General Rainbow Bacon Posted March 24, 2011 I found a big, horrible HOM in map 03 in the first room on the floor to the right of all the hell-knights, you can't miss it. Tested with prboom+ 2.5.0.9 test. 0 Share this post Link to post
j4rio Posted March 24, 2011 I've always assumed it was there intentionally 0 Share this post Link to post
Quasar Posted March 25, 2011 Grain of Salt said:If MAP11 is MAP16 in Scythe 2, I might be able to narrow it down a little further. I dimly recall reading that the music in SC2-16 is a reference to a section from a Metroid game in which you encounter a hostile clone of the main character. Sadly, I know nothing about Metroid, so I can't find the exact track. EDIT Found it. It's not quite the same in General MIDI, but I'm sure it's the right thing. I am disappointed in myself as a Metroid fan for not making that connection on my own >_< 0 Share this post Link to post
DuckReconMajor Posted March 25, 2011 Insane_Gazebo said:(I may add difficulties depending on how popular they are in a map set like this - though how many players play 'slaughter maps' on anything but skill 3/4? :P)So this is why I can't even play this on Skill 1? Whatever dude, at least I have godmode. 0 Share this post Link to post
j4rio Posted March 25, 2011 how you can die on such an easy mapset is beyond me. . . 0 Share this post Link to post
Mithran Denizen Posted March 25, 2011 We can't all be Doomgods now... Anyway, I've yet to play Sunder, I'll have to check it out over the weekend. 0 Share this post Link to post
Marnetmar Posted March 25, 2011 Damn, you were right when you said it was for doom-gods only. >Get armor, shotgun, shit like that >Open door >See Arch-vile >Nope.xml Sorry for the 4chan shit, but that's pretty much the only way I can explain it. 0 Share this post Link to post
j4rio Posted March 26, 2011 Noticed another quite a huge bug in map 2. In the room with bunch of HKs, if they are not raised up already, there is an easy way to skip the line that makes them appear by strafing through the right corner of stairs on the left side of the room. After that you can press all switches and line should still remain triggerable, so you could even kill them after pressing all switches. 0 Share this post Link to post
Varis Alpha Posted March 26, 2011 Marnetmar said:Damn, you were right when you said it was for doom-gods only. >Get armor, shotgun, shit like that >Open door >See Arch-vile >Nope.xml That was kinda my expression too when I opened the door. I want to blast through this wad sometime, but it's so incredibly hard that it's not funny. Although I have to say, I managed to complete the first 3 maps of this, and it was incredibly fun doing so. Maybe I'll just have to try harder on this (and save a fucking lot while I'm at it) because this wad is a real beautiful piece of art. 0 Share this post Link to post
Archviler Posted May 26, 2011 Any news of an update? It's been a few months, wondering if anything's happening here. Hope so, it's an awesome wad. 0 Share this post Link to post
Quasar Posted May 26, 2011 If I had to venture a guess I'd say Gazebo is butting his head against some limits again :P I've had to expand Eternity twice already just to keep it running this wad :> (first was a numerical stability fix, second was addition of ZDoom uncompressed nodes and full removal of the segs/subsectors limits). 0 Share this post Link to post
Daiyu_Xiaoxiang Posted May 26, 2011 I hope there's more maps to be seen and updated. So far there's only 14 maps in Sunder, this wad is so awesome. If there's more maps updated, probably we can watch some new demos by okuplok90 again. 0 Share this post Link to post
Death Egg Posted May 26, 2011 Every time I see this thread at the top of the sub-forum I get excited for an update, only to be disappointed. I can only imagine how much bigger the maps can get... 0 Share this post Link to post
j4rio Posted May 28, 2011 Welp now that thread got bumped, I can complain. Map 13 doesn't work for me on glboom+ 2.5.0.8 exiting with error message "gld_FlatEdgeClipper : Too many points in carver" - it does work with prboom+ of the same version though. Help!1! 0 Share this post Link to post
entryway Posted May 29, 2011 j4rio said:Map 13 doesn't work for me on glboom+ 2.5.0.8 exiting with error message "gld_FlatEdgeClipper : Too many points in carver" - it does work with prboom+ of the same version though. Help!1! Use the latest release. 0 Share this post Link to post
cbronson Posted May 29, 2011 I'm not gonna lie: I only play this because the maps are some of the finest examples in Doom mapping ever. To be able to beat them, though, it's a whole different story. Maybe I could beat them playing coop with, say, 99 buddies :P 0 Share this post Link to post
j4rio Posted May 29, 2011 entryway said:Use the latest release. I wonder why haven't I thought of that. Thanks. 0 Share this post Link to post
Death Egg Posted June 29, 2011 For the hell of it, I decided to port the first 5 levels of Sunder to Chex Quest 3. Download here. If you want more information and screenshots, look here. Just to note, it is quite a bit easier than the original by default, as most of the enemies have less attacks, have weaker attacks, and a lot of enemies didn't have counterparts so were deleted. 0 Share this post Link to post
DuckReconMajor Posted June 29, 2011 This is wonderful. Heh, I can actually beat the first level. And the second. And it's Chex. Delicious, wonderful, kid snot on Chex. 0 Share this post Link to post
Marcaek Posted June 30, 2011 This is one of the most beautiful sets of levels for Doom ever. Has anyone beat all of the current levels legitimately? 0 Share this post Link to post
Rizera Posted June 30, 2011 Marcaek said:This is one of the most beautiful sets of levels for Doom ever. Has anyone beat all of the current levels legitimately? j4rio has beaten quite a few legitimately. Okuplok has beaten them all but people most of the time are suspicious about his legitimacy thanks to his amazing evading skills. 0 Share this post Link to post
j4rio Posted June 30, 2011 I don't want to derail thread, but I find okuplok's stuff entirely legitimate. That guy still is one of the most awkward doomgods ever. 0 Share this post Link to post
Solarn Posted June 30, 2011 Yeah, I think Okuplok's stuff is entirely legitimate. Speaking as someone who's only capable of beating Sunder with copious amounts of saving and loading, the evading itself isn't the hard part, it's remembering not to evade into the middle of a horde or into lava. It requires a level of tactical thinking that I do not have, but he definitely does. Besides, who are these "people most of the time"? The only person so far who I've seen express this sentiment was YOU. Are you trying to use Fox News tactics on us? 0 Share this post Link to post
j4rio Posted June 30, 2011 http://www.doomworld.com/vb/doom-speed-demos/51631-okuplok-incident/ 0 Share this post Link to post
Solarn Posted June 30, 2011 Wow, some people are assholes. Doesn't surprise me about myk, but I thought Use3D would have been more reasonable. EDIT: Say, Gazebo, if you're still around, I have a request. I remember that originally the first two maps were completely different, but I never got to play them because I started testing just after you've scrapped them and replaced them with Python and The Burrow. Do you still have the original MAP01 and MAP02 and if so, could you make them available? I'd like to test myself against them. 0 Share this post Link to post
Avoozl Posted June 30, 2011 Edit: Whoops I didn't realize I was looking at the first page. :P 0 Share this post Link to post
Solarn Posted June 30, 2011 The early version of Hag's Finger was never even halfway finished. What you see in that picture is all there is. Only a tiny corner of the outmost circle was ever completed, analogous to the very first room in the final version. If you still want it, here it is: http://www.zshare.net/download/92072099b93ffede/ Sadly, I don't think I have the early versions of Sunder itself anymore, as I overwrote them. The earliest one I have is one with Pale Monument already at MAP08 and playable. 0 Share this post Link to post
Solarn Posted June 30, 2011 They were completely different. When I joined in the testing, Gazebo had just remade them as the two we have now, and the screenshots in the first post still showed the originals. They were insane. I seem to remember there being posts about them, but they either got deleted or I'm misremembering. 0 Share this post Link to post