Cire Posted June 18, 2011 E3M6 was in the Ultimate Freedoom IWAD downloadable from free.doomers.org last time I checked. You might be using the 0.7 version which was released before E3M6 was added. 0 Share this post Link to post
hex11 Posted June 18, 2011 Looks like MAP19 has some bogus impassible linedefs at the beginning? (can't walk on grass) What's the deal with E1M6 and E1M9? It looks like geekmarine at one point was doing E1M6 (back in 2003). Are they now abandoned? If nobody else wants to, I can finish them. 0 Share this post Link to post
Death Egg Posted June 18, 2011 Cire said:E3M6 was in the Ultimate Freedoom IWAD downloadable from free.doomers.org last time I checked. You might be using the 0.7 version which was released before E3M6 was added. Yep, that was the problem. Thanks. 0 Share this post Link to post
Blastfrog Posted June 18, 2011 E1M1/MAP01 has a small problem. In the basement area with the brown fog, the scrolling river of nukage carries you even if you aren't standing on it directly. So it needs to be changed from wind to only the floor carrying the player. 0 Share this post Link to post
fraggle Posted June 25, 2011 E4M2 has a "signature" room ("ReMooD") that should be removed. 0 Share this post Link to post
wesleyjohnson Posted June 25, 2011 Lots of activity in GIT logs, but does not appear that my level updates made it through, so assuming that they got forgotten, here is a reminder. Map09 rev 8 and Map13 rev 2.3 updates to incoming: 5/26/2011 johnson_map09_08.zip johnson_map13_023.zip Update: As of Aug 1, 2011, it still appears to me that these have not been committed to GIT. 0 Share this post Link to post
Catoptromancy Posted August 18, 2011 I have a bit of a break from things. Ill try to keep this more updated and get my map done. 0 Share this post Link to post
wesleyjohnson Posted August 27, 2011 I downloaded the daily builds and my latest level changes 5/29/2011 ( 3 months ago ) have not been committed. MAP19: New level that looks like castle. Is unplayable with the player terminally stuck. Key doors do not work due to missing tags. The doors are not marked with their key color. Has a door that traps you because the other side is a close door trigger instead of an open door trigger, and the passage has a blockage that looks like it could be a door. Rising stairway is too large, too slow, and overdone. Player that falls off to outside is stuck. Liked the tie in to the previous level, but the flash teleport is brutal and spoils it. 0 Share this post Link to post
RjY Posted August 29, 2011 wesleyjohnson said:I downloaded the daily builds and my latest level changes 5/29/2011 ( 3 months ago ) have not been committed.No-one has access to the FTP server you put them on. 0 Share this post Link to post
wesleyjohnson Posted September 2, 2011 After waiting a few days ... Am I expected to respond ?, does someone need to be poked awake to get access again. Who do I poke ? POKE(cato,1); respond=PEEK(cato); 0 Share this post Link to post
hex11 Posted September 3, 2011 Something's up with the build script. This file doesn't contain an IWAD: http://free.doomers.org/freedoom.wad.zip $ prboom -iwad ./freedoom.wad ... IWAD found: ./freedoom.wad CheckIWAD: IWAD tag ./freedoom.wad not present $ strings freedoom.wad |head -1 PWAD 0 Share this post Link to post
fraggle Posted September 3, 2011 You're correct: it isn't. You have the wrong file. You want doom2.wad.zip. 0 Share this post Link to post
BondEar Posted September 6, 2011 wesleyjohnson said:After waiting a few days ... Am I expected to respond ?, does someone need to be poked awake to get access again. Who do I poke ? POKE(cato,1); respond=PEEK(cato); Uhhh... did you read RjY's post? Open up access to your FTP or put your changes where cato can access them. 0 Share this post Link to post
Jon Posted September 6, 2011 BondEar said:Uhhh... did you read RjY's post? Open up access to your FTP or put your changes where cato can access them. He's using the Freedoom FTP server, and Cato had access to that… if he needs a password reset, he should get in touch with me. 0 Share this post Link to post
wesleyjohnson Posted November 14, 2011 Map09 rev9 update to incoming, Nov 13, 2011 johnson_map09_09.zip Map13 rev2.4 update to incoming, Nov 13, 2011 johnson_map13_024.zip Changes Map09: Removed locked blue room with armor and health. Added pumps, pump room, and ventilation system. Added pump sound effects. Moved some corridors, and added airlock doors to mine entrance. Added lights to main mine passages. Changed connection between cave and mine passages. More charging stations. Moved main office and added locked locker room, with armor and health. Terminals and equipment in main office. Deeper river gorge. Added proper terminals and equipment in water works control room. Change shape of upper foyer. Added fountain and trees in lower foyer. Changes Map13: Added pump sound effects. Added electrical equipment and details in service way. Added details and proper terminal in treatment control room. Added lights in shipping warehouse. Added lights and posts in upper warehouse. Added lights in basement. Moved stalls in upper warehouse. Arch-vile now requires more work to get out of there. Added dark room in dark warehouse. Fixed switched lighting to work better. Changed monsters in first control room, only one arch-vile now. Moved barrels everywhere to limit explosion spread. Fixed some floor and doorway textures. 0 Share this post Link to post
wesleyjohnson Posted January 5, 2012 Map09 rev10 update to incoming, Jan 5, 2012 johnson_map09_10.zip Changes Map09 Rev10: Added lights to mine. Adjusted lighting levels everywhere. Moved mine floor deeper. Moved backpack secret from cave to mine. Deeper mine pump pit, steeper main passages. Added more mine cars. Smaller cave area, reduced linedefs. Added sound to mech. room. Made gorge banks more monster friendly. Fixed gorge monster teleport so it does not jam. Adjusted furniture sizes. Added lighting to corridors and office areas. Moved storage room. Made platforms in water tank room larger. 0 Share this post Link to post
Z0k Posted February 7, 2012 i know i was very very very away from the forums. lot of school but im almost done with E1M5 i just need do some stuff on red door part and the yellow one but meanwhile i will upload a bit of the unfinished work as proof im about to finish http://www.mediafire.com/?yv0e7y7of31q5y3 also im running out of ideas so i guess im going to finish the red door zone and do some kind of storage zone on the yellow door part. Also i just want to know if the map have good balance because i dont know it maybe hard for new players (well it need some skill flags here and there but its while i test if everything goes well) 0 Share this post Link to post
RjY Posted February 9, 2012 Z0k: that is glorious. Regarding balance: Hard to say how new players would find it. I found there was kind of an excess of shells and bullets on UV towards the end (although, I found all the secrets that had ammunition in them.) On the other hand the start was slightly tricky as there's no immediately available weapon (but I only had a pistol, perhaps you are considering that people will have brought stuff from the previous map.) A couple of bugs: sector 723 cannot be entered and therefore should not be marked as a secret (it looks like it's been split off sector 713.) sectors 303 and 301: the door cannot be opened while standing on the lift, and the lift cannot be lowered when standing outside the open door. The obvious fix is to set the PASSUSE flag on linedefs 1796, 1801, 1807 and probably 1814 as well for good measure.Thanks, and keep up the good work! 0 Share this post Link to post
Z0k Posted February 18, 2012 Well after a year i really finished the E1M5 sorry for the slow progress school, and mapper blocks really dont help a lot on this map but i at least finished here is the link for the map E1M5: http://www.mediafire.com/?85jbx4otfl968j1 also urric already told me he is going to finish his archvile for freedoom too. so it just matter of time. EDIT: Also i would like to know which texture on this map are exclusive from other episodes (i mean which ones are for EP2, Ep3 etc) because im pretty sure some of them are for those ep and if it needed. redit the map to use only EP1 exclusives textures. 0 Share this post Link to post
RjY Posted February 19, 2012 Z0k: thank you for the map. Regarding texture usage, you don't have to worry about using a strict subset of the textures any more - we dropped the shareware target quite a while ago. Couple more bugs:Sector 1132, a monster closet containing three shotgun guys, doesn't open; it has no tag nor corresponding activation linedef.There are two player 3 starts and no player 4 starts :-) Also there are no deathmatch starts. Not sure that's so much of an issue, though.One more thing: I'm going to spoiler this because I would be interested for someone else to play the map without knowing about it in advance. Spoiler The bridge over the slime trap (sector 1025, etc.) might be unfair, especially to new players. I think basically you have to anticipate it and hit it at a dead run to get across. And if you fail, you're stuck in an inescapable death pit. Then, you have to get back across it to leave the area... 0 Share this post Link to post
Z0k Posted February 19, 2012 Ok i did the fixes to the map i forgot TOTALLY about that wall lol. also about the slime thingy i added something to help player there. Fixed the player 3 now it have 4 player start too. added deathmatch spawn point (i added them random cuz im not good at DM maps :P) Links with the fixes here: http://www.mediafire.com/?2i6sc6x2bvc993z 0 Share this post Link to post
wesleyjohnson Posted May 11, 2012 Committed MAP13 Rev 2.6 to FreeDoom Incoming. Also available at:http://speedy.sh/zBh2p/johnson-map13-026.zip Release Revision 2.6 May 11, 2012 CHANGES Rev 2.6 Fixed crate texture alignment in secure lab. Rebuilt teleport monster pen, so it works in all cases. Monsters are now allowed to hear sound so they move immediately. Still provides alternate teleport destinations. Moved some of the monster teleport destinations. Provided a door from which they could be entering in upper warehouse, and front gate. Lowered height of services building (telephone, power, teleport), and gave it a window. Adjusted lumber pile. Added posts near railroad tracks Made path around building playable as an initial attack path, by moving cacodemons much farther away. Reduced number of cacodemons (12 at skill 4) and pain elementals (4 at skill 4). Improved locker-room secret area. Infra-glasses are now only available at skill-1, as higher skills can find alternatives. Added support pillars, lab equipment, and details to shallow-pool room (red area), and made it possible to bring fight into the room (reckless but possible). Fixed some ceiling and floor textures in switch niches. Fixed some hidden lines. 0 Share this post Link to post
RjY Posted May 12, 2012 wesleyjohnson said:http://speedy.sh/zBh2p/johnson-map13-026.zipThanks. (Although it's hardly any extra effort to copypaste a URL, I do wonder why you use code tags instead of url tags...) 0 Share this post Link to post
wesleyjohnson Posted May 13, 2012 Because SpeedyShare tags it as for forums, and I don't tag stuff in forums enough to know which works and which doesn't. 0 Share this post Link to post
wesleyjohnson Posted July 20, 2012 I submitted to incoming a fixed version of MAP19. This is the castle that was not finished, and was left unplayable. Incoming: johnson_map19_06.zip SpeedyShare: http://speedy.sh/wR9Wf/johnson-map19-06.zip MAP19 for FreeDoom CHANGES Rev6, by Wesley Johnson: Fixed doors to operate using the Boom skull keys. Many switches were missing tag numbers. Had to implement something. Some switch operations would not work and had to devise something else. Made all switches operate something. Made all areas reachable. Gave the castle a proper entrance, which was complicated to implement, as it required two silent teleports to pass the player under the occupied wall and tower defenses. However, it came out rather nice. It required an annoying door that appears to snap open when player teleports, but have to hide the missing passageway from view. Requires more work. Provided a road to give rationale to the extra wall and tower, as such were built to control road and river trade routes. Provided underground secret passage where existing passage was passing through a collapsed part of wall. Gave the secret a keyed door because play testing showed it was too easy to go to first thing. Gave the area a river to keep player away from sky texture, and a hill to hide bottom of sky texture (which was showing). Not totally fixed in non-play areas. Fixed texture alignments throughout castle area. Moved some special items around for playability. This is enough to make it playable in the FreeDoom release without appearing half-done. Features: Castle theme. Multiple layers implemented using silent teleport. Castle looks out-of-place in skyline of city-on-fire. Moving it requires editing because it has parts of MAP18 and MAP20 as a transition. 0 Share this post Link to post
MrFlibble Posted September 8, 2015 Hopefully this is the right thread to post map bug reports. There's a HOM in E1M1 in the tower area accessible via the elevator: 0 Share this post Link to post
MrFlibble Posted September 19, 2015 In C2M2, it is possible to entirely skip the red key section by jumping to the exit door from here: 0 Share this post Link to post
Catoptromancy Posted September 20, 2015 Are you using the repo version? This might have been fixed already. https://github.com/freedoom/freedoom/commit/5fb884fc58e54d51b9643bd93e0267ce4bdb69b8 C2M2 jump doesn't matter, that door needs a red key anyway. 0 Share this post Link to post
MrFlibble Posted September 22, 2015 Catoptromancy said:C2M2 jump doesn't matter, that door needs a red key anyway. I was playing the version built on Sep 19. Actually I did not check if the exit door could be opened by yellow key only, because I jumped there prior to getting any keys, and the game told me it required the yellow key to open. I had to re-load a save after that, because the only other way back from that platform was through the toxic sludge without a suit at that point. Even if the door indeed requires both keys to operate, there's still the problem that the player can jump to that platform at an early stage, and will have to either restore a saved game or have to run through the sludge without protection. I should say that this level is generally somewhat confusing, in spite of rather straightforward geometry of its layout. I was often unsure where to go next, or if I picked the right direction, and would not be surprised if it was indeed possible to skip the red key section. 0 Share this post Link to post