40oz
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Posts: 5,534
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Post by 40oz on May 1, 2021 21:03:33 GMT -5
Stroggman's Tundra is a short episode for Doom 2 designed for limit removing source ports made by various members of Doomer Boards. Big props to PRIMEVAL for supplying the music that was used in this project. DownloadMAPLIST■ MAP01: Super Entryway - 40oz■ MAP02: Situation Nominal, All Frozen Up - redeadita■ MAP03: The Gauntlet - joeilya■ MAP04: Snowball Effect - a2rob■ MAP05: Cozy Caverns, Warm Machinery - redeadita■ MAP06: Project Vermicide - 40oz■ MAP07: Frozen Assets - matador■ MAP08: Valleys of Camanis - peerdolius■ MAP09: Interuder Alert - 40oz■ MAP10: Exitway - 40oz
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40oz
diRTbAg
Posts: 5,534
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Post by 40oz on May 2, 2021 0:48:58 GMT -5
blaah. I ran a map analysis on MAP07 and it ended up removing a bunch of 'unused' textures because they aren't exposed until AFTER linedef actions are triggered. What a stupid tool.
Anyway I updated the link with the corrected MAP07 so if you downloaded before the timestamp of this post, redownload above.
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Deleted
Deleted Member
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Post by Deleted on May 2, 2021 6:14:20 GMT -5
40oz, well, it is not reliable to do modifications of the kind "map analysis" suggests, or rebuild nodes with a different nodebuilder (version) than the one used by the author. In fact, any kind of modifications (and these ARE modifications even if the same nodebuilder is used, or you seem sure about that applying "map analysis" suggestion) shouldn't be done in compiling stage, unless you are willing to retest the map thoroughly yourself. Don't blame the tool, there is no way to know which textures are specified but not really used in the map, because sector height can change multiple times due to multiple actions affecting it at different time. So I would say it's a protocol error, not program's. Of note, I'm not suggesting that unused textures in a wad are not removed - they should be, but only if they are really unused (not specified in any map AT ALL, not just invisible in game, but like totally absent from all maps in the most hard way possible).
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40oz
diRTbAg
Posts: 5,534
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Post by 40oz on May 2, 2021 7:29:51 GMT -5
I agree. I won't be doing that again, that's for sure.
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40oz
diRTbAg
Posts: 5,534
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Post by 40oz on May 2, 2021 13:15:59 GMT -5
gonna play through a little bit of this today.
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Post by dr_st on May 2, 2021 15:52:57 GMT -5
Of note, I'm not suggesting that unused textures in a wad are not removed - they should be, but only if they are really unused ( not specified in any map AT ALL, not just invisible in game, but like totally absent from all maps in the most hard way possible). You would think it is a rather simple test that all these tools should have among their modes of operation.
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Lobo
Doomer
Posts: 556
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Post by Lobo on May 2, 2021 16:26:57 GMT -5
Got as far as map 5, loving it so far!
Good job guys!
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peerdolius
Doomer
I met God and he was THOD - Viper
Posts: 181
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Post by peerdolius on May 2, 2021 18:06:41 GMT -5
Amazing stuff, glad to have been a part of it. Played through the wad pistol starting yesterday and had a lot of fun. Map01 is a solid opener. Map02 is a lot tougher than it looks. Map03 has a lot of great traps and secrets. Map04 kicked my ass with that close-quarter revenant and hellknight arena. Map05 is a nice short breather. Map06 has a lot of grand architecture and great texturework. Map07 is extremely creative, from breakable ice to the secrets and the small details. Map09 makes very good use of large spaces and once again 40oz's texturework is top tier. Map10 is a nice little credits map. DBP slaughtermap wad when ?All in all a fun mappack with solid aesthetics.
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40oz
diRTbAg
Posts: 5,534
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Post by 40oz on May 3, 2021 8:21:58 GMT -5
changed link from mediafire to doomshack. thanks Doomkid
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Post by lunchlunch on May 6, 2021 2:11:11 GMT -5
This was a great WAD, guys. MAP01 - Good start to the WAD, sets the tone, and is a fun area to explore. MAP02 - A little forgettable, when I went back through the levels to refresh my memory of which was which, I didn't remember playing this MAP03 - Great homage to DOOM II's MAP03, that section is so iconic for me MAP04 - Fun little hectic arena MAP05 - Short but serviceable. Feels like maybe a scrapped section of a different level. MAP06 - Very stunning architecture and cave geometry, it makes me wonder why there's so many misaligned textures. I spent five minutes running around at the end looking for the yellow key, I didn't notice that bar lowering before because I was focused on the fight. MAP07 - Awesome concept, and well executed. This was my second favorite map. MAP08 - This was my favorite map, it was a gargantuan, sprawling masterpiece. It took me 34 minutes to complete but I was able to beat it first try because it's fair. Although I had to use IDCLIP right at the very end because if you fall in between the stairs, you can't get out. I'd have been butthurt if I was recording a demo lol. The standout sections to me were the cyberdemon fight, the final caco room, and especially the crate maze arena. MAP09 - Quick and fun circle strafe arena with plenty of ammo to spare MAP10 - The inclusion of an arena in the credits map was much appreciated, it was fun to go ham here with an abundance of supplies
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,073
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Post by matador on May 6, 2021 12:20:23 GMT -5
DBP slaughtermap wad when ? I really like this idea. Think it would be cool to try and do a sort of accessible slaughter DBP and in general to do some DBPs in different mapping styles (adventure, puzzle, and so forth). Congrats on your map, by the way, really good stuff. This was a great WAD, guys. MAP01 - Good start to the WAD, sets the tone, and is a fun area to explore. MAP02 - A little forgettable, when I went back through the levels to refresh my memory of which was which, I didn't remember playing this MAP03 - Great homage to DOOM II's MAP03, that section is so iconic for me MAP04 - Fun little hectic arena MAP05 - Short but serviceable. Feels like maybe a scrapped section of a different level. MAP06 - Very stunning architecture and cave geometry, it makes me wonder why there's so many misaligned textures. I spent five minutes running around at the end looking for the yellow key, I didn't notice that bar lowering before because I was focused on the fight. MAP07 - Awesome concept, and well executed. This was my second favorite map. MAP08 - This was my favorite map, it was a gargantuan, sprawling masterpiece. It took me 34 minutes to complete but I was able to beat it first try because it's fair. Although I had to use IDCLIP right at the very end because if you fall in between the stairs, you can't get out. I'd have been butthurt if I was recording a demo lol. The standout sections to me were the cyberdemon fight, the final caco room, and especially the crate maze arena. MAP09 - Quick and fun circle strafe arena with plenty of ammo to spare MAP10 - The inclusion of an arena in the credits map was much appreciated, it was fun to go ham here with an abundance of supplies Thanks for the compliments and glad you enjoyed the WAD. I've come a long way from harassing you with archviles and world-destroying elevators. I've got to say though, I missed your presence on this one so I hope we get some more maps from you in the future.
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Post by optimus on May 8, 2021 3:41:47 GMT -5
There is a place in MAP07 where you can get stuck. There is a wall that comes down with few pink Demons inside, like a secret. The other side is opening near the end. If you enter and the elevator sector that you lowered goes up again there is no way to go back. I wonder if this is before or after the update 40oz did. I did play that map today but not sure when I downloaded the WAD, I'll check.
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,073
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Post by matador on May 8, 2021 11:49:37 GMT -5
There is a place in MAP07 where you can get stuck. There is a wall that comes down with few pink Demons inside, like a secret. The other side is opening near the end. If you enter and the elevator sector that you lowered goes up again there is no way to go back. I wonder if this is before or after the update 40oz did. I did play that map today but not sure when I downloaded the WAD, I'll check. Sorry for the bug, thanks for pointing it out. I overlooked that people might get into the computer room from the cave area instead of from the warehouse, so that's the reason for the softlock. This is separate from the update 40oz did, so this bug should be present in both versions.
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40oz
diRTbAg
Posts: 5,534
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Post by 40oz on May 8, 2021 13:08:32 GMT -5
Gotta get ya map in earlier! Respectfully, I could see that you put a lot of work in to get the map to a functional and playable state. A little extra polish and a day or two of some exhaustive playtesting was probably the right thing to do here. No problem, ya live and ya learn. Still a dope project and a great map.
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,073
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Post by matador on May 8, 2021 16:12:39 GMT -5
Gotta get ya map in earlier! Respectfully, I could see that you put a lot of work in to get the map to a functional and playable state. A little extra polish and a day or two of some exhaustive playtesting was probably the right thing to do here. No problem, ya live and ya learn. Still a dope project and a great map. Yeah, I know. I'm trying to work on my mapping speed but I'm just not a fast mapper at this point. More time for more testing would help but I think there's some things actual players are going to be more likely to find then playtesters.
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40oz
diRTbAg
Posts: 5,534
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Post by 40oz on May 8, 2021 22:20:51 GMT -5
matador you picked the best music for your map. It's like the track was made for your map. It's a really fun experience. At the start of this project I was wondering if there was any way we'd use that track in a theme like this and you pulled it off perfectly!
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,073
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Post by matador on May 9, 2021 22:03:18 GMT -5
matador you picked the best music for your map. It's like the track was made for your map. It's a really fun experience. At the start of this project I was wondering if there was any way we'd use that track in a theme like this and you pulled it off perfectly! Thanks 40oz, I chose the music first and tried to map around it. I liked the offbeat nature of the song and felt it might work out OK.
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Post by joe-ilya on May 10, 2021 8:28:20 GMT -5
Streaming this :
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