joe-ilya
Don't quit now! We're still spending your money!
Resurrected
Posts: 2,889
|
Post by joe-ilya on Jun 24, 2024 12:59:33 GMT -5
which version of the project was this recorded for? Demo desynced for me when you were punching a chair (rc1 map06 ~6th minute) The RC1 provided in OP. matador Did you sneakily update the RC1?
|
|
matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,178
|
Post by matador on Jun 24, 2024 23:26:22 GMT -5
which version of the project was this recorded for? Demo desynced for me when you were punching a chair (rc1 map06 ~6th minute) The RC1 provided in OP. matador Did you sneakily update the RC1? Nope, there's only one RC1. No updates yet. Thanks for the demos, btw.
|
|
|
Post by optimus on Jun 25, 2024 16:44:22 GMT -5
I am keeping playing it and will upload video soon. But why does ending MAP17 takes me back to MAP17? Now I have to IDCLEV to 18 and IDKFA to give me back all my weapons.
|
|
matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,178
|
Post by matador on Jun 25, 2024 17:17:10 GMT -5
I am keeping playing it and will upload video soon. But why does ending MAP17 takes me back to MAP17? Now I have to IDCLEV to 18 and IDKFA to give me back all my weapons. It's an error in the MAPINFO. Not sure how far along you are but I can have the bugfix up later tonight.
|
|
matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,178
|
Post by matador on Jun 25, 2024 23:59:52 GMT -5
RC2 is here: www.dropbox.com/s/byc16rxfw3pajsc/DBP_66_RC2.zip?dl=1https://www.dropbox.com/s/byc16rxfw3pajsc/DBP_66_RC2.zip?dl=1 Changes: MAPINFO - MAP17 no longer loops * Added par times for RMG's two maps MAP01 - Fixed a softlock - Removed ground light that pops up when the tag 666 door opens. MAP06 - Fixed sink overflow MAP09 - Removed teleporting monster closet monsters from Red key area MAP10 - More obvious lift texture MAP12 - Fixed short popup trigger linedef and OenGL flashing red triangle floor. MAP13 - Minor detailing edits? MAP15 - Fixed (?) issue with boxes raising too high. - Moved level-ending walkover lines to exit teleport - More detailing - Added a proper secret exit that connects to the two bonus maps (the HOM is intentional here, it's a dimensional rift). MAP18 - Minor fixes to aid progression MAP19 - Made barrels more visible, moved around some ammo. MAP20 - Slime trails fixed - Visual updates around the map - Broken monster closet fixed - Light blink damage floor removed MAP21 - Slime trails tracked down and fixed - Visual updates to several areas - Monster placement for northwest circle fight changed - Red area secret has better indicating - Blue lock-in fight has an escape route (so players aren't forced to take on the orange area if they have resources left behind) MAP23 - A little more detailing MAP31 - Removed some of the weapons/ammo from UV so it plays a bit better in continuous (since it's now linked in via secret exit). OTHER * Optional CR Lumps WAD for texts to not be one color in boom menus is included in the DBP66_Extras folder. * More accurate CREDIT lump * Fixed .txt map/music errors * Added story text for text screens * Added optional widescreen status bars, courtesy of NightFright, included in DBP_Extras folder.
|
|
|
Post by thehockster on Jun 26, 2024 10:32:22 GMT -5
|
|
matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,178
|
Post by matador on Jun 26, 2024 22:31:34 GMT -5
Also on Twitch too: Get in here folks!
|
|
joe-ilya
Don't quit now! We're still spending your money!
Resurrected
Posts: 2,889
|
Post by joe-ilya on Jun 27, 2024 12:35:36 GMT -5
FDAs for MAP16-MAP20 and MAP31 cause why not : dbp66_16-20joeFDA.zip (181.72 KB) MAP16 kvsari This map is fantastic with brilliant enemy encounters and fun semi-realism. But unfortunately it completely fumbles the ending by layering confusing puzzles upon confusing puzzles and completely ruined the flow of shooting hordes. Why does the player have to go around a different way to prevent the forcefield from re-blocking the yellow disk? That was really confusing to figure out and I did not feel smart when I eventually realized what I was supposed to do. I have zero ideas what to do about that red disk, I eventually got crushed raising a bridge trying to figure out what to do, and it was right at the end, so I didn't feel like beating the map because it burnt me out of it. Next time you want to have some puzzle elements, I suggest to have them as secrets, or make a map more focused on that element, so it doesn't happen abruptly in the middle of the map. MAP17 JadingTsunami Well this is definitely made by a programmer, judging by all these descriptively labeled switches that do some technical things to the gravity. heh. So far the most adventurous map in the set, the non-linearity and the scale is so well executed here, and the gimmicks work perfectly. MAP18 corvus262 Progression in this is confusing, I couldn't tell whether the keys were part of the main progression to the exit, or if they are a deviation to an optional path with goodies. Even after reaching the exit I should've already solved the map, but despite finding all the secrets and having all the keys, I was still unsure where to find the megasphere and the plasma gun/BFG, which would've been immensely helpful for the final battle against several commanders and pain elementals. The combat in this is still very good despite not finding the aforementioned items. That's the strongest part of the map here. MAP19 AskYourDrAboutUVFast So happy to see a barrel aficionado like me, the barrels can be used to circle around a pillar and get launched behind the enemies, and they can be used to get launched on top of enemies if you shoot them from one end, etc. The lack of a SSG was a very welcome change and gave the other bigger weapons the limelight, and made the imminent cyber turrets last longer, making the hike up the mountain intense. Players not playing with a pistol start are missing on some awesome moments, I can easily imagine players sniping at the big turrets from a boring, safe distance with their 600 cells, 100 rockets and shells, 400 bullets arsenal from their entire playthrough. The BFG didn't lose the map's steam either, almost completely repopulating the map and forcing to fight for space to move in a sunlust-ish slaughterfest fashion, which I'm surprised made it onto a DBP, knowing 40oz's target audience. Thank you for not using the commanders here apart from the exit room, they would've been complete bullshit. MAP20 BearInThaWoods Dayum, not even a pump shotgun now? Getting hardcore over here! I like it! I've been personally somewhat burnt out of using the shotguns, and it seems like for these past two maps others have been feeling the same way. I say keep rocking that shotgunless map style, it keeps this game feeling fresh as hell. Anyways, a delicious designed arenas map, with more exquisite barrel placement, and great ammo balance; cells and rockets weren't overly abundant, and made me think more carefully about how I spend them and what my movement options become.
|
|
joe-ilya
Don't quit now! We're still spending your money!
Resurrected
Posts: 2,889
|
Post by joe-ilya on Jun 28, 2024 3:35:40 GMT -5
FDAs for MAP21 and MAP22 : dbp66_21-22joeFDA.zip (57.26 KB) MAP21 BearInThaWoodsSome barrels before getting any big weapons would've been nice, they added so much fun factor to the previous map. It was getting slightly irritating to fight many mid-tiers with just a chaingun-shotgun (and berserk), even with infighting. Finding the switch to lower the yellow exit switch was troublesome, I was walking around the whole map, trying to see what I missed, and finding the remainder of the secrets before I found the arena. I think I missed it because it was in a pit which I assumed was some damaging pit with nothing in it because I didn't look deep into it. Between these issues the map played very well. MAP22 thehocksterIt's about time somebody does the oxygen gimmick. It was executed nicely here. Using the BFG was fun and gave me good two-shot exercises against the cyberdemons, I haven't done that in a while. I think for the very last encounter there should've been 2 cyberdemons instead of just 1, to give it a more grandiose closure after only fighting a few isolated ones. MAP23 matadorThat's one elaborate credits map. Props on studying each map and giving each credited mapper their own little room based on their style.
|
|
|
Post by thehockster on Jun 28, 2024 17:30:52 GMT -5
Thanks for playing and for the demo joe-ilya ! Was a fun watch! I have it on sched to (hopefully) finish up the playthrough tomorrow night! youtube.com/live/gve1plEqTa8Will also be streaming it on Twitch ^^^up there! Appreciate the share matador !
|
|
|
Post by boom_compatible on Jul 1, 2024 19:55:26 GMT -5
Very cool maps! I don't know if it's intentional, but on map 18, line 1982 is without the impassable flag and so the player can go very quickly straight to the final part of the map without actually exploring it.
|
|
qwaz
Doomer
Posts: 93
Member is Online
|
Post by qwaz on Jul 22, 2024 10:53:04 GMT -5
Loving this so far! Thanks for the work!
|
|
|
Post by noisomedead on Aug 7, 2024 10:37:44 GMT -5
great maappack, the last few levels are really fun
i found a small issue with map31. the exit is marked as regular and uses mapinfo to go to map32, this means in ports like crispy doom it takes you to map16. if it were the secret exit it would work as intended in all cases
|
|
|
Post by kupo on Aug 18, 2024 16:52:32 GMT -5
|
|
joe-ilya
Don't quit now! We're still spending your money!
Resurrected
Posts: 2,889
|
Post by joe-ilya on Aug 18, 2024 17:30:47 GMT -5
Switch to software renderer
|
|
matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,178
|
Post by matador on Aug 20, 2024 7:18:16 GMT -5
great maappack, the last few levels are really fun i found a small issue with map31. the exit is marked as regular and uses mapinfo to go to map32, this means in ports like crispy doom it takes you to map16. if it were the secret exit it would work as intended in all cases Thanks, glad you enjoyed it. Thanks for the bug report, I'll get that fixed in the next RC. Same for the HOM kupo reported, I'll look into that as well.
|
|
|
Post by kupo on Aug 22, 2024 22:44:29 GMT -5
Switch to software renderer Not as prevalent but still noticeable
|
|
SilverMiner
You're trying to say you like DOS better than me, right?
Posts: 1,251
|
Post by SilverMiner on Aug 23, 2024 3:04:48 GMT -5
My room in crew quarters decorated with literally nothing was a huge lol
|
|