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siege cunt

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Everything posted by siege cunt

  1. amazing mapset! I 'm up to map7, and the atmosphere and pacing are just wonderful. regarding the map 6 softlock below, i also found it; i did the jump with sr40 the first time, then failed to repeat it and got it the first sr50 i tried, so i think it's pretty reliable.
  2. I propose a technological solution: - The creation of a new options LMP, similar to flags in MBF21, which codifies as many of these "gray area" demo-recording options as possible, thus leaving the choice to the map creator. - The creation of a new standard, e.g., a follow-up to MBF21, which includes some sane defaults for these. - dsdarchive can selectively provide and use custom standalone LMPs to validate certain runs. I'm not trying to add new opinions to the mix; i'm trying to suggest a technological solution which allows feelings on this topic to be finer-grained and doesn't step on anyone's toes. I feel really bad for the new generation of sensational players who love the 180 key and may feel disenfranchised.
  3. siege cunt

    DIY demos [-complevel 21]

    Map 30 UV-Max in 12:58 zip: diy30m1258.zip youtube (with first attempt at commentary): https://www.youtube.com/watch?v=HqaEUxUsMl4 Fun map by nefelibeta =)
  4. I did a quick max attempt (dying just after the 3 keys door like an idiot) where you can see the major cheese i do in the basement. basically i completely de-fang the fight. you can also see the slow cleanup of the hk/revs, but it's fine as you say. this demo is against rc0, recorded with the current dsda 0.25 beta, shouldn't desync i hope. diy30m-cheese.zip this really should have been a max, oh well.
  5. Indeed I'm sorry I did not give proper credit, thanks for correcting me. Still, I'm always grateful for all the great stuff ViolentBeetle does. Speaking of great stuff, I played and loved your map 30, but was not sure about one thing:
  6. Wonderful; thanks for resurrecting this! I'm always so happy when I see another Violentbeetle community project; I still get warm fuzzes just thinking about Hellevator. Map 2 (RC0): One of the two secrets has a very strange hall-of-mirrors (visible from inside and outside). Tested with software rendering, recent-ish dsda-doom (0.24.2 I think).
  7. siege cunt

    Newt [Version 0.0b]

    Wonderful set of maps! Beautiful design, and many interesting fights. Maybe it's the selection of tracks, but you've managed to not just recover some ribbiks visual and combat design, but also that comfy feel of some ribbiks maps. I have might a tiny bug report for the first map. In the penultimate fight, when the lift lowers and the stack of viles and cybers teleport in, I found the clump of viles and the lone cyber with them to be a bit flaky: a few times I've gotten just the viles to appear, and once even just the cyber. edit: that was the first way i got out of there, the main intended way took me much longer!
  8. siege cunt

    dsda-doom source port [v0.24.3]

    dang, sorry, i was really hoping this helped with the jump.wad crashes. sorry i didn't debug it further. thanks for the great source port!
  9. siege cunt

    dsda-doom source port [v0.24.3]

    I've known about another bug for a while with save states that seems easily repeatable and may give some hints as to what's going on here? I avoided saying anything here before, hoping someone else had better info, but since there's silence, I'll say what I know, though meager. The bug is specific to 20x7 map 9 and I triggered it first long ago and mentioned it in rayzik's jump.wad stream. It can result in a situation like this, which I think is normally impossible: to repeat this very easily now, here's what i did: - used cheats to quickly get to these three switches in 20x7 map 9 (i mention it in case it seems to matter, but i triggered it without cheats in the past). - i hit the three switched and then stood underneath the gates. - i let one close and let the other two bounce on my head. i mention this because the bug seems to be that some detailed states can persist across rewinds. - if i then rewind to before any switch presses, i get to this situation, where the skull eyes glow but the gates are closed. afaik this scenario is impossible without save states. when i originally triggered this (casually playing through 20x7 not long after dsda got rewind), i did it in another way (i think i rewinded some pathetic failure to press all three switches), but still got this effect. the bottom line is that there are some types of complex linedef/tag/? behavior that are not properly reverted with dsda rewind. i guess jump.wad just makes this a lot more pronounced. sorry in advance if this does not help at all, and for spamming the thread.
  10. siege cunt

    Wormwood Series demos [-complevel 9]

    Wormwood map 2 UVMax in 32:43 Another fun, nonlinear wormwood map by ribbiks. demo zip: wormwood2uvmax3243.zip youtube: https://www.youtube.com/watch?v=grwDkZwfLGk
  11. siege cunt

    Wormwood Series demos [-complevel 9]

    @Maribo posted UVMax demos for wormwood EU maps 1-3. Here are my demos for the remaining maps, meaning 4,31,32,33: map 4: wormwood_EU4uvmax2950.zip [ beautiful exploration map, see video below ] map 31: wormwood_EU31uvmax316.zip [ great platforming/puzzle map, demo mediocre ] map 32: wormwood_EU32uvmax547.zip [ great mini-slaughter map ] map 33: wormwood_EU33uvmax444.zip [ fun chaotic tyson map, demo mediocre ] I think map 4 is beautiful, mysterious, and fun; it reminds me of sd20x7 map 2, and I'd like to popularize it with a video. I hope it's fun to watch; I get all but one of the unmarked secrets (feels bad) and promote lots of infighting. The strategy I use at the end is extremely satisfying, I haven't seen anyone else use it. My demo is very slow, but if you watch it on youtube, I give timestamps in the description to skip around. This is my first youtube doom video so please tell me if something is weird. youtube video of map 4: https://www.youtube.com/watch?v=UXJkoGiC-jM [ post edited to replace inline video with video link ]
  12. Thanks, for the response. This is certainly a great wad with lots of nice original content, including the assets you mentioned. Still, I was curious about this situation, so I dissected it further. Map 8 uses the music from E1M3 (i.e., original wads as you mentioned, thanks!), which I'd somehow forgotten, even though it's also used in plutonia (without the midi pack). It is by Bobby Prince. Here's one version of it: The music has a simple chord progression which plays four separate poly-notes for each chord, plus backing percussion. The most similar music from the game Dark Sun can be found here: It has a similar structure though it permutes the order of the poly-notes. Earlier I was mentioning the track "Sewers" from dark sun (also on youtube), which is thematically similar but actually this track has more overlap. Both games came out in 1993. It's really hard for me to discern what happened. It's known that Bobby Prince took material from many sources, and this game Dark Sun also used midi for its music. But they are close enough in time that it could have gone the other way, too, or been even more unclear.
  13. Out of curiosity, are the full midi credits available anywhere? For instance, the music from map 8 is taken from the classic dos rpg "dark sun: shattered lands" (you can find the track on youtube under the name "sewers"), but I don't see this credited anywhere? I realize it's hard to track credits since this was combined from many sources. Thanks either way!
  14. siege cunt

    dsda-doom source port [v0.24.3]

    I'm on linux, just did a git pull and compile; it build successfully, and I can confirm that the resulting build links to portmidi. Last time someone had this problem, it seemed they were missing portmidi.h, which comes with the portmidi development files. Maybe check for those?
  15. What a beautiful and inventive wad! Amongst all the other praise everyone is giving here, I must say you have an incredible talent for color combinations. I noticed a sliver-thin slime trail in software-rendering mode near the switch where you use the white key in map 6. Specifically, if you stand at the opening of the alcove and face the switch, then turn 90 degrees left, it should be visible. I tried to see a hint in UDB, but don't know anything about mapping; in UDB I saw a spot around where there was the slime trail which had three vertices close to each other, not sure if that was it. I was using v1.8.1 and just compiled dsda-doom from github source, I guess I'm using v0.22.1 with no additional patches, on linux.
  16. siege cunt

    NoSp3 (MBF21, 32 maps) IDGAMES

    Great release =) Looking forward to playing through all maps properly
  17. siege cunt

    dsda-doom source port [v0.24.3]

    I'm on debian and it compiles fine. I didn't try compiling on arch, but have an arch machine and am familiar with how things work there; the portmidi package should provide that header https://archlinux.org/packages/extra/x86_64/portmidi/ dsda-doom is in the AUR and the AUR lists portmidi as an explicit dependency, so I'm not sure why it failed on your setup, but seems you should reach out to the AUR maintainer or the arch forums..
  18. siege cunt

    Demos for miscellaneous Ribbiks maps

    stuff2.wad D2ALL UV-MAX in 27:57 This is my first time recording any demo, let alone posting one here, so please tell me if I did something wrong. I haven't seen this wad discussed on doomworld, so I decided to d2all it to showcase it. The quality of my own play in this demo however is disastrously bad; I had a few very fun and aggressive runs end in map 3, and then did this one when tired, a bit scared, and definitely frustrated. I would suspect this run can be done in 10-12 minutes. I think this is an amazing and fun wad, especially if you want a quick little combat wad with no fuss. Since it hasn't been discussed on doomworld, here's a mini review/description. ribbiks labeled this "morkian mishap", and that's a perfect name: they are maps in the gggmork style. There is non-stop combat with nowhere to hide, and some amount of randomized teleport destinations to force you to adapt your strategies and not stick to any specific route. The maps are tiny and relatively easily by ribbiks' standards, and lack his usual visual detail, and also his usual complicated progressions, but I think it all fits with the style: short gggmork maps focused on dynamic gameplay. Some highlights/notes: Map 2. Two of the cybers have randomized teleport destinations, and I found that where they end up completely changes the map dynamics. Map 2. The pile of archviles can be rushed with a stack of bfg balls, it's very fun. Hilariously, I started to do that, and hadn't noticed I had almost no cells. Oops! Map 3. One really doesn't need to play this safe, it might be the easiest map of the set, I just wanted to get the demo recorded. Overall map 2 is my favorite and the most morkian. Maybe I'll do a proper d2all (less fear and mistakes) since this one is embarrassing. Thanks to @David Asaad @Daerik @KineticBeverage for inspiring me to do this d2all with their amazing twitch channels and d2alls. (I am "lnf7r87x" on twitch.) Thanks to @bemused for pinging me about gggmork and letting me know about this mapset. stuff2allm2757.zip
  19. siege cunt

    dsda-doom source port [v0.24.3]

    an anecdote similar to Xaser's, hopefully can help someone: I couldn't start up 0.20.0, and fixed the issue by updating dsda-doom.wad which I didn't even know existed, but I had apparently hidden in some system folder.
  20. I've played through maps 1-7 so far, really enjoyed them. Some comments: - Map 7 is amazing, a really nice twist on the similar idea in Valiant, though much more challenging! There is a slight potential cheese in the last fight, where you can run over the corner of the central pit and the mancubus platforms drop, though the time i did it, they killed the arachnotron... Also I was thinking it might be nice to require the keycards to hit the switches in each of the keycard rooms? Anyway, everything about this map is wonderful, all the fights are interesting, and I had to be really careful to keep the arachnotron alive. Very memorable map. I like the ammo distribution a lot, I ended up "spending" rockets and saving shells, which was unusual. Violentbeetle I also really enjoyed your hellevator maps (and I think you had some in 2048 units of /vr/ as well, and I enjoyed them immensely? iirc...) - Map 1 was a little weird with ammo, I ran out near the beginning, then had too much later? Maybe I followed a weird progression? Also, I only found 2 secrets (though I got 100% kills). - I saw that skulltiverse has a more strict progression than hellevator. One downside is that hellevator really grabbed my attention with a very intense opening, whereas skulltiverse is a bit slower to start. I think it'd be okay to increase the difficulty of the first maps a little? Map 7 was way more difficult than 1-6, and to be honest I liked its difficulty much more.. Anyway, a great wad so far, I look forward to going through the rest of it.
  21. In map 3, in the yellow key area, the first arch vile is released on the first step, with the nearby imps being released a little higher; thus it's possible to only release the vile and fight it alone, rendering the fight much easier. Was this intentional?
  22. I just played this wonderful wad. It feels very fun and fresh, and I especially like the "circular" style of many fights, where doing well relies upon weaving through many doorways and hallways (as opposed to doing such motions in open areas, which is more common). Some comments: - I echo Arby's comment that the difficulty is a bit confusing. For me, map 3 is 10x harder than any other map. maps 6 and 7 were the easiest. - to be clear, i am not complaining about map 3. it was very exciting and dynamic, for me. the first fight with the vile, for instance, i had to adapt to the situation and could not follow any set path; e.g., sometimes the vile would take up spots so that i could just hide in a hallway, sometimes instead i had to run down and out of them, sometimes i would circle to the other, etc. it was incredible how much variety i could just from that one vile. - map 3 bug: in the last room, near the top of the stairs, there are missing textures next to the light in the stairs on one side. - map 6 issue: the cyber can get stuck on the stairs, and in fact once he was stuck i pushed him a little higher with rockets and he was completely pinned and couldn't even fire back. Thanks for posting this wonderful wad. Like all the other posters, i'm excited for your future wads =)
  23. siege cunt

    dsda-doom source port [v0.24.3]

    I have a very minor bug report. I was trying out your very nice "have dsda doom organize saves for you" feature (not yet in a release), and I believe you meant to use an octal constant 0733 rather than a hexadecimal constant 0x733 in the call to mkdir on this line: https://github.com/kraflab/dsda-doom/blob/37788ae3afb6b39582cc02e823a2c7e1215d63ad/prboom2/src/dsda/save.c#L105 I am using Linux, and this affected both the creation of the .dsda-doom/save_files path (which it then couldn't write to and led to a crash of dsda-doom) and the doom2 subdirectory. I deleted these subdirectories, changed the constant to 0733 in the code, recompiled, and the feature works nicely now. (Note that without this fix, a crash occurs, since the save_files subdirectory is created without error, but then trying to create the doom2 subdirectory fails. Perhaps a check would be good there too.) Looking forward to the next release! Also perhaps you should add a document for where to report bugs? I debated sending a private message, but maybe it's nice to bump the thread and get people interested in this new feature =)
  24. siege cunt

    Abandon [final]

    Wonderful wad =) map5 is my favorite so far, the atmosphere is wonderful; but i've enjoyed all the maps i played so far (most of the wad). In map 15 I also found an odd linedef? After you enter the blue key area and pass an interesting platforming fight, you take a lift down to a room with cacos and revs; if you stay on the platform and fire at them, they don't wake up (except those you damage). In the end of map 10, well, the infinite height of lost souls takes on a whole new meaning.
  25. siege cunt

    Let's talk about mbf+ / a new complevel

    yeah indeed. kraflab's original thread-starting suggestion would be quite simple to implement by any engine authors (activative/deactivate some flags they already have) and would be a big win for map creators and also people just playing and enjoying. the rest of the thread details many additional features which of course would be more work for any engine authors to implement, but I think the whole purpose of kraflab's post was to get input not just from map creators but also engine devs to _avoid_ fragmentation.
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