Confinement 256 Bugfixed/Polished and NEW EXPANSION
Jun 12, 2018 16:57:06 GMT -5
Post by Deleted on Jun 12, 2018 16:57:06 GMT -5
First, the original:
To go with the release of the new set of maps I made, I decided to touch-up this behemoth just a little bit! 10 maps were changed ever so slightly; some were to make the ride through the whole thing a bit smoother, others were kinda near-impossible to complete for various reasons (lookin' at you, Barrel Mines!). One map of mine was replaced entirely by a brand-new map, also!
Here's the list of the exact changes:
CONF00: Fire Dust Labs
Added more ammo, skill levels, and a mastermind fight that's less annoying.
CONF02: Fountain of Imps
Finally figured out how to remove that HOM at the start, added armor at the end for the next map. XD
CONF09: Projectile Purge
Removed impassable lines so the pain elementals and what not are actually a threat, but now you die if you rocket jump out the area!
CONF14: Barrel Mines
Removed a few barrels. "Hallelujah!"
CONF21: Journey Across The Techbase
by Jaws In Space
Added some blocking lines so the one imp and cacodemon don't end up roaming around the entire map out of sight.
CONF25: The Shooting Range
by Mosshopper
Romero was on top of a lowering wall when he should be behind it.
CONF41: Small Cargo Starship
by Angry Saint
Removed one teleport destination that didn't need to be there.
CONF42: Aggressor
by Jaska
Removed a big HOM towards the end of the map and some inaccessible secret areas.
CONF51: Trial of Blood
by rdwpa
For some strange reason, GZDoom didn't "count" the items you get at the start. Like, in the first tic of the map the game says you get all the ammo and weapons you were supposed to have, but it didn't actually happen, "Where's my chaingun?!". So that little oddity (a ZDoomism?) is gone in the form of some extra scrollers.
CONF58: Cyberbox 256
by Scifista42
Added a BFG and invulnerability sphere on UV. I don't see how anybody was supposed to complete this map originally!
The new map is (at least my version of) Stairway Outta Hell by Arctangent. It replaces what was originally CONF17: Inertia.
Download Here.
-------------------------
And now, the Expansion!
Two THREE important things to know first:
1. This is completely separate from the original 256 (so, don't load them together!).
2. This NEEDS to be played in PrBoom+ 2.5.1.5 with, I think, -complevel 9.
3. The text-file explains what each map does, I realize I haven't made it clear enough in-game despite the text-screens, my fault.
Numerous things in maps simply don't work in GZDoom, such as the puller object in MAP14. Many maps rely on the way certain sprites and textures render in the software renderer as well. Maps require using tricks that only work in vanilla/boom; compatibility options notwithstanding. DeHackEd patch doesn't behave like it's supposed to in (G)ZDoom, etc. Two maps have an MBF-exclusive feature as well, so they won't work in DOS Boom.
Anyway, this is a set of 20 maps (originally unfinished) and ideas I've had since development of the first Confinement 256, but ended up not making it to the initial release either due to lack of time, lack of motivation, lack of creativity or some combination thereof. These things were gathering dust and decaying away on my hard drive so one day I thought to actually make them a reality! Hence, this WAD.
It's completely done and ready to be sent off to /idgames, but there's one problem: I need people other than myself to playtest it now!
So here, the Official Release of The Mystery of Scrapped Concepts.
Difficulty might seem all over the place, but I kinda wanted to have breather maps scattered about, like in "Community 256". Difficulty is also supposed to peak at MAP06 and then reset a bit from there.
To go with the release of the new set of maps I made, I decided to touch-up this behemoth just a little bit! 10 maps were changed ever so slightly; some were to make the ride through the whole thing a bit smoother, others were kinda near-impossible to complete for various reasons (lookin' at you, Barrel Mines!). One map of mine was replaced entirely by a brand-new map, also!
Here's the list of the exact changes:
CONF00: Fire Dust Labs
Added more ammo, skill levels, and a mastermind fight that's less annoying.
CONF02: Fountain of Imps
Finally figured out how to remove that HOM at the start, added armor at the end for the next map. XD
CONF09: Projectile Purge
Removed impassable lines so the pain elementals and what not are actually a threat, but now you die if you rocket jump out the area!
CONF14: Barrel Mines
Removed a few barrels. "Hallelujah!"
CONF21: Journey Across The Techbase
by Jaws In Space
Added some blocking lines so the one imp and cacodemon don't end up roaming around the entire map out of sight.
CONF25: The Shooting Range
by Mosshopper
Romero was on top of a lowering wall when he should be behind it.
CONF41: Small Cargo Starship
by Angry Saint
Removed one teleport destination that didn't need to be there.
CONF42: Aggressor
by Jaska
Removed a big HOM towards the end of the map and some inaccessible secret areas.
CONF51: Trial of Blood
by rdwpa
For some strange reason, GZDoom didn't "count" the items you get at the start. Like, in the first tic of the map the game says you get all the ammo and weapons you were supposed to have, but it didn't actually happen, "Where's my chaingun?!". So that little oddity (a ZDoomism?) is gone in the form of some extra scrollers.
CONF58: Cyberbox 256
by Scifista42
Added a BFG and invulnerability sphere on UV. I don't see how anybody was supposed to complete this map originally!
The new map is (at least my version of) Stairway Outta Hell by Arctangent. It replaces what was originally CONF17: Inertia.
Download Here.
-------------------------
And now, the Expansion!
1. This is completely separate from the original 256 (so, don't load them together!).
2. This NEEDS to be played in PrBoom+ 2.5.1.5 with, I think, -complevel 9.
3. The text-file explains what each map does, I realize I haven't made it clear enough in-game despite the text-screens, my fault.
Numerous things in maps simply don't work in GZDoom, such as the puller object in MAP14. Many maps rely on the way certain sprites and textures render in the software renderer as well. Maps require using tricks that only work in vanilla/boom; compatibility options notwithstanding. DeHackEd patch doesn't behave like it's supposed to in (G)ZDoom, etc. Two maps have an MBF-exclusive feature as well, so they won't work in DOS Boom.
Anyway, this is a set of 20 maps (originally unfinished) and ideas I've had since development of the first Confinement 256, but ended up not making it to the initial release either due to lack of time, lack of motivation, lack of creativity or some combination thereof. These things were gathering dust and decaying away on my hard drive so one day I thought to actually make them a reality! Hence, this WAD.
It's completely done and ready to be sent off to /idgames, but there's one problem: I need people other than myself to playtest it now!
So here, the Official Release of The Mystery of Scrapped Concepts.
Difficulty might seem all over the place, but I kinda wanted to have breather maps scattered about, like in "Community 256". Difficulty is also supposed to peak at MAP06 and then reset a bit from there.