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Everything posted by riderr3

  1. 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: The Express Elevator To Hell: 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.
  2. 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.
  3. 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.
  4. Comment from original map author: 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:
  5. riderr3

    Things about Doom you just found out

    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).
  6. 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.
  7. Can you explain better? And also with screenshot on automap. Also it is may not be bug - don't forget there yellow lines on automap - there is way to escape.
  8. 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. 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. As usual, we can ask @Impboy4 or GEC 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.
  9. @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: Engine bugs: Mapping bugs: Multiplayer bugs: Suggestions:
  10. On the one hand, it would be useful for someone. And the other... It was not in DOS Doom. And also adding any additional stuff will consume game memory and potentially can reduce the framerate. Let this leave in the thought of GEC (maybe these ticks can be put in the "extra settings" and can be enabled later). And this does not confuse controls if you turn and strafe at the same time? I hope all additional features will be in the "extra settings" and will be disabled by default. I agree this still be limited for 1 map, but we still waiting tools update and then update/optimize some maps. Those tools are outdated like 3 or more years.
  11. I suggest to name the compilation of new and original maps “Definitive Edition”, otherwise terrible confusion will occur between the versions with original maps and without them. I remember Master Edition is also called source port based on GZDoom (later correctly DZDoom) and it disappointed me.
  12. 1) After this project there will be possible a fan compilation which contains combined maps from original and Master Edition, it's said before. 2) I suppose a patches for original PSX Doom/Final Doom images will be available later which bring Master Edition features. Some people are prefer to play Master Edition maps separately.
  13. riderr3

    Doomworld has been compromised.

    That red banner on the top freaked me at the first... But later I made security changes and re-logged without any problems. It will be sad if the old accounts which they have not visited for a long time will be hacked and the attackers use this accounts on their behalf.
  14. I don't think this is a rational decision for current project. I hope everyone remembers that some time after the release of Master Edition will be update to tools where will be possible to create your own addons/projects to everyone. Including, let's say “Definitive Edition”, compilation of standard PSX Doom/Final Levels and Master Edition levels. Remember also GEC has other projects and we will not slow them down, and so 3 years have passed since the last update.
  15. There is also good news from me - I have the opportunity to test the Coop/Dm mode on the real hardware, since I recently had a second PS1 unit that I decided to keep for myself after repair, as well as the third party link cable, which works fine. I will post photos of Coop/DM modes later just after the release of Beta 4. Also about Last Call map of TNT episode. I’m not sure how you guys restored voodoo dolls behavior, but if not, then it makes sense to remake a torch puzzle into something more suitable for PSX Doom engine. Cyberdemon also takes a lot of memory there, it may require of change to something different and a slight remake of that arena. And by the way, after the release of Beta 4, of course we are waiting for the update Tools&Projects stuff.
  16. This is what happened when you not updating Gzdoom for a long time:

    Execution could not continue.
    Script error, "cheello_voxels.zip:zscript.zc" line 11:
    Version mismatch. 4.8.2 expected but only 3.2.0 supported


  17. riderr3

    Where to start learning good map design?

    @The Doommer http://doomlegacy.sourceforge.net/hosted/level_design_r3.txt
  18. Gzdoom Builder/UDB users. For those who are faced with stuttering in 3D mode - reduce view distance. In my case, a decrease in value from 10000 to 3000 are mostly helped.

  19. riderr3

    A first map

    I think it needs a few more height variations. Also those red bricks is familiar, I used them in some of my maps.
  20. riderr3

    What're Your Favorite 90's Wads?

    I can highlight other wads from authors who made Master Levels.
  21. Many time has passed, and I can ask the same question. The only what I can find on my hard drive is the folder with MIDIs contain that track and has timestamps by the 2013. It also contains some midi tracks by @pcorf, if you opens them with SLADE3 and look at the midi information window. I uploaded it just in case, maybe somebody knows where it comes from: https://www.mediafire.com/file/rzks42u3neg33v7/LauraMIDI_pack.zip/file
  22. @Joshy My map is updated. Download here v2 changes: -in swamp area, removed small metal platform which cause some sectors being not properly damaging. -removed redundant tag 7 from small swampy river, which activates along with lift in another place.
  23. riderr3

    The DWmegawad Club plays: Ozonia

    In my opinion, release candidate wads is useful for playthrough, as it is more convenient to find the remaining bugs before the release and to play basically full version. I add from myself that I will refrain from playthrough this month, but with interest I will read comments, especially given the fact there is my map in this wad.
  24. riderr3

    Doomworld Maximum Project 2021 - On IdGames!

    Hi again. My map is ready. I'm still not good at the detailing and UDMF stuff after a decade of Boom/Vanilla mapping... yet everything has its time! Download link: https://www.mediafire.com/file/jpuogw6dhh0f2jf/escapfch.zip/file
  25. riderr3

    what are you working on? I wanna see your wads.

    UDMF map for DWMP 2021, still need some details and monster placement. Hope I'll finish it until the next year.