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Caleb13

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  1. Caleb13

    The 10x10 Project (RC4) [-cl9]

    The later maps are way too slaughtery for my tastes, but here are some minor problems I noticed along the way: MAP04: misaligned texture on linedefs 3111 and 3217. MAP05: some imps take very long to teleport into the final arena.
  2. Caleb13

    Spell_Of_Destruction.wad

    Very impressive for your first map! I played the v2 version on UV in Gzdoom 4.7.1 and I noticed two minor problems. Linedef 680 should be farther from the switch, I flipped it without triggering the caco closet. And arachnotrons in the final arena get very easily stuck.
  3. Caleb13

    my maps (Ammonia)

    I gave these try on UV in GZdoom 4.7.1 and I noticed some problems: Starlight Processing: Player can become stuck in sector 874. Eschaton Dispensary: chaingunner 411 never teleported into playable areas. He walks around in the closet, but the teleporters don't work.
  4. Caleb13

    Pagodia | Now on Idgames!

    @Egg Boy Oh. Well, it seems the soulsphere
  5. Caleb13

    Pagodia | Now on Idgames!

    @Egg Boy There's nothing wrong with the mapset. I just found some maps significantly more challenging than others, but that's to be expected when different authors pitched in. And the "improved" cacos moved like floating robots gone haywire, which looked odd to me. BTW, is there a way to get the soulsphere in MAP03?
  6. Caleb13

    Pagodia | Now on Idgames!

    These were fun, even if the diffculty was quite uneven between the maps. Also, the new cacos were odd. Anyway, I played on UV in GZdoom 4.7.1 and I noticed some problems: MAP03: small HOM is visible at linedef 987 after the closet opens, see the screenshot. Is there some legitimate way to obtain soulsphere 185 (I couldn't find one)? And if so, shouldn't it be secret? MAP05: player can become stuck behind small crates on sector 204. MAP09: archvile 291 never became active and thus never teleported into playable areas.
  7. Excellent work as usual, I particularly liked the clever explanation for E3M9-like revisit/trap. I played beta 1 on UV in GZdoom 4.7.1 and I noticed some bugs: MAP04: sectors 1482 to 1484 shouldn't be damaging. The final arena was a big ammo drain, because I opened the BFG doors as one of the last. In the end, I had to skip the final cyberdemon and couldn't attain 100% kills. But even without the ammo shortages, this is definitely the hardest map of the WAD (the lava room is even harder than the final arena, IMO). MAP05: sectors 4454 and 4455 shouldn't be secret. Revenant sector 3760 doesn't work and thus 100% kills is impossible. MAP09: Two monster closets don't work. Sector 438 didn't open when I pressed the switch and there seems to be no way to open revenant sector 2306 near the exit. Maybe these were already fixed in beta 2, but I missed that release.
  8. Hmm, you're right, the player indeed sinks. It's not a nodebuilder issue though, it happens even when I force internal GZdoom nodebuilder (gennodes 1 option).
  9. Yet it happens in Gzdoom. I just tested in RC2 with Doom compatibility enabled and I got stuck again. No jumping, no crouching.
  10. These were fun to play, it's refreshing to see something not chock full of archvilles for change. Anyway, I played on UV in GZdoom 4.7.1 and I noticed some problems, although I think others already mentioned some of them: MAP02: sector 97 shouldn't be secret. MAP11: if you run from sector 195, you can jump to yellow key. Thus you can get it without obtaining the blue key first. MAP14: player can become stuck in secret sector 65. MAP20: I couldn't figure out how to get the red key, I had to look in an editor. It would help if sector 24 had the standard teleporter floor texture. MAP30: I got telefragged by monsters, the final teleporter should be protected by "block monster" linedefs.
  11. Eh, it would be much easier to make door sector 30 re-openable, I doubt it would affect the gameplay much. But @brick solution would be best.
  12. Nice work indeed, some of these maps were surprisingly challenging despite relaively low monster numbers. I played the RC2 release on UV in GZdoom 4.7.1 and I noticed some more problems: MAP03: several sectors shouldn't be secret. Misaligned textures in closet sectors 79 and 81. The unmarked BFG secret is supposed to be reachable or not? And how? Archvile jump? MAP18: there is no visual cue to find secret switch linedef 6503. It's a rather hard to run onto sector 719 from sector 246. MAP25: 4 revenants on pillar sectors 210 etc. are stuck. About 20 monsters in sector 73 never became active and thus 100% kills is impossible. MAP26: it's impossible to activate the RL secret because you can't shoot through linedef 427 in Gzdoom. Curiously, it seems the bullets pass when you shoot to the ground, but not when you aim at the switch. MAP29: not a bug, but it took me about 5 minutes to find the exit. Maybe you could add the obligatory EXIT sign near it? MAP31: there are too few radsuits. They're fine when the player already knows where to go, but not for first time exploration. The map is big and some important switches are rather hard to find. MAP32: not enough radsuits in the final arena if the player aims for 100% kills. And when GZdoom starts, it reports a lot of dehacked syntax errors (unknown chunks).
  13. Caleb13

    Heretic episode: Sold Soul // Now on idgames!

    @Muleke_Trairao That's not a bug, you need to find another way to get behind the door. If you can't figure it out, I mentioned the solution earlier in this thread.
  14. Caleb13

    Is there a mod to skip platforming in TAGs?

    Heh, guys, there's no need get all philosophical about this. It's actually pretty simple - I hated the platforming back in Doom 2 MAP24 (The Chasm) and I still hate it today. And yes, I use GZdoom flying cheat whenever I encounter any serious platforming in Doom 2 mods, too. I'm just looking to accomplish the same in Mario Eternal. Is there really no way? No flying cheat via console? No super-jump or super-dash mod? Or something like Barnacle Grapple from Half-Life Opposing Force?
  15. Caleb13

    BlueAge - A brand new megawad ( FINAL UPDATE )

    Wow, pretty solid work, although I found some problems while I played in GZdoom 4.7.1, see below. I played regularly up to MAP26, then it became way too slaughtery for my tastes, so I finished the rest with god mode. MAP04: I've run into repeated severe ammo shortages in the main fights. That's in sharp contrast with previous maps, where ammo was almost non-issue. I tried to employ infighting, but it was too late and I had to use cheats. Berserk or chainsaw near start would help here. MAP05: secret sector 305 is too narrow and cannot be "found" reliably. Also, the obligatory EXIT sign is missing. MAP06: player can become stuck behind tree thing 38. Missing EXIT sign. MAP08: it's quite hard to pick up health bonuses in the archvile room (sector 204). MAP09: Missing EXIT sign. MAP10: cyber + 5 archviles ambush with no cover and no BFG? Really? MAP13: Missing EXIT sign. MAP14: Missing EXIT sign. MAP16: Hellknight 535 is stuck. Other monsters can easily become stuck around that area, too. MAP17: Not sure if it's intended, but it's possible to jump from sector 271 onto sector 407 that leads to exit. Well, I found no other way to reach the exit, anyway. Also, there is no way to get the blue armor in nearby alcove? MAP19: Monster closets for the plus-shaped room (with blue key teleporter) are poorly designed and some monsters take very long to teleport out. Missing EXIT sign. MAP25: the cyberdemon that teleported into the blue key room immediately became stuck. MAP29: switch at linedef 11374 can be pressed without opening the covering door in front of it. MAP32: I think there is a problem in red key arena. There is only one linedef (tag 46) that lowers the exit teleporter, but IMO it should be all 4. In any case, I had to use an editor to find how to get out of that arena. It seems linedefs 1753 etc. shouldn't be tagged 47. Monster closets sectors 661 etc. are poorly designed and some monsters take too long to teleport out.
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