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EffinghamHuffnagel

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Everything posted by EffinghamHuffnagel

  1. EffinghamHuffnagel

    Precipitous - Vanilla 6 map wad

    Enjoyed this. I particularly liked that it plays as a continuous area, i.e. each map exit room is the start room of the next map. Feels like an actual complex rather than disparate locations. Not being able to get back to previous areas of a map for ammo or to look for secrets is completely subjective to the author, so I mention that only in passing. I only found two things, both on MAP06 (which was appropriately named). Past the Blue Key door is a 32-wide METAL3 column in the middle of the hallway. Space to either side is 48 wide. Spectres and Demons beyond it are 60 wide and can't get to you. Easy kills. Intentional as a kind of jump scare in the dark? Tag 12 door can't be opened from the inside. If you don't run in quickly enough to use the tag 11 switch, softlock. Also one thing on MAP05 was annoying. I grabbed the Blue Key, but didn't step out the window, which is what opens the exit door from the area. I backtracked to grab ammo and ended up back at the door the way I came in. I couldn't figure out how to open the door. Took forever to find what I missed. This was fun. Well done.
  2. Finally finished this. This was great fun, start to finish. Those UFOs are outstanding! On a random note, there are two duplicate flats in the wad, FLITELG and FLITEYB. Not a note, but a question on MAP14.
  3. EffinghamHuffnagel

    E2M8: Tower of Babel Remake (For DOOM by the Map)

    https://www.mediafire.com/file/8a0rcf3oytc0rea/E2M8remake.zip/file And for future reference:
  4. MAP09 - Tags 3 and 11 Red/Blue Key switches have SW1SLAD on unseen upper texture and SW1DIRT on visible mid. ZDoom animates upper before mid, so the switches don't animate when used. MAP10 - Missing texture line #950. Still having fun.
  5. MAP01 still has a missing texture on line #252. Just got to MAP08. Well done so far.
  6. Finally finished this. Don't normally get through a megawad before actual release. This was such fun! The maps were not tight, congested affairs, nor epic journeys, nor slogfests. Several times I finished a combat and realized that was it. Everything was dead. Simply put, the maps were just the right length. I only found one issue, but it wasn't a mapbreaker. Also several items which are subjective and an author's prerogative. MAP24 - Thing #31, the Burning Barrel, is just off the sidewalk, so you can use the sidewalk as a step to get over the barrel in GZDoom and run around the outside of the map. You can get back into the map going over either set of Barrels again or with the steps by the tag 10 secret. It also lets you get the Soul Sphere from outside the building. One spot on the outside of the map where you can get softlocked, is the bloodpool south of the fence by the tag 10 switch. Otherwise, an interesting perspective. Three slight grammatical errors in Dehacked. C3TEXT - missing apostrophe in 'Earths' and comma after 'descend'. C6TEXT - missing apostrophe in 'aliens', either before or after 's', depending on whether you meant singular or plural. Subjective things. I don't know if you intended to add a Mapinfo to better differentiate Episode 6 with maps 26-30 defined as cluster 11 and creating a C7TEXT to use as exittext for cluster 8, with C4TEXT as exittext for cluster 11. You didn't list a specific port in the OP, so this may not be feasable. I always assumed that walk-through walls were some sort of UAC holographic projection or Hell magic and that walk-through liquids were actual liquids with a space behind them. Meaning, a wall doesn't necessarily have to have a texture on the back side, but a liquid would. There's no hard and fast rule, so it's subjective. So: MAP02 - Line #334 SFALL1 is invisible from the back side. MAP06 - Secret tag 3 switch area. WFALL1 entrance to 'room' is invisible from inside room. Does making it visible give the Chaingunners too big an advantage? MAP17 - Line #575 lava invisible from the inside secret. MAP20 - Line #910, #912 lava invisible from the inside secret. And I just thought of a way to give a hint to a walk-through wall by making animated 'shorted-out, flickering' frames and having an ungodly long time for the solid frame. That's it. Very enjoyable time. --------- Edit: Shit. I always screw up MAPINFO clusters and exittexts (which don't play if the next map has an entertext, as in the secret maps). Map 15 is the last map of E3, cluster 7, so would have new C7TEXT as exittext (which only plays if you go to MAP16) Maps 16-20 EP4 would be cluster 8, with C3TEXT as exittext Maps 21-25 EP5 would be cluster 11, with new C8TEXT as exittext. Maps 26-30 EP6 would be cluster 12, with C4TEXT as exittext. The secret maps 31 and 32 are default clusters 9 and 10, but have entertexts, so they'd both have C7TEXT added as exittext, which only plays when you enter MAP16. That part of the MAPINFO cluster definitions would look like this: There. I'm pretty sure that works in (G)ZDoom. Something was nagging at my brain, and I had to figure it out.
  7. Just started this. MAP01 - Shotgun is tagged as two secrets. Sectors 58 and 97 both tagged.
  8. MAP16 - line #815 - missing SP_ROCK1 texture.
  9. EffinghamHuffnagel

    TNT 2: Devilution (Final beta released)

    I played this across three different betas, and not the current one, so I doubt many of the notes I took would still apply. I'll have to go through it again soon. But I just checked and this note is still valid. Thought I should post it before this gets finalized. MAP25 - From linedef tag 43 you can SR off the platform to the NW over the wall. I thought it was a good place for a secret. All I found was a softlock.
  10. MAP05 - the water area in the NW should have an escape or all edges tagged impassable. The AV could jump you out there and softlock you. (I ran. It did.)
  11. I didn't see where anyone mentioned the possible softlocks in maps 02 and 03. MAP02 - Tag 17 lift to secret RocketLauncher is S1 on both inside walls if you stay there. MAP03 - Tag 10 escape lift switch from secret Blue Armor is S1. Both should be SR or could stay S1, but then change action to LowerFloorToLowestAdjacentFloor. Just got to MAP04. Having fun.
  12. Time to go through this again. And if you're fixing things anyway, then CWILV20 is misspelled as "Gounds".
  13. EffinghamHuffnagel

    Pendulum - 11 maps megawad [Boom Compatible]

    This looks good. FYI: Your link is not a valid link. Not clickable. Had to copy the text to get the file.
  14. EffinghamHuffnagel

    Ultimate Doom "In Name Only" - On IDgames

    Finished E2. Still having fun. Dying a lot more. I had a couple ZDoom issues in E2, but they were addressed in the 1.2 release. E3M2 - Tag 16 switch doesn't animate in ZDoom. ZDoom animates unseen upper SW1GARG before visible mid-texture SW1GARG.
  15. Check your THUSTR_xx entries in Dehacked. THUSTR_24 should be THUSTR_25. THUSTR_25 should be THUSTR_26. Missing actual THUSTR_24 and 27. MAPINFO has the new map listed as MAP26. Should be MAP27. Really looking forward to when this is done so I can go through it.
  16. EffinghamHuffnagel

    Ultimate Doom "In Name Only" - On IDgames

    Started E2. I really like the monster placement. There is a constant pressure. I keep thinking "Where did he come from? I thought I cleared that area." Makes it feel like there are a lot more monsters than there actually are. Just finished E2M3. One Shotgunguy, thing#176, didn't teleport in from his closet. He's tagged deaf.
  17. EffinghamHuffnagel

    Ultimate Doom "In Name Only" - On IDgames

    Just finished E1. Damn! What great work. Outstanding amount of fun. A big step harder than original Doom, but that's okay. Some combats border on slaughter, but not too many. Some secrets that have no or minimal hints, but that's author's prerogative. E1M7 is insane. I don't remember the last time I played a map that was simultaneously that real and surreal at the same time. Wow. Only note is something on E1M8. I ran into the tag 18 teleport to the last combat room and didn't trigger tags 10 and 11 to open the walls and Baron doors. Probably running too fast. Maybe a ZDoom issue. Took the teleport back upstairs and it worked the second time. I kept trying to duplicate the issue, and succeeded in opening neither once out of about 30 tries; not opening just the tag 10 walls, several times. @cannonball Thanks. I remember seeing what you were referring to, but for some reason at the time I thought "What an interesting light texture". Joy of pain meds. I get to sit on my ass and play a lot of Doom, but things don't always make sense.
  18. EffinghamHuffnagel

    Ultimate Doom "In Name Only" - On IDgames

    I've been waiting for this one to get released. Working my way through EP1. Lots of fun. Like Solar Struggle, this does not feel like Doom1. Happy to see Doom2 liquids added, but surprised to not see SLIME01-08. Just finished E1M4, and a question:
  19. Finally getting to this on my play list. As is my wont, I like to first look through the textures. Noticed something in TEXTURE1. You double-defined a number of textures. Most are defined the same way, and not altered, but some switches are affected. Near the end, you re-defined SW1BRN1, SW1BRNGN, SW1STARG, SW1STON2, SW1STONE, SW1BRN1, SW2STARG, SW2STON2 and SW2STONE back to their original UDoom definitions, which would override Gothic's PatchTex definitions above them. It would obviously only affect the visuals if the switches in question are offset in maps. Was that intentional, or has nobody just noticed it before?
  20. If you're going to update anyway, I'll mention this really picky thing I noticed. In E1M3, sector #179/182 has grey CRATELIT sides and a brown CRATOP2 top. Since you could land on it from the platform, I thought it was a hint to a secret. Isn't. Should be grey CRATOP1. Edit: also, ZDoom doesn't recognize UMAPINFO, so level names don't show up on the automap. Need to add them to Dehacked or add a MAPINFO.
  21. EffinghamHuffnagel

    DBK03: Shrine of the Silver CyberPrimate (RC2)

    I completely forgot these existed. Good to see a new one. I remember liking the first two. Question: DBK01 was at RC2 and DBK02 was at RC3. Are those considered 'final'? I know they never made it to the archives.
  22. Been working my way through this. Just got to MAP16. In MAP16, the tag 2 switch not animating is a ZDoom issue. ZDoom animates in order, upper switches, then lower switches, then mid-texture ones. That switch has SW1MARB on mid and lower, so it animates the unseen lower before the visible mid. I assume the second switch has the same issue. You just need to remove the lower switch textures. FYI: GZDoom used to have this issue also but fixed it; now animating upper, mid and lower in that order.
  23. EffinghamHuffnagel

    Dootle Twootle: The silly sequel to Dootle

    Thank you for the link to the original. Somehow I completely missed it the first time. FYI: I did a Doomworld search for the word 'dootle' and only found the dootle 2 thread. In the original thread, the word 'dootle' is only in the Mediafire link. It seems the search engine doesn't check for text in links. Not sure if that's a flaw in the Doomworld search engine or Microsoft Edge.
  24. EffinghamHuffnagel

    Dootle Twootle: The silly sequel to Dootle

    First, yes, Dehacked can re-name music tracks. Check this thread. Second, you released a wad called 'Dootle'? Couldn't find it on Doomworld or id archive. You should probably add a link to it in the OP.
  25. UMAPINFO is screwed up. MAP08 was skipped and everything was mis-numbered after that. MAP34? Edit: there are also two D_READ_M in the wad. Which was intended?
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