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Seppe

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Posts posted by Seppe


  1. 3 hours ago, scwiba said:

    Some tragedy has been going on in my real life, but I didn't want to leave you hanging on those secret exits if you're still looking. Spoiler-tagged below is a guide for all the exits. Please let me know if you can't get them to work... map12 is especially hard to explain.

     

      Reveal hidden contents

     

    Map01 exit to Map32

    • Not really intended for a first playthrough since it will net you the unmaker very early on. However, players familiar with Doom 64 may remember the barrel-related secret that sends you to Hectic. This one works exactly the same way except the door opens permanently. Destroy all 22 barrels in the map and the sealed door in the tunnels will open.
    • Two barrels are located in the starting room, with one on a higher ledge.
    • Two more are next to you immediately after the first drop. On this same level, destroy a third barrel behind a pillar before dropping again.
    • At the bottom level, two more barrels are in the open.
    • Inside the tunnels is another barrel at the first larger room, with two more located in the switch room. The bright teal pit to the right of the switch also has a barrel in it.
    • Two additional barrels become accessible once the power comes on. One is in the very first monster closet and the other is inside a secret hallway inside one of the other two monster closets. Look for a slightly different texture.
    • After taking the first lift, two barrels are easily seen from this next level.
    • Two more barrels can be found inside the berserk room. Another barrel is on the higher level, hidden at the end of a ledge too narrow to walk down.
    • A secret switch in the berserk room will lower a lift that grants access to an otherwise inaccessibly high platform outside with a barrel on it; however, this barrel can be shot from several other locations if you notice it.
    • The lift directly next to the starting room takes you to the final three barrels. One is to your immediate right in a small alcove. One is straight ahead from the lift. One is inside a secret you must access by dropping into the lip next to a computer panel with a switch on it (just past the stimpaks).

    Map04 exit to Map29

    • If you have reached the regular exit, you're most of the way to the secret exit. A secret switch inside the exit room opens a shortcut back to the main platform controls, as well as a secret lift in the opposite direction which will get you to the highest point you can board the platforms.
    • Raise the nearest platform to its highest point, with the others descending from there like steps. If you jump the platforms to the second-to-last one, you can now access a small room with a blue key.
    • Go back to the high point and now descend to the second platform. A very narrow opening will lead you to the blue door. The yellow key is inside this room, and will unlock the final door to the secret exit.

    Map12 exit to Map30

    • Very complex, as the entire map is essentially one puzzle box. Your primary goals are to collect the blue key and then reach the center of the garden. The floor maps in each corner display (in real time) which paths are open and are very helpful in figuring out your route.
    • Let's assume you're at the very beginning. Follow your only route up to the first control room. Each control room has a pair of switches on the left, right, and center walls. These swap which doors are open.
    • Swap either the left or center set of doors and proceed through them to the next control room.
    • Swap the center set of doors and proceed through to the third control room.
    • Swap the center set of doors, proceed through (jumping the moat), and turn left into the blue key room. You will not be able to get back to the control room by normal means, but can use the teleporter in the room with the baron instead.
    • Having returned to the control room, swap the left set of doors and proceed through to the final control room.
    • Swap the center set of doors and then return to the third control room. Jump the moat and proceed through the center set of doors into the baron room again. You should now be able to continue straight ahead and then up to the center room. This is locked and requires the blue key.

    Map18 exit to Map31

    • You will need the red key to open the secret exit. A floating cube near the end of the barrel maze hides a secret teleporter. Search nearby for a red key marking on a nearby platform. If you press the use key on the front side of this platform, it will lower and allow you to run under the cube. This will teleport you to the secret exit.

    Map35 exit to Map39

    • I don't know if this one counts as a secret per se, but it requires the demon keys from maps 36, 37, and 38. Once you have all three (make sure you don't restart any maps or you will lose what you're carrying), you can activate the three colored switches and then walk into the black hole.

     

    Thanks for taking your time to write this!

    I almost finished the game, I'll use your guide to find the Hectic replacement map and then I'll have another go at that difficult to shoot switch using the warp menu.


  2. This is very fun mod. I am truly amazed what you have been able to do with the Doom 64 assets.

    I think I maybe encountered a bug in my playthrough.

    I am unable to shoot a switch in Level 09 : Dig Your Own Grave : screenshot1, screenshot2

    This impacts the last version of the mod with the current steam version.

     

    Is there a secret guide planned?

    If not, would you consider a guide for only the secret level exits?

    I was not able to find the Hectic replacement :(


  3. What music tracks from your Anniversary Edition Soundtracks would you personally recommend for the Master Levels which were not a part of PSX Final Doom?

     

    • GARRISON.WAD ("The Garrison")
    • MANOR.WAD ("Titan Manor")

    • TTRAP.WAD ("Trapped On Titan")

    • BLOODSEA.WAD ("Bloodsea Keep")

    • MEPHISTO.WAD ("Mephisto's Maosoleum")

    • BLACKTWR.WAD ("Black Tower")

    • TEETH.WAD ("The Express Elevator To Hell")

    • TEETH.WAD ("Bad Dream")


  4. 1 hour ago, Ferk said:

    I don't know how "final" is "[FINAL RELEASE]" meant to be, but if there ever is will for a new release it would be great if UMAPINFO lump was added so the episodes / intermissions work as intended in PrBoom+um

     

    It is not an official update. But this post contains a download that contains UMAPINFO for eviternity.

    https://www.bountysource.com/issues/92317279-feature-request-umapinfo-files-for-popular-wads

     

    Please note that PrBoom+um does not yet support a graphic as intermission picture. I recently opened a ticket for this on github.

    https://github.com/coelckers/prboom-plus/issues/121


  5. Dehacked gameplay mod, compatible with any port with DEHEXTRA support (prboom+um,glboom+um, eternity, doom retro, gzdoom, lzdoom)
    This mod is inspired by Decino's comments during his playtroughs of Doom 64 and Valiant.

     

    Download from here

     

    Gameplay Changes

    • Replaced the chainsaw with the one from Doom 64
      This version is actually a usable weapon. The sprite is changed to the one from Doom 64 Retribution. 
      The speed of the original chainsaw is doubled. This makes it possible to even stunlock Cacodemons and Revenants.
    • Replaced the normal pistol with a slightly tweaked pistol from Valiant.
      The Valiant pistol version has good speed, but it required tapping to remain accurate. 
      I did a small modification to the Valiant dehacked code to keep it always accurate.
      The sprite and sound are from Valiant as is, the original sprite is by NMN from the wad Stomper, the original sound is by ID from Doom 3.
    • Replaced the normal chaingun with the chaingun from Valiant
      The chaingun from Valiant is epic. I used the sprite/sound, but i rewrote the dehacked code for the spindown to use DEHEXTRA states.
      This should ensure that this mod will be playable with almost any Vanilla/Boom/MBF WAD.
      The original sprite is again by NMN from the wad Stomper.
    • Bullet Capacity is increased to 300/600
      Same as in Valiant, but I did not modify the ammo pickup sizes to not flood the player with ammo.
    • Lost Souls have their health reduced to 70
      This way a super shotgun blast will now almost always kill a lost soul and make them a little less annoying.

     

    I included an extra version of the wad that is compatible with the BTSX pallet.


  6. I encountered some problems while trying to use some umapinfo files that have been created for Ancient Aliens, Eviternity and Valiant.

    All the issues occur with the interbackdrop keys.

     

    I am using glboomplus, 1920x1080, last build I could find this tread by Recca

    I am comparing against running the mods in GZDoom 4.4.2, 1920x1080

    • Ancient Aliens : The interbackdrop picture should be screen filling, but it is displayed tiled.
    • Eviternity : The interbackdrop flat is tiled much too small compared to how it is scaled in GZDoom
    • Valiant : The interbackdrop picture should be a screen filling image, but it is displaying a tiled red error message "No Texture"
      The error does not occur when I changie the picture to a flat (ALLBLAKF)

  7. Really liked the mod, thanks for making it. 

    I did not encounter any bugs (GZDoom 4.4.2)

     

    But following secrets were difficult to trigger consistently (they use the same trick which requires you to run over a linedef and return fast enough to prevent it from closing again)

    - beginning of map05, opening the panel to access the invisibility sphere

    - in the blue key area of map25, opening the door to the bfg room

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