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riderr3

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Posts posted by riderr3


  1. On 4/23/2024 at 2:23 PM, Erick194 said:

    The truth is that there should be at least one more release, but I haven't focused on that yet, my apologies.

     

    For those who helping the project from it's start, primarily we waiting even more the updated tools with support of adding the IoS, Arch-Viles, Wolf SS and Keens, "lost" textures and flats, along the other fixes, especially added fps counter for single test maps. Beta 5 is still early, the tools need to updated first, in my opinion.


  2. On 3/27/2024 at 2:10 AM, janiform said:

    Not that you all don't have enough on your plate, but I wondered if you'd ever considered giving Hexen the PSX Doom-style colored lighting treatment? Hexen was released for PSX without colored lights, but I've always thought it would have looked amazing with them.

    PSX Hexen also missing levels from Deathkings of the Dark Citadel episode... just a reminder.


  3. 3 hours ago, TMMMS said:

    thats why im confused

     

    if there are so many limitations to work around why make the map longer than the pc version by having the player teleport to a brand new open air area to go thru where you have to get the yellow card and then the blue card in order to return to trigger the final ambush and reveal the ending

     

    ahgain this is not really criticism i like the new area just fine but i dont understand why its there

     

    How much times we should repeat this... It is not a brand new area, it is official deathmatch portion of the map. It just unlocked for singleplayer (with some added things) to compensate the fact that is many other maps has simplified areas or even cut areas. As well as added Arachnotrons and Pain Elemental to Doom 1 levels is to compensate less monster variety on other maps. Remember official Doom on PSX and Mancubi on Tower of Babel as well brand new level Redemption Denied just for using Spider Masterminds.


  4. 7 hours ago, Shepardus said:

    Unfortunately not. This is a weird thing about Windows - whether the cmd window appears is determined at compile time and cannot be set dynamically (say, through a config key). You could rebuild the program to not show the window, but then the ENDOOM feature wouldn't work. On other OSes this isn't an issue, there's no separate terminal window but the ENDOOM appears in the terminal if it's launched through one.

    To be honest, but here the ENDOOM implementation is poor. I wanted to ENDOOM window appears normally (or just turned off via settings) like in PRBoom-Plus, GZDoom, e.t.c, not for millisecond and without that cmd window at the program start (I'm on Win10).

     

    7 hours ago, Shepardus said:

    The best I've been able to do on Windows is to start the cmd window minimized:

    
    start /min cmd.exe /c dsda-doom.exe %*

    Put that in a batch file and launch that instead of dsda-doom.exe. I haven't tested it in a while since I don't boot into Windows often, but I think that's the right script.

    It's might be useful, but not helps when you testing wads in Ultimate Doom Builder or launching wads via ZDL launcher.


  5. On 12/14/2023 at 10:44 PM, janiform said:

    @Demonic MeatballHaha, noted! If I end up making some tracks I'll also try to avoid plagiarizing anachronistically. Thank you so much for all the tracks you're making for this project!

     

    Since we're nearing the project's previous deadline, I wanted to check in with the contributors who haven't completed their maps yet. The maps and mappers in question are listed below. Some of you have posted recently, others haven't. If you wouldn't mind popping in for a status update/screenshots/WIP uploads, that would be awesome!

     

     

    Sorry but have you ever read my post? My map is already finished in august. Link to post

    Please update the main post and add my map. Hope you not missed other people's posts.


  6. This also depends on when the last 3 maps will be finished, I guess. IIRC, there are three maps with Icon Of Sin which is converting by the GEC team (not sure how much percent of them is done). And full tools with multiple maps adding support will be released when Master Edition will be done, so there is a point. Even the last three maps still need an additional testing for bugs.


  7. 10 hours ago, LadyMistDragon said:

    Map 11: Castle Hell

     

    by @riderr3

     

    I felt anxious when I first saw riderr's name, but in actuality, this particular map doesn't take too long. Although I think the yellow key platform is broken but I'm too lazy to verify. No matter, it's quite a cool map! No combat really stands out, but it's a fairly hot start and the combo of well-trimmed temples, an extensive outdoor area, and several underground pools of lava work out far better than you might expect. The Arachnotrons in the southwest that harass us near the switch that I think lowers the yellow key were kind of troublesome but weren't actually too bad! It's definitely one of the less offensive maps regarding time at least (although perhaps Riley's map is the best of that so far!

     

    Initially I named this map "Hazel keep". The wrong name added in finished wad by those who compiled the wad. The article on Doomwiki should also add original name.


  8. @janiform done

     

    Quote

     

    For Doom 2 Minus Doom Community Project.

     

    Map name: Triangles of Death
    Map slot: MAP07
    Advanced engine needed: compatible with Vanilla Doom
    Single Player: Designed for
    Cooperative: Yes
    Deathmatch: Yes
    Difficulty Settings: Yes
    Build Time: 25 days
    Editor(s) used: Ultimate Doom Builder, WadSpy
    Tested With: Chocorenderlimits 1.5, GZDoom 4.10.0

     

    Authors MAY use the contents of this file as a base for modification or reuse.

     

     

    Download link: https://www.mediafire.com/file/hwdadz50q7bctxs/Triangles_of_Death.zip/file


  9. I made main layout of the map and will post screenshots in a next few days. Currently eliminating error p_playerinspecialsector unknown special while lowering floor and changing texture, otherwise I will change portion of map. It happened in Chocolate Doom because it's vanilla format map.

     

    Edit: here are the screenshots captured in PrBoom-Plus
     

    Spoiler

     

    FTT5Dn9.png

     

    by4XgPU.png

     

    iEH7ewM.png

    I put the inviso sphere nearby so you can cope with those chaingunners.

     

     


  10. @LadyMistDragon Yeah, this map is the my very first released map and nothing more than "non-playable architectural concept" in the times when I played out with map editor. Fortunately, I took into account my previous mistakes.

    Even more, this map was planned for GZDoom format and the moat outside the fortress should be filled with water that could be dived, there was a red fog outside, custom textures, fountains, etc.

    As usual, many of mappers at the beginning planning too much advanced stuff that do not correspond to the skills of mapper and I had to reduce the map, as well as to change its format. I have preserved screenshots of this map from 2011 when it was not completed, at the early stage of making:

    Spoiler

     

    NhjFyOR.png

     

    ItZGQGo.png

     

     

     

     


  11. On 12/18/2022 at 4:22 PM, mr-around said:

     

    I'm prepared to fix all my bugs but I dunno whether I should use new editing tools of sorts for the next Beta or simply go on with the installed DB as previous... in the latter case we will be unable to use new features like multicolored walls

     

    I also wondered this question, moreover, in beta 4 the textures do not stretch vertically (compare the external texture on the Black Tower in Beta 3 and Beta 4), which allows you to remove the some auxiliary dummy sectors and this will increase framerate (hello to Industrial Zone and many more maps with sector height more than 256 units and added auxiliary sectors). As well of addition of returned PC Doom textures optimized for PSX Doom. I think that we just have stick to current version of tools, because the tools update will not be soon. Another map update might be when new tools will be available.

     

    More about secret exits, confusion in the names of maps and maps with poor monster variety.

     

    With all due respect to those who converted the maps, there are problems with finding secret exits to Slough of Despair and The Express Elevator to Hell. I saw this on streams where players could not find secret exits, unlike They Will Repent, where there is a hint of a secret exit that promotes the player in search. I say this as a mapper who made 100+ maps for Classic Doom, Boom and ZDoom and created several exits to secret levels.

    I hid the details under the spoiler because of the secret exit.

     

    Slough of Despair:

    Spoiler

    There is no hint that there is a secret exit near the place where the chaingun lies. Even if the player turns the switch (or cross action line, I already forgot) which leads to the secret exit, the passage will close again (this is already overkill). Moreover, this passage is far away. It is better and more intuitive to make this one-time only switch where you open the passage forever, this will be enough for the player to notice the opened passage when he is backtracking. You can also make a small hole in the wall near the secret exit, where you can see the suspicious teleporter that will motivate the player to search for a secret exit.

     

    The Express Elevator To Hell:

    Spoiler

    There is absolute confusion with a secret exit. I needed to open a map editor to understand how to get on the secret level. Why did you make odd numbers of floors that close the secret exit, and the even numbers to open? Who will know about it and how? There is no logic and no hint. Please at least remove the line actions that close the doors, because it cutting all the chances to exit through secret exit. I saw on streams where players are looking hopelessly throughout the level, because you deprived them of a chance to go to Bad Dream, because certain doors closed. How do they know that they will no longer be able to reach the secret level? At least, watch the video "Elevator to Hell" as a secret exit was implemented in the PSX Doom Lost Levels TC. It is not necessary to repeat after them - If you started the idea with small closets, you can simply place 8 closets somewhere at each floor (but not at the beginning of the corridors), where the player from 1 to 8th floor is opening small closets, and the last closet contains a switch that opens path to Bad Dream. I like this option even more than Lost Levels TC has.

     

    Moreover, since the height of main elevator was reduced, the player is now at the sight of all chaingunners at the same time. This is ridiculous and you will be shot immediately if you start with pistol start. Here it is logical to replace chaingunners (which appear at the beginning of the level) with imps. Or wait for update of tools where you can make the main elevator height closer to the original PC doom.

     

    And also a room with 4 (or 5?) cages where chaingunners immediately appear behind you, this is already too overkill for psx doom, the chances are not enough to stay alive. Maybe it is also worth replacing them with imps, or reduce the number of cells? I remind you that in PSX doom you control a standard controller and cannot instantly turn like in PC doom. This must be taken into account in such situations.

     

    About confusion in the name of the maps. This is a question to be resolved before Beta 5. Since some maps were been renamed to avoid confusion (like Sewers to Forgotten Sewers because Plutonia already has The Sewers), what will happen to Hell Keep and Central Processing? Sooner or later, there will be a compilation of the “Definitive Edition” maps where you will have two Hell Keeps, the original converted from PC Doom and PSX Variation, and confusion will begin. This also applies to Central Processing from TNT and map with the same name from Doom 1. For Beta 5 I offer @Erick194 rename the new Hell Keep to Inferno Keep (the one that was added to Master Edition) and TNT's Central Processing to Main Processing in avoiding confusion.

     

    About with poor monster variety - where 3 monsters types is present or less (except special/boss maps like Grosse, Tomb of Malevolence and Hunted where monster cast is fine). I mean the Chasm and Mill which plays very poor by the wise of monster variety (3 species). I open them with map editor and realized that there are free memory for more monster types. Why wasn't this yet fixed for years? I helped DynamiteKaitorn and sent to GEC updated maps where some of original monsters returned. I hope it will be included in Beta 5.

     

    It was also noted that at the Betray level there a huge abundance of Plasma Cells.

     

    In conclusion, I would like to mark the situation on the Grosse map when you beat Cyberdemon, there comes a crowd of barons through one narrow door. It is not difficult to deal with them, and this is a large drawback of the map - through a narrow opening, the barons slowly go out from the small passage and do not introduce any challenge. This is ridiculous. My proposal as a mapper is to make one wide door in that place, or two narrow ones, while placing the barons as close as possible to the door.


  12. Since I watched the recorded stream on Twitch, I want to mention the discussion of the "lost" Plasmagun on the Forgotten Sewers (Currently Map02 In Beta4). It was simply marked as "appears only on Hard Skill" - is it intentionally or a mistake? Even more interesting is that on the original PC doom map there was neither Plasmagun nor Rocket Launcher (yeah, and it's boring). For example, only 3 boxes with Rockets have been added on this map, but Plasma Cells and Packs is too much in abundance (I vote to stay Plasmagun and RL, but this map have too much cells). Therefore, here it is necessary to consider and it is possible to redo the ammunition balance, this is a question for @mr-around or those who are responsible for this map.


  13. I accidentally found a bug on the Downtown map and it is not connected with the previous case. This time, on the Nightmare Skill demons simply did not teleport to the room with rocket launcher even when I crossed the action lines many times, you can try it yourself. I did not see this problem at other skills. And this is clearly not mapping bug - perhaps the NM skill monsters are too fast? Or behavior and movement differs from PC Doom and got problems. Presumably other maps is also affected on NM skill, it can potentially lead to stucked monsters or even more strange behavior. @Erick194 can you deal with this.

     

    Also, Vram Viewer cheat (see info on wiki) is kinda broken in Beta 4. Previously, it's correctly showed the graphics in order - textures, flats and then sprites, now it is mostly mixed and the skybox texture on the last page.


  14. 16 hours ago, Vita93 said:

    Cabal 6: Eye of the Storm, I'm sorry that's just unfair difficulty.

     

    Comment from original map author:

    Quote

    The whole level was built around the idea of the Cacodemon swarm, sorry. ;-) The Doom engine's inability to deal with Z-collision does play havoc with the playability, as you can't duck under the cacos. A bit of herding early on, with a quick dodge to the other side of the level should eventually get you through though.

    I guess that's why this map outtaken from Master Levels.

     

    Also here is the old video where I completed this map with pistol start on UV:

    Spoiler


     


     

     


  15. Doom's original pallette has 4 shades of purple, which are used only for Commander Keen's sprite. Mind that sprite is fullbright, so purple fading to dark is horrible (ID needed purple just for Keen, so they didn't care how will this color fade to dark if used for example, on wall textures).


  16. 3 hours ago, Vita93 said:

    Once you raise all the platforms, there is only one area with a teleporter to get you out of there.

     

    I checked map editor, everything seems fine. There are 3 pits with "SR Lift Lower Wait Raise (fast)" action lines, you just need to find them by using open button.

     

    Also there are is hidden closet in final room which brings you to previous area in you want to get out. Titan series is a puzzling maps overall.


  17. 5 hours ago, Dynamo said:

    Are there any maps as part of this project that include the nightmare flag for anything beyond spectres?

    As well can be mentioned rare nightmare Spider Mastermind on "We who are About to Die".

    Also there are spectre enemies (translucent ones). For example on "The Enemy Inside" one of cyberdemons is a spectre variant.

     

    2 hours ago, Dimon12321 said:

    Well, I don't know how similar the linedef skipping oddity is to PC version, but during my walkthrough, I managed to skip a linedef at least twice. One of them was diagonal (first lift in Sigil's E5M2 Sheol) and I was running North-East.

     

    The point is, the closer player's origin point is to the linedef, the easier it is to skip it, if the player's speed is high. In case of PSX Doom, a low framerate may make it even easier.

    This rocket launcher room is pretty closed and the framerate inside is average.

    For all years of playing original PSX Doom I've not remember such linedef skipping, it may happens after engine was updated and some stuff added/synchronized with latest version of DOS Doom. But I can be wrong.

     

    1 hour ago, Dexiaz said:

     

    Thanks for mentioning that, but I've taken pause from modding, sorry. But I hope someone will fix that.

    As usual, we can ask @Impboy4 or GEC

     

    3 hours ago, Vita93 said:

    In Beta 4, there's too little health & ammo on the Sigil maps.

     

    It's not just me thinking this: 

     

     

     

    I agree and I also mentioned this. @mr-around made some changes to the DM part of map and now it playable but it was a bit unbalanced by the point of items.


  18. @Erick194 @Gerardo194

     

    Hello again, so here are huge load of bugs what I found in Beta 4 as well as suggestions. Also this time I played in coop link mode, and the second console is used PSIO cartridge, it worked fine for me so it compatible with Master Edition. Also tried deathmatch mode.

     

    Settings bugs:

    Spoiler

     

    -font/logo for the initial doom graphic screen and credits screen is too translucent - the text is hard to see

    -in the settings are confused(changed places) the right and left analogs of the controller

    -If you are put up at the L3 button "Strafe ON", and on R3 "USE", in this case, R3 sometimes does not work

     

     

    Engine bugs:

    Spoiler

     

    -An absurd glitch with mancubus leg sprite on a plasmagun (photo) on Go 2 It map. Without a concept, it happened randomly and another time it did not happen. Need to confirm

    -On the Realm map, in current beta "teeth-surfaces" (border with sky) and white dot strips (lower) are visible with a certain viewing angle(photo). When you turn, everything is fine(photo). Other surface lines on many maps are also affected.

    -Distortion of animated flats, the example beginning of The Chasm map - in the lower left side of the screen (photo). This place is on the map, you can also go to the edge and see how the nukage texture is distorted this is not a bug of the map, since it happened on many others - for example with brown soil flat

    -Leaking radiation suits (happened on The Living End lava and some other maps where the sector which does 10%-20% Damage). As far as I remember, leaking radsuits was no longer in PSX Doom. It is not clear how this "bug" migrated to Master Edition from Dos Doom. Although I can be wrong here

    -Sky texture trembles when you go forward or backward, look carefully and you will see. Some kind of vertical stripes appear that tremble (for the first time I noticed this on Canyon of the Dead but it was everywhere). Animated fire sky seems is not affected

    -Really serious problem, sometimes monsters do not notice the player until you shoot them (clear example, right at the start at The Hive map, pay attention). I don’t know for sure this is map bug or not, but this has happened on many another maps. Even the engine is improved, but as I expected there were problems happening

    -It seems that Arch-Vile is moving too fast, even faster than his fellow from the original DOS Doom. Perhaps this is due to the fact that my PS1 in PAL mode? I watched NTSC playthrough and archie was a bit slower... This must be double-checked

     

     

    Mapping bugs:

    Spoiler

     

    -Each episode was most likely supposed to play with pistol start, but as we see after Dis we immediately go to Sigil's first map with all the weapons, instead the game menu after the end of the episode (or show the plot text with monster cast?)

    -I believe that Hell Keep is more rational to put the episode on the first slot instead of Phobos Mission Control, as it is easier and it is supposed to play with pistol start

    -@Dexiaz In the Baphomet Demesne on the northwestern rocks there is a hanging body through which you can go, although the rest are impassable

    -@mr-aroundOn Sheol it would be rational to add a couple of first-aid kits and a little more ammo to the eastern part of the map (this map part initially designed for deathmatch; I think that there was an excessively many barons which are too annoying) I remind you that in the PSX Doom version there will be no way to save in any time and slight relief sometimes takes place, as it was in the some original PSX Doom Maps

    -@Impboy4In Abaddon Void is very difficult to jump over in two places, it is necessary to shorten passage or change some heights (photo)

    -In Unspeakable Persecution, the teleport does not have enough one teleporting line (photo)

    -Industrial Zone: it's possible to use this switch right across the fence which should not be (photo). Correctly you should reach top floor to open this closet

    -Downtown: somehow I picked up a rocket launcher without activating a trap with teleporting demons (maybe I ran very fast and this is not a mapping bug? It's to @Erick194). When I crossed the line second time, the trigger worked

    -In Homage map, I skipped the path jumping to this bridge, without taking the rest of the keys (photo)

    -In Bloodflood, at the map beginning the message "W: not enough sound ram!". Maybe GEC explain details?

    -In Trapped on Titan, in rocket launcher area where are stairs from 16 sectors, there are also metal pads on the ceiling that are very lowering fps. Why not remove metal pads on the ceiling, especially since they do not affect the map progression. I removed similar components in other maps and this helped with performance

    -The Image of Evil has an missing texture near the exit ( photo 1, 2 )

    -Power Control still have 2 of 3 issues from old beta

    -Shipping Respawning have some missing textures (photo 1 from inside closet, photo 2)

    -@Dragonsbrethren @mr-around @Impboy4 The Well of Souls seems the old version of map, it still contains the silly wall in the skull corridor, which prevents the collection of ammo and player runs out of ammo very fast (I remind you that there was already a correct proposal to correct this by dividing the corridor sector into several parts, please fix it). Also there is still a problem with the rising platform right before exit - this was already mentioned earlier

    -Caged: bug from the past, Beta 4 has not fixed closet with the exit. I can still skip the path by using the exit switch below on outside

    -On Realm, I would recommend removing 6 optional pillars with torches in the central area with exit, since FPS is extremely low here (as well as 8 (!) pillars that blocking the way to the exit - may be reduce to 4 or 2?). Wait up... there is old picture from this thread with better optimized exit area (photo). Did GEC has included old version of maps? Also on this map there are still 2 stuck mancubi who rise on the platform near the exit - they simply stomp on the spot

    -Hunted has nightmare arch-viles, and therefore there are not enough ammo if we start with pistol start. Please add more ammo that will correspond to the number HP of NM Arch-Viles

    - @DynamiteKaitorn In Impossible Mission, no one fixed the bugs from the last beta:

    1) a drowned grass platform in a location with a yellow key (photo). Originally it should not be drowned

    2) this switch on grass platform should be reusable otherwise we will not be able to get a yellow key if the bridge in this location lowers again

    3) the pit with drowned barons in a red key location (photo). Check all action lines, sometimes player not passing them (or ask help others to fix this map)

    -Sewers has a significant loss of framerate in a location with a 3D effect (round room with "rings" sectors). Might be worth reducing few floor sectors

    -In Odyssey of Noises, to increase framerate, I sincerely suggest to remove the huge optional sector with a stone road, leaving a grass coating (Lost Levels TC did it and I totally agree with them). Also there, near the large red pit, there is still a small tech fence that does not fit into the environment (on the left side of the pit). Other parts of map used a hell fence which is best fit

     

     

    Multiplayer bugs:

    Spoiler

    -Need to correct the sound of using the switch in the multiplayer mode. I explain: for example, when I play as the second player, I hear "Click" when the first player using the switch on the other side of the map that is very far away!

    -Need to fix the "foreign" vibration in the multiplayer. I explain: for example, I play the second player and feel everything that the first player does, his shots, injuries, etc. (The second player has vibration from the first and vice versa)

    -In deathmatch mode, the keys-cards are displayed on HUD simultaneously with the skull keys (one sprite is superimposed on the other)

    -Sometimes in the cooperative mode the second player receives 2-4% of kills in level statistics, although he could just stand still and do nothing. Friendly fire between monsters or explosions of barrels? Try checking

    -Dis: There is no way to get out of the level in deathmatch mode. The trigger does not work due to the lack of a monster that activates it.

    -It seems that in Baphomet Demesne there are no deathmatch starts, just add them to so that the game does not freeze

    -Abaddons Void: There are no deathmatch starts

    -Unspeakable Persecution: There are no deathmatch starts

    -Grosse: There is no way to get out of the level in deathmatch mode. The trigger does not work.

    -Caribbean: the same as with Dis and Grosse in deathmatch mode, the trigger does not work

     

    Suggestions:

    Spoiler

    -Is it possible to replace the strafing and turns on analogs (left and right) - setting up the analog axis, for example, so that we can move forward/backward and turn with only left analog

    -I suggest in the settings instead of annoying flashing "mouse" and "analog" to insert simply "mouse/analog" or "mouse&analog", there should be enough space on the screen

    -Is it possible to add skip levels to 10 at once when pressing R1/L1 during the activation of warp cheat, as well as in the main menu's  multiplayer level choose and in demo level choose, since it is annoying to switch through at 100+ levels

     

     

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