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Caleb13

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Posts posted by Caleb13


  1. It took me a month, but I've played all the maps in version v1234b. I was able to finish vast majority of them normally, although I ended a few prematurely because of tedious gimmicks or custom stuff. But I also run into some game-breaking bugs. I know these probably won't be ever fixed, but here they are anyway:

     

    MAP01: the most buggy map of the pack, there are several softlocks (mostly because of lifts) and HOMs.

     

    MAP67: red door can't be re-opened from the outside.

     

    MAP89: script that ends the map after you kill the cyberdemon is apparenly poorly designed. It worked only 1 time out of my 3 tries. Fortunately, the map is short.

     

    MAP208: I went for SSG right after start, but I couldn't reach it and then I was stuck in the room, the exit sector was blocked by HOM.

     

    MAP296: GZdoom crashes if you go outside to the northern area. It seems it's caused by crossing linedef 4696 or 4871, they're overlaying and I can't tell which one.

     

    And RAMP2023 doesn't run at all on GZdoom 4.11 beta due to Decorate errors. So it won't be playable for very long, unfortunately...

     

    Edit: BTW, those stories about DavidN's life you can unlock in the hub - are they true?


  2. Huh, almost 300 maps and 900 Mbytes file size, and that's after PK3 compression. Doesn't it break some record? I know there were joke WADs that just slapped together many random maps and/or contained huge non-Doom lumps (video files and such), but what's the biggest legitimate WAD?

     

    Anyway, I tried to run v1234b in GZdoom 4.10.0, but there were about 100 script warnings during startup. Is that normal?


  3. Fantastic work, this mod really puts GZdoom engine (and my old-ish PC) to the limit. But TBH I got lost in both the main plot and side plot (the logs). They were already rather nebulous in Winter's Fury, but this mod feels like playing through Mulholland Dr. or Eraserhead. I suppose they would make more sense if I played WF and IE back-to-back, but what's done is done. Maybe someone will write up an explanation at Doom Wiki, similar to My House mod.

     

    I see you've already addressed many shortcomings, but do you plan to make MAP08 more engaging somehow? I explored it for a while, but then just used IDKFA to obtain the keys...

     

    In the meantime, I'd like to ask
     

    Spoiler


    1. What's needed to get the "good" ending @Archi mentioned? Press/open all red switches and doors in all maps? Find all logs? Find the... entity that wrote the logs, similar to WF? And if so, is it located in MAP08?

     

    2. It feels like the last paragraphs of the logs were written by somebody else. Is that so?

     

    3. Why Jacob shoots Darkness before the final fight? In self-defense? And what's that black crystal thing that rips into the floor?

     

     


  4. I know it's too late, but I played this recently on UV in GZdoom 4.10.0 and I noticed some bugs. Here they are in case you'll ever make an update:

     

    MAP07: lift sector 16 is too low. If you drop into sector 331 before you get the red key, you can't get out. Also, radsuits are rather tight compared to other maps.

     

    MAP16: there is a weird HOM-like effect around the yellow key, see the screenshot. It is visible only interminently as the player moves around, I had to quickly make about 20 screenshots to capture it.

     

    MAP19: there are some goodies behind red door, but red key is missing?

     

    MAP23: the first imp closet is somewhat unreliable, most of them teleported out only after you drop down towards mancubus. It makes getting 100% kills annoying, because there are rather few radsuits in this map. They're fine when you already know where to go, but not for first time exploration. Also, there is a wall with a candle near exit. Isn't it supposed to open after you beat the map?

     

    MAP33: one spectre in pit around the red key is stuck in wall.

     

    MAP44: linedef 1585 shouldn't be impassable, it blocks some rockets and cells. If you drop into sector 40 from sector 165, you will become stuck behind the rocks (thing type 27).

     

     

    Screenshot_Doom_20230820_153801.png


  5. Oh, I almost forgot, GZdoom reports missing textures in some maps.

    Spoiler

     

    E2M8 - Tower of Babel

    Unknown bottom texture 'ROCK13' on first side of linedef 17
    Unknown bottom texture 'ROCK13' on first side of linedef 86
    Unknown bottom texture 'ROCK13' on first side of linedef 89
    Unknown bottom texture 'ROCK13' on first side of linedef 93
    Unknown bottom texture 'ROCK13' on first side of linedef 100
    Unknown bottom texture 'ROCK13' on first side of linedef 133
    Unknown bottom texture 'ROCK13' on first side of linedef 153
    Unknown bottom texture 'ROCK13' on first side of linedef 169
    Unknown bottom texture 'ROCK13' on first side of linedef 309
    Unknown bottom texture 'ROCK13' on first side of linedef 481
    Unknown bottom texture 'ROCK13' on first side of linedef 553
    Unknown bottom texture 'ROCK13' on first side of linedef 633
    Unknown bottom texture 'ROCK13' on first side of linedef 688
    Unknown bottom texture 'ROCK13' on first side of linedef 689
    Unknown bottom texture 'ROCK13' on first side of linedef 704
    Unknown bottom texture 'ROCK13' on first side of linedef 718
    Unknown bottom texture 'ROCK13' on first side of linedef 1593
    Unknown bottom texture 'ROCK13' on first side of linedef 3906
    Unknown bottom texture 'ROCK13' on first side of linedef 3908
    Unknown bottom texture 'ROCK13' on first side of linedef 4177

     

    ----------------------------------------

    E3M8 - Dis

    Unknown bottom texture '-SP_ROCK' on second side of linedef 3487
    Unknown bottom texture '-SP_ROCK' on second side of linedef 3488
    Unknown bottom texture '-SP_ROCK' on second side of linedef 3489
    Unknown bottom texture '-SP_ROCK' on second side of linedef 3537
    Unknown bottom texture '-SP_ROCK' on second side of linedef 3538

     

    ----------------------------------------

    E4M2 - Perfect Hatred

    Unknown bottom texture 'METALRAI' on second side of linedef 257
    Unknown bottom texture 'WINDOW3A' on second side of linedef 1117
    Unknown bottom texture 'WINDOW3A' on second side of linedef 1122
    Unknown bottom texture 'WINDOW3A' on second side of linedef 1161
    Unknown bottom texture 'WINDOW3A' on second side of linedef 1171
    Unknown top texture 'METALRAI' on first side of linedef 2055

     

     


  6. Well well well, looks like UDINO made it out of development hell!

     

    The maps are a mixed bag as expected, some of the gimmicks were clever, some were tedious, some both. I played RC2 on UV in GZdoom 4.10.0 and I noticed some problems. I know some are caused by this port, but here they are anyway:

     

    E1M5: sector 133 is tagged 7, but there is no linedef to activate it.

     

    E1M6: sector 355 is still damaging after you rise it again.

     

    E2M3: I think lindefs 3317 etc. shouldn't block monsters, it looks odd that cacos can't fly over them.

     

    E2M8: in GZdoom, about 30 monsters can't teleport out of 2 parts of closet sector 1161. It happens because teleport linedefs are too close to the walls.

     

    E3M2: sectors 200 etc. shouldn't be damaging. Also, it feels odd that shallow acid pits in front of the main entrance are inescapable. And what's the deal with the soulsphere in the acid path in the south? It's just a deathtrap?

     

    E3M3: why radsuits in sector 312 become inacessible after you get the blue key?

     

    E3M7: the transparent platforming puzzle around berserk doesn't work properly in GZdoom. I can walk over one square, but then I get stuck at the edge of the next. Then I either fall or I'm suddenly "teleported" to the bottom of the black pit.

     

    E4M2: there seems to be no way to get armor bonuses in sector 45.

     

    E4M4: Another GZdoom-specific problem, 100% kills is impossible because of 5 lost souls in east monsters closets. I know they trigger the lifts, but maybe it could be done some other way?


  7. Ah, I wondered when somebody would bring this up. I played all 4 SW games, including the 1997 one. But regarding the reboot series:

     

    SW1 - run-out-the-mill gameplay, but suprisingly strong and complex story for a shooter. The final scene in particular felt almost like something taken from Final Fantasy series.

     

    SW2 - slaughter-tilted gameplay, much weaker story. Second half got repetitive, in part because it re-used the same maps for different missions. But I played it after Mario Doom Eternal and I loved it, particularly that explosive weapons can actually kill several mid-tier monsters at once when properly upgraded. And of course you tried to make as many combos as you could to keep the Chi rush going as long as possible. I also learned that apparently motorbikes, air conditioners, ATMs, vending machines and other appliances were dangerous explosive gadgets back in 1980s japanese cities. Too bad the weapon upgrade interface was boring and repetitive exercise, with unpredictable results. And better upgrades required farming certain orbs, which became old quickly. Still, it's most engaging and my favorite game among the reboots. Hail to the rocket launcher!!

     

    SW3 - obvious DE knockoff as noted, but it wasn't nearly as overcomplicated tedious chore as DE. The "natural hazards" in some arenas were amusing and most of the special weapons were actually useful and devastating. Even the platforming sections flowed better and were more intuitive and forgiving than in DE. The downside is absolutely ridiculous plot, which includes the bosses and mini-bosses. I think they killed the series because of that.

     

    One common thing I don't like about the reboots are Lo Wang's and Hoji's voice actors, they sound like retards even during the "serious" scenes. Quite a departure from the "old, wise and psycho" warrior persona of the 1997 original.


  8. Wow, Romsu se vratil! A ma dalsi paradni mapy! Uz jsem se bal, ze jsi po Cacowardu usnul na vavrinech... Hraji se dobre, i kdyz hledani vypinacu je nekdy matouci a osobne mi taky moc nesedly ty nove prisery. No, alespon jsi to s nimi neprehnal. Taky mi prislo, ze MAP01 je vyrazne tezsi nez MAP02, protoze v MAP02 je pomerne hodne modrych vest, megaspheru a jinych silnych powerupu.

     

    Hral jsem na UV v GZdoom 4.1.0 a MAP02 ma vaznou chybu, hrac muze aktivovat sektor 246 a utect zpet nez se zvedne. To zablokuje postup mapou (myslim, ze tomu zde rikaji softlock). Sektor 1740 se neda prekrocit, musel jsem se skrcit, abych se dostal k vypinaci vzadu.


  9. Solid work, but overal difficulty is quite low. I played from pistol starts since MAP03, but I don't think my health ever dropped below 70%. There are some traps, but somehow it was almost always obvious to me they're there. I played in GZdoom 4.10.0 and noticed some problems:

     

    MAP02: isn't soulsphere near exit supposed to be secret? Also, 100% items is impossible because an armor bonus near start is unreachable.

     

    MAP03: the exit lift is poorly designed, the player can trigger it and back out, with no way to get back in.

     

    MAP06: sector 169 shouldn't be secret.

     

    MAP08: sector 310 shouldn't be secret.

     

    MAP11: misaligned ceiling texture in sector 150.


  10. Solid work, the maps are visually striking despite using only stock textures. I couldn't get 100% kills in MAP01, because the monster closets are poorly designed. One lost soul from sector 580 always hugged the wall and never teleported out. Also, there is surprisingly little health in MAP02, unless the player finds the megasphere.


  11. Solid work for your early mapping. I can confirm monsters get stuck in ground outside, it's probably a nodebuilder issue. Try a better/another one. Also you forgot to make linedefs 1436 etc. impassable. Overall dificulty isn't high, but I think you overdid the blue key trap. If the player doesn't know about the invulnerability secret, they can become easily cornered by the barons in the narrow corridors. And at the same time, player still has only relatively little ammo for the plasma gun and RL.


  12. I know it's too late, but Gzdoom reports this during startup if you load Slime City:

     

    Editor number 333 defined twice for classes 'DoomDoll' and 'Deh_Actor_183'

     

    And these when you start the map:

     

    Line 10414 has no first side.
    Line 11928 has no first side.
    Line 11929 has no first side.
    Unknown middle texture 'AQSUPP1-' on second side of linedef 10842
    Line 10414's right edge is unconnected
    Line 11929's right edge is unconnected

     

    The map plays fine, though.


  13. I'm just popping in to report that GZdom 4.10.0 generates these warnings during startup:

     

    Script warning, "Exousiastes.pk3:decorate/fires.txt" line 23:
    Numeric type expected, got "SoundSlot7"
    Script warning, "Exousiastes.pk3:decorate/fires.txt" line 50:
    Numeric type expected, got "SoundSlot7"
    Script warning, "Exousiastes.pk3:decorate/tracer.txt" line 157:
    Unknown class name '0' of type 'Actor'
    Script warning, "Exousiastes.pk3:decorate/explosions.txt" line 23:
    Unknown class name '0' of type 'Actor'

     

    R_InstallSpriteLump: Bad frame characters in lump XDB5O0 (


  14. Ah, yet another worthy effort! Even after all these years, I'm still impressed how y'all manage to produce mapsets with such similar visual and gameplay style. I played on UV in GZdoom 4.10.0 and I noticed some problems:

     

    MAP06: isn't SSG supposed to be secret?

     

    MAP09: in at least 2 places, the player gets suddenly lifted into air, see the screenshots. I think there is a 3rd place too, but I can't pinpoint it. If I were to hazard a guess, I'd say it's a nodebuilder issue.

     

     

    Screenshot_Doom_20230503_210021.png

     

    Screenshot_Doom_20230503_205947.png

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