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Post by dangerousdaviebowie on Jan 16, 2023 22:03:35 GMT -5
The Infernal Ritual is a single map designed for DOOM 2 and made with Boom-format.
It's been tested with LZDOOM, ZZDOOM, and ZDOOM.
The map has two difficulties that come with it. UV and HMP. The wad is intended with vanilla style in mind but if you like to play with mods and vertical mouse-look be my guest. Download here: Version 2<<<<-Drop-Box Link Skybox: IDSKY BOORU
Music: Biobrew-Fookerton
Updates: -Fixed a weird floor glitch where demons clip through the ground.
-Added some monster traps
-Changed some monster placements for UV.
-Changed the music to something more fitting.
-Fixed some mistakes regarding to anyone playing on Pr-Boom.
-Added extra rooms.
-Changed some secrets areas
-Reduced some health and ammo to what could be somewhat challenging.
-Added context for the automap before somebody gets the wrong idea.
I'll be having another friend of mine uploading my map on Doomworld. Don't worry it's just only me being nervous of walking on eggshells over the Bad Blood between DB and Doomworld.
Thanks and have fun!
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Post by snowy44 on Jan 18, 2023 3:43:45 GMT -5
Awesome map, really enjoyed it! It has a very natural flow to it.
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40oz
diRTbAg
Posts: 5,536
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Post by 40oz on Jan 18, 2023 10:56:41 GMT -5
dangerousdaviebowie I played it in prboom on complevel 9, but the map crashes as soon as I see daylight (Exiting on signal 11) I believe this has to do with the sky texture being in PNG format. I was able to fix this pretty quickly in slade so I could go back to playing. Instructions on how to fix in the spoiler. See the PNG file format next to the sky patch. Right click on this lump. Go to Graphic > Convert to... Make sure Convert to: is set to Doom Gfx palleted. Everything else should be good. Then select convert, then save the wad. This map plays very well. Gameplay was fair, item placement was good. I enjoyed exploring this map a good bit. I liked finding secrets inside of secrets, such as the shoot switch inside of the hidden library secret. It looks really nice. I like the detailing and texture alignment is very nice and clean. Great job! Though the texture alignment on the bricks on the side of these steps was particularly noticeable to me. I have some other minor notes as well. There's missing textures on the backs of these monster closet doors. Not super important, but HOM effects are visible if you go inside. this sector in front of the blue door is having some weirdness. I can't really diagnose it from the editor, but when I played the map I mysteriously fell into some invisible pit and got stuck somehow. I was able to skulk around the outside of the sector to get around it on my second try, but I think the sector is registering as unclosed for some reason. This sector might need to be deleted and redrawn. There's a lost soul stuck to this cacodemon on ultraviolence skill. I think the lost soul (thing 673) is probably supposed to be set to medium difficulty probably? The secret door to the computer area map could use lower unpegging on the doortracks I'd suggest making these monsters unchecked for ambush. The corner pillar blocks their sight line so it's kinda silly to be allowed to take them out one at a time. I got stumped here and had to quit. When I checked the editor, these doors don't open because they are set to 114 SR door open wait close, which means switch operated, but they are tagged to 0 so they don't open anything. (It works in zdoom based source ports though, I think) I think the linedef type you are looking for is DR door open wait close (fast), (linedef type 117) which would fix it. Alternatively you can keep type 114 and give each of these door sectors a unique sector tag and set the lines to open that tag. Unfortunately I wasn't really able to complete the rest of the map so I don't have any comments on the rest. I did enjoy playing the map quite a bit and the map looks really good. I really wish I had gotten to see that sector pizza
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Post by dangerousdaviebowie on Jan 18, 2023 20:35:48 GMT -5
This map plays very well. Gameplay was fair, item placement was good. I enjoyed exploring this map a good bit. I liked finding secrets inside of secrets, such as the shoot switch inside of the hidden library secret. It looks really nice. I like the detailing and texture alignment is very nice and clean. Great job! Appreciate it. This isn't really my first time posting a map on here, since brick temple was posted here but the attachment got deleted. Dunno if I want to repost it since I want to focus on making some more maps. I can't really diagnose it from the editor, but when I played the map I mysteriously fell into some invisible pit and got stuck somehow. I was able to skulk around the outside of the sector to get around it on my second try, but I think the sector is registering as unclosed for some reason. This sector might need to be deleted and redrawn. Ah man, to tell you the truth I had trouble with that one and couldn't figure out what the hell did I fuck up. Trust me, it's not just players, demons occasionally fall through the floor and I just redrew over that sector over and over again yet it still kept doing that. I tried searching for a solution to this but gave up since I couldn't find it plus I was already tired of myself for not having this map done before the first of January. Didn't help that I was constantly replaying my map over and over again till I feel like this is fun for some people. I did enjoy playing the map quite a bit and the map looks really good. I really wish I had gotten to see that sector pizza Glad you did. And again I apologize for those messes I made on to the map that causes PrBoom to act all weird and janky. I'll get right to seeing if I can make it playable for others, then try to atleast test it with that sourceport when I get around to making the next map.
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StodgyAyatollah
Doomer
I'm not here. You're just imagining things.
Posts: 296
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Post by StodgyAyatollah on Feb 23, 2023 5:25:20 GMT -5
Had fun with what I played so far. Will try to play it a bit more and let you know of any bugs I come across or other feedback I may have. EDIT: Finished and enjoyed. Good pacing and aesthetics. A solid map with no real complaints from me. Here's what I found for issues as of v2. There is a sector tagged with a non-boom effect, 25. It's the sector that has the switch that raises the lift by the player start in front of the fireblu. If it's intended to have an effect it won't do anything [it appears to be unnecessary so I'm guessing unintended]. Second is the floor being a bit wonky in one sector. This linedef has a hom extending from it in gl mode. Just moving it's vertices a bit fixed it for me. After completing the map the one big issue is inaccessible secrets and that's a problem since one is a nice treat so you don't want people to miss out. You need to tag the sector that you want to perform the action with the same tag you give to the linedef that triggers it. The lift linedef with the lift sector by the fireblu portal and the the door linedef with the door sector for the south most secret. Gzdoom cheats with those I think. With that fixed everything should be accessible and play properly leaving only minor things like texture stuff an a couple linedefs that should only be one sided that throw errors. One thing to be aware of is how gzdoom handles the hitboxes of monster/decorations/items differently when they overlap things. I believe gzdoom also cheats this by pushing stuff out of walls when they overlap. You may be able to force more accurate behavior in it's compatibility settings but I'm not sure since I haven't really used it in years. Playing on something engine accurate like dsda stuff will remain stuck and overlapping. There is a fair amount of it in this map, mostly with decorations. There is one spots candles will float up into a wall when a door above opens so I think these types of things will be the bulk of noticeable 'jank' left in your map. I only noticed one shotgunner stuck so it doesn't really impact gameplay.
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roebloz
Doomer
HAUSE_ROEBLOZ
Posts: 111
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Post by roebloz on Mar 21, 2023 19:10:50 GMT -5
I had a lot of fun with this, so much so that I have decided to make it the main subject of Roebloz Plays Doom WADs #26, enjoy! (The video is still uploading atm) Honestly this is the exact style of map I like: Not too long, vanilla, decent but not over-the-top difficulty, just awesome. Did you make any other maps? I would be eager to try them out!
Anyway yeah, good job!
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papasrod
Doomer
why can i not portforward eh
Posts: 23
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Post by papasrod on Mar 28, 2023 18:32:04 GMT -5
Fun and easy to navigate. Great work.
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