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Keyboard_Doomer

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  1. Keyboard_Doomer

    CPD - LIMIT REMOVING DOOM2 MEGAWAD BETA V.03

    Hello, apologies for the very late invite but this is a wad that certainly didn't escape our attention and from the OP it seems you might need a bit of help with multiplayer testing so we're playing the first half of the wad on Thursday Night Survival today. The session starts at 19:00 BST / 14:00 EDT and you can expect it to be fairly active for 4+ hours (and then active with fewer players for another few hours).
  2. Keyboard_Doomer

    Beat Grazza Demos Month

    ssspace E1M1 Pacifist in 0:04.86 ssspacep486.zip
  3. Keyboard_Doomer

    Beat Grazza Demos Month

    One more for sadhusct MAP03 Pacifist in 0:05.94 Not Max like Grazza's demo but since it's categorized as Pacifist I believe it still counts :P sad03p594.zip
  4. Keyboard_Doomer

    Beat Grazza Demos Month

    sadhusct MAP01 Pacifist in 0:09.83 MAP02 Pacifist in 0:12.97 MAP05 Pacifist in 0:05.46 MAP06 Pacifist in 0:06.23 I hope you'll forgive me for already taking all the prestigious runs. MAP02 demo recorded back in February when I discovered this life-changing wad thanks to another Grazza's demo that was part of Beat 1000 Demos Month. sad01p983.zip sad02p012.zip sad05p546.zip sad06p623.zip
  5. Keyboard_Doomer

    The Official 'Trying to Find a Specific WAD' Thread

    @ASaltShaker https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/alt
  6. Keyboard_Doomer

    MAYhem: 2020 Edition - On Idgames!

    Oh yeah, we skipped the map quite quickly, haha. This really the kind of map that I would personally just exclude from maplist for any future sessions because it really is not meant for online multiplayer. Although, there are always masochists, so you never know who might actually enjoy the map in coop :D No reason to delete the voodoo dolls just for ZDaemon. Waiting 1 second to join solves the issue anyway. I really just wonder what causes this. They are player 1 dolls so there should be no difference between singleplayer and multiplayer.
  7. Keyboard_Doomer

    MAYhem: 2020 Edition - On Idgames!

    We went through all maps on TNS now so I finally get to finish my report: MAP35 - Really just a nitpick but it turns out it's quite confusing for players to figure out how to get the blue key. MAP40 - Floating items (pic1, pic2) if you use one of the lifts (sectors 8 and 14). This is more glaring in ZDaemon since most servers use respawning items. MAP42 - This seems to be 100% intentional (after all, what would be the point of the individual lines otherwise) but reporting just to be sure: lines 513-516 results in some texture bleeding. MAP43 - The yellow key (thing 383) often ends up obscured by monster corpses because there's a teleport destination (thing 328) right on top of it. This has caused us some confusion and often will in online multiplayer. MAP45 - Not sure why does this happen but it seems in ZDaemon right at the start of the map one of the voodoo dolls is killed by exploding barrels. The side effect is that this is going to kill anyone who joins very early. MAP48 - Sector 6 is tagged to do 20% damage but for some reason this doesn't work. Since the areas the sector consists of are in death pits you're effectively stuck if you stand in that sector. This is a problem especially in online multiplayer because stuck players often go AFK and then can end up being the only ones alive.
  8. Keyboard_Doomer

    MAYhem: 2020 Edition - On Idgames!

    More reports mostly from MAP16-30 + from me playing some of the maps beyond in singleplayer. We still have MAP33-48 ahead of us on TNS. MAP16 - It would be preferable to have the sp+dm shotgun (thing 25) at the start also appear in coop. There's a lengthy and boring explanation why so click the spoiler if you're interested in that. MAP22 (Thanks to Flambeau for the reports for this map!) - Big slime trails in 2 areas - around line 595 and around line 1724. - Some really small and insignificant misaligns involving METAL on lines 701, 705, 1543, 1748 (there may be more but who cares). MAP23 - I couldn't reproduce this HOM next to the 2 mancubi (things 74 and 230) so not sure how exactly it happens but my guess is that a lot of players + all the sector merging -> maybe someone blocking something caused this to happen? MAP28 - It's possible to get stuck in the narrow area next to line 121. MAP29 - Slime trail. MAP41 - Some monsters don't teleport in. There seem to be 2 problems here: 1. Sector 18 (that has tag 14) has no teleport destination. 2. There was clearly some thought put into making extra teleporting lines to make the monsters teleport, however, the way the monster closets are constructed/placed coupled with the monster AI basically makes sure some monsters are never going to re-enter the teleporters they're supposed to. Easiest solution seems to be to just place the teleporting lines closer to the walls to ensure the monsters will cross the lines again after failing to teleport the first time. - Some texture bleeding, it seems.
  9. As before, we aren't quite done with the wad yet. There are so many maps that we had to (unusually) split the wad into 3 sessions. But I understand you prefer the feedback periodically so I will, begrudgingly, stop being lazy and post report for maps 16-30.
  10. Keyboard_Doomer

    The Official 'Trying to Find a Specific WAD' Thread

    It would help if you could upload the WAD. Maybe someone will recognize it or it may be possible to find it with a checksum.
  11. Keyboard_Doomer

    MAYhem: 2020 Edition - On Idgames!

    We still have maps 16-30, 33-48 ahead of us on TNS but as requested here are all the issues I'm aware of: MAP01 - Once the floors in the whole map lower players can get stuck in the various lowered areas on the east of the map (sectors 7 and 10). - A demon (thing 133) is stuck. - Not sure what's happening here but there is this weird flickering texture problem, at least in software rendering. MAP05 - Once sector 18 is fully lowered it stops being a secret so the secret can become inaccessible like this. MAP06 - With infinitely tall actors disabled it's possible to walk on tree stumps (things 76 and 83) to get to the higher sectors and then you can get stuck if you fall into any of the holes there (not the mapper's fault but the fact is vast majority of multiplayer servers disable infinitely tall actors). - Seems like line 2346 accidentally uses STEPLAD1 instead of STEP11. MAP11 - Considering the intended pistol start gameplay of MAP12 with the 4 cybers I think the death exit here should make use of a voodoo doll to kill all players and therefore force pistol starts for everyone. (Of course this is something to consider for any map with a death exit but I think because of the unique nature of MAP12 it's important to not ruin the intended gameplay with carried over weapons and ammo.) MAP16 - This looks like it might have even be intended to create a sort of mirror effect but reporting this just to be sure - bleeding textures on these lines: 576, 787, 788, 1063, 1099, 1381, 1382, 1383, 1461, 1524 (just 3 different areas but well, difficult to just report sectors with all the sector merging). MAP25 - Voodoo doll because of a superfluous player 2 start. MAP33 - The sky texture seems to be broken in PrBoom+.
  12. Thanks for the great wad, we certainly enjoyed it! We still have 2/3 of the maps ahead of us but I'll post about the issues I know about in the wad thread.
  13. Keyboard_Doomer

    The Official 'Trying to Find a Specific WAD' Thread

    The description otherwise doesn't really match but it might be of some help that the helicopters and chaingunners riding arachnotrons most likely originated from this wad: https://www.doomworld.com/idgames/levels/doom2/a-c/allhell (there's a lot of files in the zip, the sprites are in Allhell.wad)
  14. Keyboard_Doomer

    MAYhem: 2020 Edition - On Idgames!

    Thanks, server updated. 20 minutes to start of the session now.
  15. Keyboard_Doomer

    MAYhem: 2020 Edition - On Idgames!

    Hello, as some of you might already know by now, MAYhem wads are definitely a TNS material and this year is no exception. So let me extend this invitation for the first 1/3 of the maps on Thursday Night Survival today. As usually, the session starts at 19:00 BST/14:00 EDT and you can expect it to be fairly active for at least a few hours. As damo2k already mentioned there are 2 issues worth fixing in regards to ZDaemon: - 3 player 2 starts and 0 p3 and p4 starts in MAP02 (this results in voodoo dolls) - MAP29 using extended nodes (this will crash ZDaemon on map load) There are a few more small issues I noticed but I'll leave that for a report after the session together with any other issues we may encounter.
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