all of the releases backed up somewhere so maybe they can assist.
  5. tmorrow

    How to run Master Levels For Doom 2 on GZDoom?

    I'm so glad it is working for you! I'm sure the other solution works too. Have fun with your master levels!
  6. tmorrow

    How to run Master Levels For Doom 2 on GZDoom?

    You need the iwad as well as the 20 pwads, in this case doom2.wad. The program requires both the iwads AND the pwads - it tries to produce an iwad package for you which it can't do without the iwad. Did it really crash or just stop due to not finding the iwad?
  7. tmorrow

    How to run Master Levels For Doom 2 on GZDoom?

    So I explained a simple utility you could download and use once to package master levels that you could simply double click and use in gzdoom. You didn't comment on it, I suspect you haven't even tried it. Instead you are now going down the road of trying to use a fully fledged doom editor that requires learning about lumps in wads and how they are used by the doom engine. This is way harder. If your intent is to easily play your master levels in gzdoom, you are taking a difficult road. If you want to learn about the internals of doom wads, then fine.
  8. tmorrow

    dsda-doom source port [v0.21.3]

    *weeps with joy* - this used to drive me mad in prboom+ 2.5.1.4 (and earlier)
  9. tmorrow

    How to run Master Levels For Doom 2 on GZDoom?

    I'm sorry you are having trouble with getting the Master Levels loading the way you want. The master levels are a motley collection of 20 pwads with 21 maps, many of them map01 (see list in above post). As is, the pwads you purchased are only playable individually by selecting one pwad and the doom2.wad iwad and using idclev## or the console command "map map##" to play that single map (or both map31-32 for teeth.wad). However, there are several freely available tools you can use to compile/combine/merge these iwads/pwads into a single package that is playable from a single gzdoom invocation. A couple of utilities have already mentioned in previous posts. The utility I used was wadsmoosh (mentioned by @Tony_Danza_the_boss). Wadsmoosh can be used to merge any of Ultimate Doom, Doom 2, TNT, Plutonia, Master Levels and No Rest for the Living into a single doom_complete.pk3 package you can then launch from gzdoom. The master levels will load consecutively in the PSN order from PS3 Doom Classic Complete. Note that each new master level will restart you from a pistol start (deliberately). Below are a couple of screenshots of what you'll see when running gzdoom with my doom_complete.pk3 (ignore the other iwads i've got in my package, you may not have them in your doom_complete.pk3). I can't assist with Brutality mod, I don't use it. Good luck and enjoy your Master Levels. [The Start New Game Menu of my doom_complete.pk3] [The output of the console command "listmaps" from my doom_complete.pk3]
  10. tmorrow

    The DWIronman League dies to: Alien Vendetta

    For the curious, the purpose of avmovfix.wad is explained in the av.txt readme file in the av.zip release. In brief it addresses a problem with demo recordings in vanilla on map20 and solves it by hacking out the large mountain area of the map. None of these problems exist in most modern source ports. It has been decreed that thou shalt NOT use avmovfix.wad, the upshot being that thou must endure the onerous trek up map20 Misri Halek's mighty mountain (if you are lucky enough to even get that far of course). Clearly doomguy needs to wear his best hiking boots. Sadly, that's going to be the least of his problems ... Another item no one has yet mentioned and the tough and mighty DWIronman probably doesn't give a toss, but you can include the external dehacked av.deh file (by adding "-deh av.deh" to your command line without the quotes). This will give the correct story texts and automap titles if you care about that stuff. I'm going to be watching every demo submitted. I love AV, one of my favorite wads of all time. Have fun guys, I really hope someone survives all 32 grueling maps. I wonder what @Ancalagon has been up to lately ...
  11. tmorrow

    Hell Revealed demos [-complevel 2]

    Congratulations John. I'm delighted to have watched it live on your twitchtv stream. Well done managing to prevail after cybie failed to cooperate on map30!
  12. tmorrow

    The DWmegawad Club plays: Plutonia

    Hey everyone. Enjoy your Plutonia playthrough this month. Note the following problems with max kills/items/secrets: map11 - max kills is almost impossible (requires 2 perfect bfg blasts on the 4 archviles in the bad exit), thus the non archvile or good exit is accepted for speedrunning purposes. map26 - the megasphere secret won't register due to the sector being too small for doomguy so 75% is max. map27 - the archvile is unreachable and can't be killed so max kills is (n-1)/n. map30 - max items achievable is 2/8 due to 5 berserk packs and a megasphere that are in a deathmatch only area. Also note Plutonia has lots of unofficial secrets, so keep an eye out for them: map09 has 2. map13 has 1. map17 has 2. map20 has 2. map21 has 1. map27 has 1. map28 has 1. I'll be following the thread from the sidelines.
  13. tmorrow

    The DWmegawad Club plays: Doomer Boards Projects 26, 7, 19

    map25 Doomguy appears near his clocktower after teleporting from the map spawn. The good news is that he has access to his entire estate at last and that there are 12 map credit billboards that can be read. Players can decide for themselves whether to simply enjoy the credits and call it a day or optionally tackle a very difficult slaughter map that is initiated by using the 12th credit board to spawn enemies onto the map. So much for Cyberneezer and his cohorts learning their lesson. They don't learn very fast! It's no surprise that that doomguy elects the option to release the monster horde! He really can't help himself. Killing monsters is in his blood. This map is not meant to be beaten. Big Ol' Billy and Catpho have confirmed you aren't supposed to survive this map, it's designed to prevent you from reaching the iwad maps following, not having a map exit. Of course doomguy is not going let the invasion on his estate go unchallenged. He wonders if his estates insurance policy is current, he can't remember when he last paid a premium. Further, he's not certain whether his contract covers damage from Cyberneezers or monster hordes. When the enemies start spawning onto the map, they spawn with a vengeance. They don't spawn all at once, but in a steady, near unstoppable stream of pure evil. A whopping 1135 of them spawn. There are 49 archviles leading the charge, lighting doomguy up like a christmas tree. The archviles are escorted by 49 chaingunners and 343 of their hitscanning cousins, the wolfensteinss. Even the skies are not safe, with 150 cacodemons lobbing missiles from the air. Heat seeking rockets from 196 revenants home in on doomguy wherever he runs. There are 98 hellknights to block doomguys escape and 5 cybies roar and stomp all around the estate, causing their usual chaos. Finally, bringing up the rear are 245 imps that don't want to miss out on beating up doomguy. It turns out that ample weapons, ammunition, health and armor have been provided to give doomguy a sporting chance on this difficult map. With some decent routing to take advantage of the 5 megaspheres and invulnerabilities on the map, doomguy can beat the odds and beat the map. Doomguys reconnaisance of his estate reveals that 2 of the invulnerabilities are in the hedge maze, another behind a nearby building, one is in his house and the other just ouside the northwest side of his house. Doomguy also notes the 5 megasphere locations and stashes of ammo, particularly cells and rockets. Doomguy doesn't like to dwell on his failures, let's just say there were quite a few of them, a few hours worth in fact before he managed to uvmax the map. The rng on this map is off the charts and it can take several tries before doomguy gets favorable rolls and the monsters "line up" to his satisfaction. His successful strategy went like this. Divide the fight up into the shorter "5 invuln chain" phase and the longer "mopup" phase. In both phases, the focus is the archviles, ignoring almost everything else unless it gets in the way. Except for the archviles and cacoswarm and a handful of revenants and hellknights, all the other enemies tend to perish without any help from doomguy. During the critical "5 invuln chain" phase, doomguy uses the invulnerabilies to fight into, through, and out of his house and the same for his hedge maze. Any spare invuln time can be used on archviles outside but near those 2 areas or along the path to the cell stashes when he needs ammo refreshes. He is careful to note where archviles have appeared in elevated positions, the clock tower, balcony of the house, the middle of the lake and the building south of there. They will be priority targets in the next phase. The most common causes of failure for doomguy in this phase are: Not reaching the next invulerability due to being blasted or blocked. Running out of cells due to poor cell management and bfg overuse. Not taking out enough archviles due to bad rng, bad aim or poor play. During the mopup phase, dispensing of the remaining archviles is paramount. Efficient bfg/rocket usage, avoiding archvile retaliation and keeping ammo topped up are key. Several circuits of doomguys estate are required to thin the archviles to less than a handful. Much can go wrong, the main one being archvile blasts. After the archviles are gone, the focus shifts to more rocket use (cells are running out) and taking out the cacoswarm and revenants. At this point doomguy can swap to super shotgun for effective close up work and chaingun for distant work as the rockets start to run low. Finally, doomguy can snipe most enemies in the house through the windows before daring to reenter to take out the last of them. Doomguy is ecstatic to have beaten back Cyberneezer Scrooge and his monster horde invasion. Fancy resorting to such mean tricks and overwhelming numbers. They better not try again next xmas. If they do, he'll be ready for them. He is dreaming of a heavy duty bfg turret and tripwire based security system. Each bfg turret will have 360 degree rotational aim and 90 degree horizontal to vertical elevation aim. Turrets will be placed with redundant overlap to maximise crossfire. Concealed, hair trigger tripwires will be placed throughout the estate. There are several kinks in the plan to work out of course. The postman may regret the next time he tries to deliver xmas cards to the estate. Unfortunately, evil never rests and the monsters are no doubt concocting future plans of their own against doomguy. Doomguy is considering his next holiday vacation. He hears that xmas in Australia is quite a bit different. A trip to Down Under next xmas for bbq's, cricket and a summer in the sun, surf and sand might be exactly what he needs. Doomguy wishes everyone a Happy New Year!
  14. tmorrow

    The DWmegawad Club plays: Doomer Boards Projects 26, 7, 19

    map23 Worst xmas ever! Now doomguy has been locked in his chapel and has to discover how to get out. There seems to be some noises coming from his mini clocktower. The time is still frozen at midnight. Taking the lift up, doomguy hears a lot of "bah, humbug" sounds that seem to be coming from 6 mysterious large crates strewn around his clocktower, glowing in the moonlight. It's quite perplexing. Doomguy was not expecting any deliveries. He notices a strange looking portal that wasn't there before and beside it, Cyberneezer's clothes and top hat. Tentatively, doomguy takes a deep breath and steps into the portal ... map24 Doomguy appears on a central, circular platform in an arena, next to a rotating clock pedestal just in time to see cybie teleporting away. To the din of "bah, humbug" echoing out, santas, demons and imps make pests of themselves as doomguy picks up the ammo and weaponry and drinks in his hostile surroundings. There are 3 megaspheres on pillars and that's good, they can be picked up as required. There are cacodemons and imps outside and that's bad, doomguy better get rid of them sooner than later. Doomguy can dispense of the intial room of enemies lofting missiles at him and then take some time to concentrate on what's going on off in the distance. In 3 directions, doomguy observes that a wall will periodically lower and a hideous Cyberneezer visage appears. Behind the visage are a stack of barrels that are just begging to be rocketed. Exploding the barrels results in icon of sin death sound being heard and immediate reprisals as an archvile and support team of monsters spawn on the central platform in retaliation. After clearing the wave of enemies, doomguy can move on to one of the other 2 directions and repeat the exercise to the death sounds of 2 other icons of sin. One wave consists of an archvile, revenants and tier 1 enemies. Another wave is worse with an archvile and lots of pain elementals. However, the third wave is the worst, since an archvile appears with friends and the rotating clock pedestal in the middle rises to reveal cybie standing on a red square plate. An annular section of the central platform begins moving up and down as doomguy goes into full damage control, running round and round. After killing cybie and any other enemies remaining, doomguy can step on the red plate to crush 4 offmap icons of sin and end the map victorious! Yay! Doomguy can at last return to his estate once again, only this time it will be to peace and tranquility, where he can relax and enjoy xmas. He's certain that this time Cyberneezer and the mean monsters have learned their lesson at last.
  15. tmorrow

    The DWmegawad Club plays: Doomer Boards Projects 26, 7, 19

    map21 Well this is both embarrassing and infuriating. Cyberneezer has hacked doomguys security system and he is now locked inside his own hedge maze. What's more, the monsters have broken into his mini chapel. He's got to lower the blue key in the middle of the maze and retrieve it. After picking up the key, the bars blocking him inside the maze are mysteriously lowered, allowing him to exit the maze, right into the arms of chaingunners and revenants between him and the chapel. Inside the chapel he sees an xmas card from the past, lying smack bang in the middle of the chapel. map22 Doomguy starts outside Cyberneezer's house in the snow. It's high time for some good old fashioned revenge. Time to trash Cyberneezer the geezer's place and see how he likes it. Payback's a bitch. He intends to enter the premises using as much force as required. Doomguy starts by working his way along the hedge border and side of the building, looking for an entry that way. He is accosted by Cyberneezers henchmen, revenants, cacodemons and smaller enemies along the way. Doomguy finds an unlocked garage in northwest corner of the map with a big red truck being polished by an archvile and hellknight. Doomguy trashes the garage, leaps on Cyberneezer's truck and finds a poorly concealed yellow key perched on top. He heads back around to the front of the house. Opening the yellow door to Cybernezer's house is doomguys first mistake. He was wondering why the yellow door is so wide and high. He finds out. Right in front of him, waiting to greet him and shake him by the hand is an extremely large spider mastermind who immediately teleports behind him to prevent his escape. Immediately inside the house is the kitchen, dining room and bathroom, all full of enemies that somehow seem to have already been alerted to his presence. The trap is sprung but Cyberneezers lackeys are no match for doomguy and he makes short work of clearing the rooms before jumping on the oversized furniture. It appears that Cyberneezer doesn't like people stealing his food, his king sized refrigerator is booby trapped with revenants, imps and lost souls! Nor does he like people using his extra large bathtub which has 2 cacodemons guarding it. Doomguy is astonished at the size of everything in Cyberneezer's house. Cyberneezer had made his instructions clear when his house was being built. The construction crew were to double all measurements. Big, big, big! Cybies are tired of banging their head on the ceiling. Spider masterminds are sick of getting stuck. If a train can drive through the house without touching the sides, then it might just be big enough. The interior decorators were given the same message. Big, big, big! Supersize the furniture. Cyberneezer had put his foot down with a vengeance. He wanted a wide screen TV! Once doomguy heads upstairs to the bedrooms where he's locked in for the first set piece. The blue switch opens 4 rooms of enemies. Doomguy decides the best place to camp is in the barons bedroom since there's enough room for rocket play in there. He notes the nursery has 2 hellknights in cribs, confirming his long held belief that hellknights are infant barons. Some arachnotrons are guarding Cyberneezer's master bedroom where he finds the red key and revenants in the closet! Doomguy heads back down stairs. The red door takes doomguy down into a dank cellar, probably where all the xmas cheer is stored. Doomguy senses the basement is not a safe place. Taking the final step into the basement is doomguys second mistake since that step is too high to retake the stairs. He's trapped! Cyberneezer is not in a good mood. He hates people jumping all over his custom large furniture, raiding his ice box, using his bathtub and walking on top of his shiny red truck. But none of these things compare to his fervent hatred of doomguy. Cyberneezer has enlisted the services of cybie to prevent any xmas cheer or doomguys from leaving the basement. There's a lot to absorb and little time to do it as a hail of cybie snow covered rockets come doomguys way. Firstly, 8 crushers start up around the room that will indiscriminately crush whoever is underneath them. Secondly, there is a teleporter that anyone can take to another part of the room. Telefragging is an option but is not all that reliable and doomguy prefers to use the 5 pillars around the room to block rockets and use super shotgun. Four of the 5 pillars have swiches that reveal a bell. The bell needs to be shot to reveal another switch which in turn needs to be shot to both raise a basement step so doomguy can leave and to lower the wall to the exit. Doomguy is so confused, there's several possible strategies to try out. Will it be "telefrag lottery" or "quick switches for a quick getaway" or "pillar peekaboo with super shotgun"? Who can think clearly with the racket of cybie fuming and stomping around? In the end doomguy decides on a super shotgun and plasma rifle medley and pillar hopping, to keep Cyberneezer guessing his next move. Doomguy is likely to take a fair amount of splash damage but no direct rocket hit as long as he executes correctly. After that he can perform the switch sequences and take a leisurely stroll to the exit, pleased in the knowledge that Cyberneezer's evil plans have been twharted once again. The 7 secrets yield a backpack, partial invisibility, boxes of rockets, berserk pack, cellpack, medikits, soulsphere. The partial invisibility is invaluable for the SMM fight. The soulsphere isn't all that helpful for pistol starters but the other items are all around useful.
  16. tmorrow

    The DWmegawad Club plays: Doomer Boards Projects 26, 7, 19

    map19 What has Cyberneezer the geezer done now? Well, he's unleashed 2 archviles that are now running around in his maze hedge. Doomguy is not known for his patience and when he sees a bunch of cheeky imps running riot on top of his hedge and trampling it underfoot, he loses his cool and races in, rifle at the ready. To add to his ire, once into the maze, he realises that bars rise up to block him from getting back out. It seems that Cyberneezer has hacked doomguys security system and he has to find a switch to get back out. Spotting another one of his xmas cards in front of a disused switch, doomguy wonders how many others the enemy has strewn over his estate. map20 It's time to take out the trash and there's a lot of it on this map. Doomguy doesn't know it yet but he's about to be exposed to the Krampus Anomaly. He's used to anomalies, nothing abnormal about them in his line of work. In fact, doomguy would be surprised if there was no anomaly. Doomguy is not amused to discover that this map has no super shotgun but at least it has almost every other weapon. Doomguys spider senses are telling him that danger is everpresent here. He has to make his way up a icy hill to some huge presents and the blue key. Of course the presents are trapped with enemies. Heading inside, doomguy collects the plasma rifle but has to first beat up an archvile with only rifle and chaingun for it. Doomguy suffers at the hands of many monsters in a series of traps in each room. He senses that the red key is not going to be an easy pickup. He's right and uses up almost all of his cells clearing out the room. Just past the red door doomguy can softlock himself by walking through the trees to the right and dropping down onto the ice and the wrought iron fence. Probably best not to drop down there. Doomguy has dubbed the ice pit past the red key as "the icepit of pain". There are mancubi, barons/hellknights, revenants, arachnotron and other scum lobbing a continual stream of missiles at him from the icy ledges. Reaching a new building, doomguy enters to the start of the finale. Approaching the switch below the yellow key on a pedestal starts the final sequence. Bars block the way doomguy came in and he is locked in for some fights as a series of walls begin to lower, revealing waves of enemies. Several archviles are in the mix. With careful use of the the secrets, doomguy can chain 3 of the invulnerabilities together and wipe the room easily. A note on the secrets. Doomguy says that if you are doing this map without the secrets, you are doing it the hard way. The 6 secrets contain a backpack, rocket launcher and rockets, invulnerability, soulsphere, megasphere, bfg and cells and backpack and invulnerability. The megasphere is a secret that is revealed by raising a pillar but that pillar will relower in the final fight if you move past the lowered walls and won't be available for the rest of the fight. The invulnerability secret requires an archvile jump and will become inaccessible if you kill all the archviles before collecting it. Doomguy needs to start up 4 bells in order to raise the bars to 2 lifts that take him up to a switch above. It is possible to use the switch from below without using the lifts. The switch lowers the yellow key at last. Doomguy is relieved to reach the exit alive. Taking out the trash has never been so hard.
  17. tmorrow

    The DWmegawad Club plays: Doomer Boards Projects 26, 7, 19

    map17 Sadly doomguy has become accustomed to the constant assault on his estate, the handiwork of Cyberneezer Scrooge who he has dubbed "Cyberneezer the geezer". The enemy has been stealing his xmas cards and then baiting him with them. This time he has to fight his way through cacodemons first and then the trail leads to a discarded xmas card placed outside a building the enemy has sieged up. The building is flanked by a couple of chaingunners and some pesky revenants and imps are inside, attacking when he approaches. Making short work of the enemy, doomguy gently recovers his xmas card. map18 Doomguy has a premonition that this map is full of nasty traps. His suspicions are well founded. It's a haunted, office building from hell with diabolical middle management (i.e. archviles). Doomguy does not want to work here, not even on a short term, contractual basis. As well as many sneaky ambushes in closed in spaces, doomguy has to put on his thinking cap and solve several puzzles to progress. The first half of the map is nastier than the latter half due to the limited weaponry doomguy has to work with initially. In the latter part of the map, doomguy can pull out the big guns and make the monsters dance. This is a map where doomguy will want to pick up the secrets if at all possible. The secret goodies include an early plasma rifle, megaarmor, soulsphere and 2 megaspheres. One of the secret areas is an optional outdoor set piece involving a fight with mancubi and cacodemons and a couple of archviles. There are 10 archviles packed onto the map and they yearn to catch doomguy off guard. There are a lot of pillars for cover but the combination of monsters and confined space can make for some nasty fights. The most intricate part of the map takes place indoors. The search for the keys is mostly linear but there are optional areas along the way for better weapons and secrets. There are 3 keys to find for progression, in the order yellow, red and blue. The yellow key path is short and straightforward. The red key path is longer and with more dangerous traps. The blue key pickup is easy enough once doomguy has picked up the best weaponry. At the start of the map, doomguy can optionally tackle the super shotgun room before heading for the yellow key. Taking the yellow door leads doomguy on a dangerous trek for the red key. The nastiest room along the way is a hit or miss archvile and chaingunner trap where doomguy has to stay on his toes. Sometimes doomguy beats the room like a total boss, other times, not so much. Further on, doomguy has some uncomfortable times in the library and along a narrow corridor to the red key. At this point doomguy can choose between seeking out the blue key next or can instead take a teleporter that has opened up in the starting room to an optional set piece culminating in the bfg and a megasphere pickup. While optional, the rewards are highly desirable for the pistol starter and of course mandatory if doomguy is seeking 100% kills. After the blue key pickup, doomguy can optionally head for the finale or take a detour back through the red key path to the blue switch that opens up the way to an outdoor set piece with mancubi, cacodemons and a few archviles. The rewards are excellent, much ammo and health. The finale is a outdoor set piece in a circular arena. At last doomguy gets to discuss his issues with executive management (i.e. cybie) on the matter of the company corporate strategy (i.e. trying to kill doomguy). After the horrors doomguy has already faced on the map, the cybie fight is unlikely to cause any angst, especially if doomguy can keep his bfg blazing. There are 16 bells regularly spaced around the arena and by now, doomguy should know what to do with them. Possibly cybies stray rockets have already done much of that work. That's a laugh, when does management ever do any work?
  18. tmorrow

    The DWmegawad Club plays: Doomer Boards Projects 26, 7, 19

    map15 At last doomguy is allowed to go outside and survey his grounds. As soon as he steps out he realises that the demons have blown a hole through the stone wall around his home and he is immediately assaulted by imps and a chaingunner. It appears that Cyberneezer Scrooge is escalating hostilities. Doomguy is shocked to discover arachnotrons stomping around his frozen pond. Worse, one mancubus has managed to climb on one of his hedges and another has appeared on the roof of one of the sheds! It looks like the monsters have got into his xmas card collection as well. There's a card atop the waterfall in the middle of the frozen lake. He knows he didn't leave it there. He better retrieve it and take it back inside. map16 Doomguy is dazzled by the view of xmas tree mountain in the distance. Is that where all the xmas trees come from? There's lava running east and west in a deep pit below and a mighty fortress between doomguy and the base of the mountain. There is no time to dawdle though because enemies are attacking from all sides again. After clearing the initial wave doomguy finds that there are several different ways to go. Essentially, doomguy has to find the red and blue keys and start 3 bells chiming before the exit will open. How he goes about that task though, is very much up to doomguy. The east side has a simple hedge maze and eventually leads to the red key after a couple of archvile ambushes. There's a teleporter to the plateau below xmas tree mountain. The west side leads to the rocket launcher and berserk pickups, both trapped and an alternate path up to the plateau that takes him through the fortress. The blue key can be found on the west side of the plateau and is a nasty trap, especially when playing blind. When doomguy enters the area with the blue key, bars rise behind him, trapping him in. The switch near the blue key lowers the scary face to the west, revealing the 1st bell, lost souls and a red shootable switch behind them. The shootable switch lowers the bars so doomguy can extricate himself from his predicament. The problem is that doomguy has to blast through the lost souls before he has clear shot at the red switch. Meanwhile the enemy are trying to shred him. There are 2 ways to reach the last 2 bells and initiate the final battle. The intended way is to use the acquired red and blue keys to open the two doors on the plateau at the base of xmas mountain. There is an alternate method to reach those last 2 bells. Speedy doomguys might prefer the latter path where you can ignore the red key path altogether for quick times. The finale consists of a showdown with 3 cybies, a spider mastermind and some revenants. Doomguy will be well prepared for the confrontation if he has located the 6 secrets. They contain a computer area map, soulsphere, megaarmor, plasma rifle and cells, bfg and an invulnerability, the last 2 items make pacifying all 4 bosses easy peasy!
  19. tmorrow

    A wild megawad appears

    I'm sure you are right, I always confuse it with chocolate doom which still has the limits. Thanks for the correction. I don't play either srcport regularly.
  20. tmorrow

    A wild megawad appears

    Ultimately, it's up to you to decide what to call it. No need to change the name though, just make sure to note the changes in your readme and possible give it your own internal version number. You might consider an open public beta so you can gather some feedback. VPO's are notorious in the more vanilla oriented srcports like crispy doom and can take several testing passes to find most of them. Ammo balance is another area where it helps to gather multiple feedback. The more eyes the better. I played through the entire wad some time back on UV, pistol starting each map. An amazing wad, congratulations! The main criticism I have that I don't think has been mentioned is that your wad is heavily biassed against pistol starters, in favor of continuous play. If you intend it to be continuous focused, then fine but note that it won't be speed run friendly, most demos are of the uvmax variety. I submit the following for your consideration. I was playing in gzdoom 4.4.2 on UV: map02: On the west side of the map is a sector that rises after you step on it. If you drop off it then you can't get the ammo you need above. map03: Extremely tight on ammo, even after picking up all secrets - may require extensive infighting and/or non berserk fist. map05: Rockets and cells abound but no rocket launcher, plasma rifle or bfg provided. map06: The super shotgun is placed behind cybie and the exit so is most likely of no use to pistol starters. map09: Extremely tight on ammo, even after picking up all secrets - may require extensive infighting and/or non berserk fist. map11: The bfg secret is not available until you reach the exit and find a secret switch to raise the steps up to it - many will likely have killed off the SMM guarding it long beforehand. map12: The super shotgun is behind a yellow door that you can't get to until you have picked up the yellow key locked behind a blue door and is therefore almost useless. map31: SMM is stuck and does not fire. There is not enough ammo to kill all the enemies (possibly due to SMM inactivity). Thirdly, enemies can teleport to the normal exit and you can't kill them unless you go there, missing out on the secret exit (exit areas are mutually exclusive). map32: Extremely tight on ammo until the plasma rifle pickup to the point of having to avoid enemies. map17: extremely tight on ammo, even after picking up all secrets - extensive use of provided berserk/chainsaw and I had to leave high health enemies and return later. There are quite a few one time only secrets throughout the wad. I accept these as part of learning a map, however these can be frustrating for players, especially in their first blind run. Consider introducing some clues (it's possible I missed some clues of course). map04: one time switch to the secret. map12: one secret only accessible for 30 seconds from map start and with no indication or tell. map15: one secret only accessible for 30 seconds from map start and with no indication or tell. map15: one secret requires an archvile jump. map29: 3 teleporters to the exits, one a normal exit, one with ammo and exit, one with a damaging floor exit. Once again, a fantastic wad even as it stands. I look forward to your crispy-friendly release and will test if you do have a public beta.
  21. tmorrow

    The DWmegawad Club plays: Doomer Boards Projects 26, 7, 19

    map13 Doomguy finds his yellow door key at last. It was in the trashcan! He's been hearing noises coming from the basement area and now he can investigate. Anyone want to guess what happens when doomguy tries to leave through the front door? Yep, insufficient xmas cheer again. Doomguy is astonished when he opens the yellow door down to the basement and peers inside. Someone has been wrapping up huge presents down here. There the culprits are, cheeky elves caught in the act. Doomguy spies another xmas card he left down here some time back. What memories will it bring back? map14 This is the one map doomguy has seen before his play through with DWMC. He was helping out another forum member work out why the door to the exit wasn't opening for him. See DBP19 Project Thread. Doomguy has a poor memory though so it is like playing the map all over again for the very first time. What's xmas in Romania like? Doomguy is about to find out. He is going on an epic adventure and all the monsters are invited. Invited or not, the monsters are showing up in great quantities on this map. They have made the icy caves their home. Noone is reaching the exit alive without first hunting down the blue and red keys and also tracking down and ringing the 4 bells strewn around the map. Hard times in Romania! What a lovely map this is and full of wonderous secrets. There are 3 keys on the map. The blue and red keys are required for progression but the yellow key is found in a secret area and is only needed for an early plasma rifle and cells pickup. Doomguy finds his first bell and first secret within minutes of starting the level. With excitement he rushes through an ice cave toward a lodge seeking out more goodies. He finds a cave system to explore and manages to find the super secret yellow key before falling down a hole to the maps first nasty set piece. In the first set piece, doomguy is set upon from all sides and all elevations. He is attacked by demons and chaingunners at ground level, by an archvile on a platform and by distant revenants, mancubi and arachnotrons on ledges. To top if off, there's some lost souls and cacodemons floating around. The only partly safe place from the archvile leaves him to the mercy of several enemies on a ledge across the way. Merry xmas indeed. At least doomguy can collect a rocket launcher for his corner. Doomguy needs use some clever footwork, stay on the move and continue to return fire to bring the enemy down in stages. What a mess. Finally he can explore the area and find a path through the caves and along the icy ledges, culminating in finding the blue key. Armed with a yellow and blue key, doomguy can finally enter the lodge and find all the goodies therein, including the red key. That was easy! Doomguy is on a roll! Doomguy opens the red door and continues the search. The exit is blocked but he has a couple of ways to go. One leads to a dead end with a plasma rifle and the 2nd bell. The other way passes the 3rd bell and drops doomguy into the second nasty set piece. Hitscanners, revenants and arachnotrons wail on poor doomguy as he makes his way crisscrossing up the icy steps toward the 4th bell tower, guarded by an archvile. There is a partial invisibility that is a most welcome pickup against the elves and chaingunners. Doomguy has to negotiate another icy cave in order to ring the 4th and final bell and find the return teleporter back to the red door, just in time for another monster ambush. At last, doomguy can work his way to the exit. There's no stopping doomguy! Except the monsters, including a couple of archviles between him and the exit. Finding all 6 secrets has put doomguy in excellent health and spirits. What a haul!
  22. tmorrow

    The DWmegawad Club plays: Doomer Boards Projects 26, 7, 19

    map11 Doomguy's home security system is a total failure, not able to combat the time freezing tricks of Cyberneezer Scrooge. Now an archvile and henchmen have shown up and have started a fire in the kitchen. Where did they learn to cook anyway? Doomguy gets there in time to put out the fire before it consumes his nearby xmas card. He wonders what else can go wrong. He really doesn't want to know. map12 This map features heavy use of spider masterminds who finally arrive to complete the monster menagerie. There are 5 smm's and they don't need to be found, they aren't backward in coming forward and happily make their presence known. Two other maps in the mapset have a solitary smm each. The map also features our second cybie encounter. With 5 smm's and a cybie, you might think doomguy is in for a rough time. However, if played correctly, doomguy really only has to mop up one of the 6 bosses the traditional, old school manner. The rocket launcher trap and 4 archvile trap turn out to be the more dangerous moments on the map. Doomguy notes some unseasonal lava. Just when he had his heart set on building a snowman too. What a shame. There is plenty of ice in the caverns and outside but things are a little unstable to say the least. Things hot up too when doomguy drops down into the rocket launcher room with lava tubes in the middle and is set upon from all sides by monsters and a bunch of barrels. The enemy love placing barrels all over the map so doomguy has ample opportunities to blow himself up. Doomguy hopes to outsmart them and make those barrels backfire! Doomguys favorite approach to exploration is to "shoot first and ask questions later" for every room that he enters. This strategy often works well but is not the best strategy to use on the first spider mastermind he meets on this map. Playing "super shotgun peekaboo" with the spider mastermind from the corridor turns out to be a waste of shell ammo. Confined to the center, it is easy for doomguy to run around the smm and continue into the tunnel beyond. Once doomguy reaches the ledge overlooking the smm room, a crusher will automatically be started up and deliver a crushing defeat. Opening the red door to the cybie room is doomguys next step and almost a fatal one as 4 archviles rushing forth to give him a warm embrace. The cybie room is doomguys favorite room on the map. Cybie reigns supreme on a ledge, guarding a switch. That reign is short lived however, due to a nearby teleporter. We all now how much doomguy enjoys a good telefrag! The fun isn't over though. Once doomguy uses the switch to release a cacoswarm, a large crusher in the center of the room starts up too. Doomguy can play a game of "crush the cacos". Excellent fun everytime. To top it off, someone left a plasma rifle for him to find, just in time for the finale. The finale takes place outside on the ice with 4 spider masterminds. Someone has thoughtfully placed a partial invisibility and megaarmor in the snow to make it easy for doomguy to race around and cause infighting on an epic scale and then safely stand behind one of the several pillars in the area. While he waits, doomguy likes to bet on which of the 4 smm's survives before plasma'ing him to oblivion. After saving heaps on ammo due to infighting, doomguy can afford to pull out all the big guns and use them on the stream of revenants that pour out when he uses the final 2 switches to raise the stairs to the exit.
  23. tmorrow

    The DWmegawad Club plays: Doomer Boards Projects 26, 7, 19

    After playing 10 of the DBP's projects, I find most of the maps to be stunning to look at, with fair and sometimes challenging gameplay. Furthermore, progression has never been an issue, it's taken me less than a few minutes in the worst case to track down a handful of bells (which stand out more starkly than commander keens) to open exits. The DBP07/19 Xmas series are particularly outstanding in that they mix in hilarity with great presentation and gameplay and have made me laugh in the way that no other doom wad has. Fortunately there are 10-100+ thousand other wads to enjoy for those who don't like the DBP's. Personally, I'll be playing through all the DBP's and loving it every step of the way. --- map09 Things are getting stranger and stranger at home. This time sergeants, lost souls and a revenant have shown up to play pranks on doomguy. In his bathroom, doomguy finds a red key that has mysteriously appeared in his toilet. With grim determination to get to the bottom of the matter, doomguy goes downstairs and enters his dining room, noting along the way that he is still shy the requisite xmas cheer to go outside. Swiftly taking care of the prankster revenant, he reaches for a xmas card from the past behind the yellow key. map10 Doomguy is in the winter wonderland, a map of icy caverns, a large manor and frozen rivers surrounding an estate. The monsters adore this wonderful place, flocking to it in droves. There's no formal sign up but the prevailing vibe is "no doomguys allowed". Doomguy meets the monsters wherever he goes and they don't seem thrilled to see him. Furthermore, the monsters appear to be getting stronger and are hunting in larger packs. The are 2 keys to be found. The ysk is required for progression while the bsk is in a secret area and is only required to pick up the secret megasphere. Doomguy makes his way through the mansion, ostensibly for the thrill of the hunt and enjoying the several ambushes along the way, but secretly he's heard a rumor that there are 3 bells to seek out that need to be shot to raise blocking bars and unlock the exit to this wonderland (using the magic of doom's map specific tag 666). Whoever whispered that rumor forgot to warn doomguy that the 3rd bell is guarded by none other than the mighty cybie, the terror of xmas. I guess doomguy will find out eventually ... Eventually doomguy clears out quite a bit of the mansion and finds his way into some pretty ice caves leading to the snowy outdoors and iced over river where revenants, demons and cacodemons are frolicking in great quantities, completely immersed in the spirit of xmas. Finding a new way back inside the mansion, doomguy is greeted by an archvile and friends who warm the cockles of his heart. After some crisscrossing of rooms, and some sneakiness, doomguy can find both the yellow and blue keys. The yellow door leads back to the starting hub for another ambush. A side room has opened and cybie, the lord of the manor appears briefly before teleporting away. After recovering from the shock surprise and with plasma rifle at the ready, doomguy races after cybie through the teleporter. He finds cybie camped at the top of some icy steps, guarding the final bell. This is cybies first appearance in the wad but by no means his last. Cybies don't just go away. In fact, cybies will grace doomguy with their presence on 6 other maps in this mapset. Just how lucky can doomguy be?! What a time to be alive. There are 6 secrets for doomguy to uncover. Doomguys secret presents are a backpack, soulsphere, megaarmor, megasphere and bfg. Doomguy flouts tradition and does not wait for xmas before opening his presents. He has a good excuse. Those presents need to be immediately put to good use.
  24. tmorrow

    The DWmegawad Club plays: Doomer Boards Projects 26, 7, 19

    map07 Doomguy returns to his estate, only to find himself trapped in his library with only access to 2 bedrooms. Somebody has blocked his way to the rest of the house with 2 bookcases! That somebody is Cyberneezer the geezer and his hellknight and sergeant sidekicks. Sadly, doomguy picks up a xmas card near his bedside, that he hopes will cheer him up. map08 Doomguy is surprised! He is astonished! He is amazed! He pops up out a present. He's a present for the monsters. Someone dialed up the difficulty in this city of stone. Doomguy is the center of attention. Everyone wants to party with him, wherever he goes. He's a real monster magnet. The first thing doomguy must do is to run all over the city, raising everyones spirit until the revelry is heard throughout the city. Then, to heighten the festivities, doomguy has to find and start up 7 bells (raising the smiling cacodemon/tomato man banners) around the city in order to open most of the buildings so more revellers can join the party. There are 4 buildings with switches inside that will raise the boisterous festivities even further, with even more monsters joining the euphoria. Once all the switches have been used, the final building with the exit opens at last. It's unfortunate, but every party must come to an end and doomguy doesn't want to stick around for the afterparty cleanup. The maps single secret contains a megaarmor and health bonus as well as a fireplace with a cascade of santas falling down the chimney. A note on the 7 bells. They all start still and silent. A single, well aimed pistol shot should start each bell swinging and chiming, the 7th one triggering the sectors/doors tagged 666 to open. Subsequent shots at each bell may raise a tomato man banner but these are not necessary. These shots are subject to some autoaim problems. It helps to stand well back and shoot or go to the high ground and shoot them from there if you want tomato man to appear.
  25. tmorrow

    The DWmegawad Club plays: Doomer Boards Projects 26, 7, 19

    DBP19 map05 WTF? Doomguys estate is under siege. Exploring from the fountain and around the outside of his house, doomguy is surprised by an irate chaingunner. Next he hears noises that appear to be emanating from inside his house! Running inside to investigate and he catches a sergeant and 4 imps ransacking his library! If that isn't enough, doomguy still can't exit the front door because he hasn't yet mustered enough xmas cheer. It's outrageous! No doubt that Cyberneezer Scrooge geezer is behind all these shenanigans. At least there's a xmas card in the libary that might calm him down. map06 Doomguy is on a map of stone and ice, starting in a cave. He makes his way out onto the ice, chewing through modest resistance from the enemy. He then has to climb some steep steps and fight his way into a small fortress. Progression is a little trickier than we've seen before and doomguy has to look out for clues he can either see or hear in order to advance. Doomguy knows from earlier maps to keep an eye out for xmas bells, they can often be found this time of year. The yellow key is a secret pickup. After finding it, doomguy has to backtrack all the way back to the start in order to use it to unlock the yellow door. It is well worth the trip. The red key on the other hand is strange in that the act of picking it up automatically opens the nearby red door. Three of the secrets yield the super shotgun, rocket launcher and plasma rifle. The yellow door secret scores the motherload: 2 backpacks, berserk pack, soulsphere and megaarmor.
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