Rayziik Posted October 18, 2021 (edited) NOTE: THIS IS NOT A SEQUEL Welcome back. Judgment: Retrial is an update to Judgment, focusing on fixing bugs and during the process making changes to gameplay, mechanics, monsters, and even a good few of the maps themselves. Most of the original is still the same, but all the known issues that unfortunately made it through the testing I did before /idgames have been fixed, and the pain points expressed by all the wonderful people I have been able to watch play and/or speedrun the wad have been alleviated (hopefully!). A teaser of what all has changed: - Weapon swap speed has been doubled - Chainsaw has been replaced with the Impact Gauntlet - All maps recieved more ammo - Provisions have been made for "-coop_spawns" to be playable as a new hardest difficulty - Ambient sounds have been added and used in almost every map - New decorations that fit aesthetics better on some maps are added - And there's so much more! I originally planned to carry all this out for NanoWadMo, but the project ballooned a bit more than I expected it too. It's completely coincidental that I released this on this day in particular. If you've played Judgment already, there's plenty of other things you can probably spend your time playing, but if you're itching for a replay I highly recommend trying it with "-coop_spawns" in your command line! Thanks to everyone who played the original. = OP (Judgment Final) Spoiler After 8 years of (on/off, slow) development, it's finally ready. Judgment is a 34 map megawad that makes extensive use of Dehacked features to modify existing monsters and implement new monsters and mechanics. All difficulty settings as well as multiplayer are implemented. Deathmatch support is implemented, but remains completely untested. This project uses Doom 2 as an IWAD and requires a source port that supports the MBF21 standard. Every map was tested in DSDA-Doom 0.22.0 and GZDoom 4.7.0, using hardware rendering. Other source ports that support the standard should work as intended. Judgment focuses on two facets of gameplay: pressure and set-pieces. The gameplay is centered around pushing and pulling you into different situations where you must use your skills to survive. Conversely, the harder you push the harder it will push back, and sometimes knowing when to run is the best choice will mean the difference between dying and getting through. Between the various set-pieces is a healthy amount of incidental combat to keep you on your toes. Think Plutonia painted with a modern brush. I believe this project somewhat represents a timeline of my mapping style as it has evolved over the last eight years. The first map was made in the summer of 2013, and the final map was completed in the winter of 2021. Originally the project was targeted at Boom compatibility with a few minor Dehacked edits, but was eventually lifted to MBF compatibility to allow for more extensive changes. With the recent release of the MBF21 standard, the Dehacked was rewritten entirely once again into it's final state, and the maps were modified to take advantage of some of the new features. = Pictures: (linked thumbnails) = Downloads: Judgment: Retrial - RC2 (1/4/2024) • Mirror Spoiler Judgment - Final Release (12/27/2021) • Mirror • /idgames UDB Config & Test Map - Mapping Resource (12/27/2021) • Mirror Judgment Rejects - Standalone (-complevel 09) (11/18/2021) • Mirror = Known Issues: None, I hope! = Design Notes: For the best experience, use DSDA-Doom 0.27.1 or newer, with -complevel 21 if running from the command line or recording demos. GZDoom 4.11.0 and Woof! 10.0.0 should also work completely. Doom Retro and Eternity should be usable as well. Judgment: Retrial uses heavily modified resources and Dehacked to significantly modify monsters. Some maps require these modifications to remain intact in order to operate correctly. Therefore, the usage of mods that modify any monsters is strongly discouraged, as there is a decent chance you will soft-lock yourself, or worse. Maps are all tested from pistol start, although minor consideration was made for continuous play with regards to progression through individual maps. Jumping and Crouching are disabled, but free-look is optional. However, using free-look will ruin some of the visual tricks used in maps; you've been warned! Par times reflect a rough average of UV-Max times while testing the maps. The Doom 2 Minor Sprite Fixing Project is integrated into this Project: https://www.doomworld.com/vb/post/1126249 Maps are separated into 6 distinct episodes: Step into the Fire - 01, 02, 03, 04, 05, 06 Bringing Death in Kind - 07, 08, 09, 10, 11 Mutant Techgnawlogy - 12, 13, 14, 15 Beholding Ancient Fears - 16, 17, 18, 19, 20 On the Seared Surface - 21, 22, 23, 24, 25 Aberrant Chroma-Death - 26, 27, 28, 29, 30 Secret Maps - 31, 32, 33, 34 Secret Exits are found on MAP08, MAP15, MAP24, and MAP31. - Weapon Changes: Chainsaw - Replaced with the Impact Gauntlet, a strong and explosive melee weapon that also benefits from berserk! Pistol - Replaced with a Rifle, it fires faster, does more damage and is perfectly accurate Chaingun -Replaced with the Minigun, it fires much faster but is no longer able to 'chaingun tap' Plasma Projectiles - Look sleeker and sound quieter BFG-9000 - Sprites are changed to the BFG-2704 - Monster Changes: Imps - Renamed to Dark Imps, their projectile attack has been changed to the lightning ball Demons/Spectres - They move slightly faster and their attack's damage happens earlier in the animation Cacodemons - Their attack is now to launch two projectiles in quick succession Barons of Hell - Renamed to Lords of Heresy, they launch two attacks in quick succession and are smart enough to cancel an attack if the target hides Lost Souls - Renamed to Forgotten Ones, they now move slightly faster and will immediately attack on sight, but their health and damage are lowered Arachnotron - Their width has been shrunk down to 100 in order to allow it to squeeze into tighter spaces Pain Elementals - They now have a chance to immediately retaliate after their pain state and will launch an extra Forgotten One upon death - New Monsters: Former Marine - Tougher Former Human who fires repeatedly while the target is in sight Former Captain - Tougher Former Sergeant who fires repeatedly while the target is in sight Former Shock Trooper - Tougher Former Human who fires plasma bolts repeatedly while the target is in sight Former Brute - Tougher Former Sergeant who has an SSG Baby Cacodemon - A baby Cacodemon with a smaller and weaker projectile attack Fallen - A fast, flying demon who launches Revenant Missiles from above Azazel - A bulky goat demon that launches two groups of four wider spreading Mancubus fireballs Wraith - An extermely fast Imp-like demon that only uses melee attacks and can teleport short distances Nightshade - A floating demon with a unique bouncing projectile attack, who can't be revived by an Archvile Archon of Hell - A strong and bulky hell noble with multiple attack patterns and an explosion on death, smart enough to cancel an attack if the target hides, and who can't be revived by an Archvile ...and 2 more! = Map List: Spoiler MAP01 - Pit of Fire (2013) MAP02 - Blood Mountain (2013) MAP03 - Ritual Grounds (2013) MAP04 - Temple of the Lost (2015) MAP05 - Incised Path (2015) MAP06 - The Stronghold (2013) MAP07 - Arcanaeum (2013) MAP08 - Rotting Garden (2013) MAP09 - Hanging Death (2015) MAP10 - Cenotaph (2014) MAP11 - Shrine to Madness (2013) MAP12 - Chemistry (2015) MAP13 - Combustion (2014) MAP14 - Metallosis (2013) MAP15 - Dawn of the Machine (2016) MAP16 - Harlequin Vale (2017) MAP17 - The Slayer's Tomb (2017) MAP18 - Forgotten Abbey (2013) MAP19 - Mourning Palace (2015) MAP20 - Ruination (2015) MAP21 - Entrancemperium (2015) MAP22 - Watershed (2016) MAP23 - Plateau of the Beheaded (2016) MAP24 - Devil's Orchard (2016) MAP25 - Flooded Archive (2016) MAP26 - Cerulean Depths (2016) MAP27 - Emerald Machine (2018) MAP28 - Crimson Oblivion (2019) MAP29 - Amethyst Citadel (2020) MAP30 - The Grand Conjuration (2020) MAP31 - The Shaman's Grove (2021) MAP32 - Walk With Me in Hell (2021) (Note: Slaughtermap) MAP33 - Neon Crater (2016) MAP34 - Circle of Druids (2021) = Changelog: = Judgment: Retrial RC2: (1/4/2024) -Multiple maps were updated to better facilitate true co-op play -Multiple maps had small graphical errors fixed (lighting, improper fake floors, texture offsets, etc.) -Fixed monsters not staying awake in true co-op play on a few maps (MAP02 in particular) -The shaman's upgraded missile attack's tracking ability was nerfed a little bit -A missing Impact Gauntlet on MAP17 was found! -Boss monster triggers that worked slowly or unintuitively were updated (MAP19 in particular) RC1: (12/11/2023) -Initial Release = Judgment - Final Spoiler RC1: (10/18/2021) Spoiler -Initial Release RC1-BF: (10/20/21) -Fixed MAP04 blue key switch being a red key switch instead -Fixed MAP31 boss fight issues -Fixed death exits on MAP06, 10, 15, 20, and 25 for GZDoom -Fixed mapinfo problems for GZDoom that were screwing up level progression RC2: (10/29/2021) Spoiler = Monster Changes Cacodemon -Blood color is now blue Hell Knight -Blood color is now green Lord of Heresy (Baron replacement) -Blood color is now green Baby Cacodemon -Blood Color is now blue -Increased mass by 50% (they still go flying back hilariously, just not as ridiculously far) Nightshade -Blood color is now green Archon of Hell -Blood color is now green -Now has some spread variations to his attack patterns -Added two variant attack patterns with reversed angles = Miscellaneous Changes Blood Splats -Now has a tiny chance of being a blood pool instead Text Screen Music -Music changed to "Crawling Thorns" by James Paddock (Jimmy) = Weapons Changes Rifle -Fires 1 tic faster SSG -Removed the rogue brown pixel = Map Changes MAP01 -Music changed to "Beseiged City" by James Paddock (Jimmy) -Changed the starting platform, no longer a basic circle thing -Moved some action lines near the HK/Imps fight MAP02 -Music changed to "Gravelord's Lullaby" by AD_79 -Minor geometry changes around starting area/first fight and final fight (mostly to control sector moving sounds) -Modified linedef blocking flags in various spots throughout the map -Linedef flag changes for automap use purposes -Moved the secret soulsphere near the blue key area -Texture alignments fixes in large outdoors area MAP03 -Music changed to "Sunset Over Babylon" by James Paddock (Jimmy) -Raised the Baby Cacodemons in the exit room so they enter the fight faster -Fixed a Sky HoM near the starting point -Fixed a Mid-tex bleeding bug in the elevator to yellow key -Texture alignment fixes around starting area -Texture alignment fixes around Minigun pickup MAP04 -Music changed to "Treacle Empire" by James Paddock (Jimmy) -Geometry changes to add extra vertical scale to the starting area -Fixed a Mid-tex bleeding bug at the red key area -Fixed a Mid-tex bleeding bug at the plasma rifle secret -Texture alignment fixes around red key area MAP05 -Music changed to "Deathstalker" by AD_79 -Linedef flag changes for automap use purposes -Texture changes on the inside and outside walls by the switches in the starting area -Archviles from the starting area will appear during the exit room floor battle instead of the exit chamber -Added one archvile to the exit chamber on HMP and UV/NM -Added two medikits by the exit on all difficulties MAP06 -Music changed to "Sol Plummeting" by James Paddock (Jimmy) -Modified linedef blocking flags in various spots throughout the map -Linedef flag changes for automap use purposes -Removed barrels from the death exit -Added two archviles to the final fight, and two more for Co-op MAP07 -Music changed to "Crystal Mountain" by Death -Fixed a Mid-tex bleeding bug in the windows -Texture alignment fixes on upstairs doorway pillars MAP08 -Music changed to "Pollutants" by James Paddock (Jimmy) -Modified linedef blocking flags in the windows -Linedef flag changes for automap use purposes -Fixed a Mid-tex bleeding bug in the windows -Texture alignment fixes on lots of moss textures -Flat changes on support beams in outside area by yellow key -Moved the bullet ammo to the walkway around the mud pit in the pillar room MAP09 -Music changed to "Tungsten" by James Paddock (Jimmy) -Modified linedef blocking flags in some windows and dividing outdoor walls -Fixed a Mid-tex bleeding bug in the windows MAP10 -Music changed to "Emergent Divinity" by AD_79 -Fixed a Sky HoM near the starting point -Fixed a Sky Transfer issue near the red key -Fixed a Mid-tex bleeding bug in final fight area -Texture alignment fixes in minigun hallway -Removed barrels from the death exit -Fixed the teleporters for the archvile trap at yellow key -Adjusted light levels for the item platforms in the blood pits of the main interior room MAP11 -Music changed to "Temple of Tesco" by James Paddock (Jimmy), ft. Dragonfly -Modified linedef blocking flags in the yellow key area -Fixed a Sprite clipping issue in the yellow key area -Texture alignment fixes in yellow key area -Texture alignment fixes on most of the doorways MAP12 -Music changed to "Maelstrom" by Psyrus -Modified linedef blocking flags for the fences outdoors -Linedef flag changes for automap use purposes -Fixed a Mid-tex bleeding bug in the dark central room -Texture alignment fixes on the outdoors rocky map edge -Texture alignment fixes in the yellow key area -Moved a teleporter pad by the yellow key -Added a switch to the wall in front of the cyberdemon, making BFG path optional -Changed some overlapping tag numbers for monster closet teleporter lines -Changed the Archon reveal at the yellow key to happen when the switch is pressed -Moved the trigger line for the mancubus at the yellow key to the gap in the fence -Raised the fence posts so the bricks aren't cut in half MAP13 -Music changed to "Salvation Through Evisceration" by AD_79 -Modified linedef blocking flags on some railings throughout the map -Added a teleport trap at the blue key switch for the hard revenants to use -Raised the adjacent sector ceiling at the lift going up to the blue key -Changed some of the texturing at the lift going up to the blue key -Lowered the platforms to hide the former shock troopers by the blue key so they can ambush when triggered -Changed the lower texture on the lift in the tunnel next to the minigun room -Made a secret door wider -Added a secret cell charge pack MAP14 -Music changed to "Hydrocarbon" by AD_79 -Fixed a Mid-tex bleeding bug in the nukage tunnels by the exit -Fixed a Mid-tex bleeding bug in the nukage tunnels by the plasma rifle -Modified linedef sound blocking flags near the rocket launcher -Lowered the bars blocking the main entrance to the rocket launcher room -Trigger added to raise the bars when the ambush starts -Changed the trigger for the rocket launcher ambush to a switch -Raised the megasphere platform, lowers when the switch is pressed -Closed off the doorway teleporters until after the ambush starts MAP15 -Music changed to "On it's Last Legs" by AD_79 -Fixed the Sky HoMs near the exits -Removed barrels from the death exit MAP16 -Music changed to "Unyes" by James Paddock (Jimmy) -Added two medikits by the exit on all difficulties MAP17 -Music changed to "Ensnared" by AD_79 -Limited how fast the fallen teleport in by the blue key -Changed the trigger sequence for the cacodemon trap on the way to the SSG -Added some rockets to the cacodemon trap on the way to the SSG -Modified geometry at the red key so the archons have some roaming room -Added two medikits by the exit on all difficulties MAP18 -Music changed to "The Raven's Nest" by James Paddock (Jimmy) -Moved some of the trigger lines on the outside ambush on the way to the blue key -Added two medikits by the exit on all difficulties MAP19 -Music changed to "The Occultist" by Tristan Clark (Eris Falling) -Fixed the glowing lights around the yellow key and on the outer edge of the plasma rifle area -Moved the blue armor and shell box in the orange switch room to prevent accidental pickup -Added some more monsters to the ambush at the yellow key MAP20 -Music changed to "Aztec Gods" by James Paddock (Jimmy) -Modified linedef blocking flags on some railings outside -Texture alignment fixes in the final arena area -Removed barrels from the death exit -Fixed a spot outside where you could get stuck -Flipped some teleporters in the central hub for the archviles to use -Modified a trigger line in the hallway with the arachnotron ambush MAP21 -Music changed to "Fire Hive" by James Paddock (Jimmy) -Texture alignment fixes around the "circle of death" fight -Added two medikits by the exit on all difficulties MAP22 -Music changed to "Valiant" by AD_79 -Fixed a potential soft-lock when re-entering the main building if the switch is hit before the door is blocked -Moved the backpack near the red key for visibility of the ammo cache nearby -Added two medikits by the exit on all difficulties MAP23 -Music changed to "Pyraninth" by James Paddock (Jimmy) -Fixed a Mid-tex bleeding bug by the BFG -Fixed a Mid-tex bleeding bug around the teleporting trap -Removed some weird projectile blocking sectors near the edges of the big tar pit MAP24 -Music changed to "Sludgehammer" by AD_79 -Fixed the teleporters in the lava near the big outdoor fight with the BFG -Added vines to the dropdown to the caves leading to the big outdoor fight MAP25 -Music changed to "Sombre Visions" by Tristan Clark (Eris Falling) -Modified linedef blocking flags on some railings outside and in the final fight area -Removed barrels from the death exit MAP26 -Modified linedef blocking flags on some railings in the first section of the map -Modified linedef blocking flags on some railings in the second section of the map -Modified linedef blocking flags on some railings at the final fight arena -Added some extra shotgun shells and shell boxes in the second section of the map -Added two medikits by the exit on all difficulties MAP27 -Fixed a Mid-tex bleeding bug by the plasma rifle -Fixed a Sky Transfer issue in some sectors -Modified linedef blocking flags on some railings in the nukage gallery by the yellow key -Modified linedef blocking flags on some railings in the final fight area -Modified linedef blocking flags on some railings near the plasma gun -Modified linedef blocking flags on some railings in the round rooms by the yellow key -Modified linedef blocking flags on some railings by the megasphere near the blue key -Changed the out of bounds floor to insta-kill the player -Replaced the fire barrels with fire spitters -Added a pile of BFGs to the BFG pickup to provide extra ammo against the cybers that teleport in MAP28 -Modified linedef blocking flags on the edge of the red key platform -Added some geometry and upped the light levels near the dropoff to the tightrope battle -Raised the stand for the rocket launcher so it's visible from other angles MAP29 -Fixed one of the revenants near the berserk not teleporting reliably -Changed the geometry at the entrance of the crystal cave so it's more obviously a way to progress MAP30 -Modified linedef blocking flags on railings on the outside of the main building -Upped the deployment speed of the enemies at the final fight -Retooled the final fight mechanics so that the win condition becomes more obvious and can be completed before all monsters teleport -Crushers added to try and kill holding cell monsters if the win condition is met before they teleport -Changed the par time to the correct value MAP31 -Added DM starts -Fixed a ceiling being lit up incorrectly in the middle of the map RC2.1: (10/31/2021) Spoiler = Map Changes MAP01 -Fixed a Mid-tex bleeding bug in the lava falls secret MAP10 -Fixed some misplaced candles MAP13 -Fixed a HoM on the back side of the blocking walls during the final ambush -Added an extra trigger for the archvile ambush after grabbing blue key and backtracking MAP14 -Fixed the megasphere/rocket launcher room switch not functioning at all RC2.2: (11/1/2021) Spoiler = Monster Changes Fallen -Lowered the wing flapping sound's volume Bestest Boi -Lowered the attack sound's volume -Lowered the idle sound's volume -Added an idle sound when still trapped = Map Changes MAP11 -Added more DM starts, weapons, ammo, and health and armor items MAP15 -Fixed some monsters being incorrectly tagged for DM instead of Co-op -Added things to support DM, previously there was nothing at all MAP17 -Fixed some HoMs in the red key arena area, on the exit stairs MAP18 -Fixed the spoopy Hell Knights from getting stuck in the walls (hopefully) MAP23 -Texture alignment fixes around the starting area -Fixed a big HoM that was appearing by the BFG due to an untagged fake ceiling sector -Changed some geometry at behind the starting point to prevent a potential softlock MAP24 -Fixed a secret not having anything in it on Skill 1/2 and Skill 3 MAP26 -Texture alignment fixes in the final fight arena -Added things to support DM, previously there was nothing at all MAP31 -Changed some difficulty flags on the secret megasphere so it appears on the correct difficulty -Added monster blocking lines around the starting area to keep the cacodemons from wandering off too much -Added a connecting tunnel between the boss fight area and the caco nest so the cacos can sneak on through -Lowered the revenant towers by the starting point so they're less annoying to deal with RC2.3: (11/2/2021) Spoiler = Map Changes MAP07 -Fixed a softlock that could occur after entering the library without kill the arachnotrons in the first section beforehand MAP26 -Fixed a sky transfer issue near the plasma rifle -Replaced some incorrect things that appear in GZDoom with the correct things (Water Fountains) MAP27 -Fixed the lift that requires the blue key so that it doesn't malfunction after one use, causing a softlock RC3: (11/6/2021) Spoiler = Monster Changes Chaingunner -Added gib health value set to 40 Former Marine -Added gib health value set to 40 Former Captain -Added gib health value set to 40 Former Shock Trooper -Added gib health value set to 40 Former Brute -Added gib health value set to 40 = Miscellaneous Changes -Fixed a typo in the text screen after MAP30 = Map Changes MAP08 -Added a big secret for the new secret exit MAP16 -Added a trigger system to speed up NoMo runs MAP17 -Modified linedef blocking flags on the balcony by the exit -Modified a trigger in the cyberdemon hall by the soulsphere/megasphere MAP19 -Changed linedef blocking flags on railings inside the foyer area -Moved the edges of the blocking linedef in the lava sea behind the starting point -Pegged the door linedefs at the invulnerability secret MAP21 -Fixed a softlock that could occur at the exit if the player skips the early BFG -Fixed a HoM on the ceiling in the mancubus gimmick room -Pegged the side textures on the mancubus platform in the gimmick room MAP23 -Added "Pass Use Action" flags to the teleporter lines inside the teleporter trap near red key MAP26 -Fixed a softlock that could occur when in NoMo runs when backtracking to the start point MAP27 -Fixed a softlock that could occur at the SSG if the lift was triggered in the same timeframe as the floor raise trigger was activated -Fixed a potential trigger error by the BFG where the floor would raise up multiple times -Fixed the light level on the BFG pillar MAP29 -Changed linedef blocking flags on railings at the catwalk battle outside the citadel -Changed linedef blocking flags on railings inside the citadel -Texture alignment fix on the lift in the rocket launcher secret -Texture alignment fix on the color indications for the locked doors by the exit -Added linedef blocking flags to the wall sections to prevent the player falling into the inescapable poison -Added linedef monster blocking flags to the pillars at the catwalk battle outside the citadel to prevent flying monsters from being a nuisance -Added blocking bars at the rocket launcher secret to prevent falling into the inescapable poison -Fixed a HoM if the player jumps into the hole where the Archons raise up in the citadel courtyard -Modified trigger mechanisms at the yellow key arena area to speed up NoMo runs -Modified trigger mechanisms at the blue key arena to speed up NoMo runs MAP30 -Modified trigger mechanisms at the final battle to speed up NoMo runs MAP32 -Increased monster count on UV to 2021 -Changed linedef blocking flags on railings all over the map -Added some blocking lines around the play area so flying enemies don't drift too far away and become a nuisance -Modified trigger mechanisms at the blue key arena to speed up NoMo runs -Modified trigger mechanisms at the yellow key arena to speed up NoMo runs -Fixed two pillars being way too low near the yellow key arena MAP33 -Added as a new secret map accessed from MAP08 RC3.1: (11/10/2021) MAP25 -Fixed a softlock that occurs on GZDoom where the red key ends up floating over it's final pedestal Previous Version: (11/19/2021) Spoiler = Monster Changes Wraith -Lowered move speed by 10% Secret Boss -Increased delay from pain state to instant retaliation attack Bestest Boi -Increased Health by 25% -Increased attack speed by 25% -Increased move speed by 7.5% -Increased thing height by 100%, can now be hit by projectiles from monsters -Made invulnerable to projectiles fired by the player -Made invulnerable to splash damage from rockets -Adjusted flags to try and influence behavior = Miscellaneous Changes -Adjusted the purple range of the palette to make it less of a reddish-purple and more of a true purple -Fixed the blood splats from floating in midair if the floor they fall on moves after they land -Changed the intermission text background when entering MAP33 from COMPFGRN to GROUND14 -Added UMAPINFO Episode selection and ENDOOM (credit: HackNeyed) -Added MAPINFO Episode selection for GZDoom -Changed monster infighting behavior away from MBF style -Added demos that don't desync for the start menu idle cycle = Map Changes MAP01 -Replaced incorrect textures on some beams near the switch that raises the pillars towards the exit MAP03 -Changed linedef blocking lines on the edge of the exit platform so a player can't fall off MAP04 -Changed linedef blocking lines on the edge of the exit platform so a player can't fall off MAP05 -Adjusted light levels on the door sectors of the blue and yellow key doors -Added an extra trigger line on the blue and yellow key doors to make 'using' them mnore reliable -Changed a trigger type for the lowering pickups in the final area -Added a blinking lights effect to the bar sectors under the high walkway to draw attention if walkways are reset MAP06 -Changed linedef blocking lines on the edge of the final arena so the player isn't sent flying off by archviles -Added monster blocking lines to the teleporters by the blue key MAP08 -Added light flickering and changed the light levels by the secret switches for the secret exit sequence to increase visibility -Changed the secret switch mechanisms to make it easier to uncover MAP12 -Adjusted light levels on the door sectors of the purple switch door bars -Increased floor scrolling speed on the nukage falls by the exit door MAP15 -Added the 'elsewhere' trigger to the doors by the BFG MAP16 -Incorrect textures replaces on the edges of the entrance and exit teleporter pads MAP19 -Fixed the horizon in the distance behind the player from rendering in the floor in software -Added missing decoration on the highest rock formations outside the map boundaries -Added a missing teleport destination by the yellow key area -Added light flickering the sectors by the secret switches for the secret BFG to increase visibility -Added the 'elsewhere' trigger to the blue key doors upstairs in the main hall -Added a bunch of redundancy to the monster teleporter systems to ensure monsters end up near where they're supposed to more often MAP20 -Added the 'elsewhere' trigger to the door at the level start MAP21 -Added the 'elsewhere' trigger to the door at the level start -Added the 'elsewhere' trigger to the door concealing the SSG in the gimmick room -Added the 'elsewhere' trigger to the bars that require the blue key in the map center MAP23 -Rebuilt the nodes to hopefully fix some errant slime trails -Added the 'elsewhere' trigger to the lowering walls at the building containing the blue key MAP24 -Texture alignment fixes in the minigun secret -Fixed a Cyberdemon not teleporting in correctly near the blue key and BFG -Fixed an Archon not teleporting in correctly near the blue key, and instead appearing in the incorrect place elsewhere -Fixed some ceiling lighting being wrong at the teleporter exit near BFG MAP25 -Moved a few control sectors in the final building to keep the sound source nearby -Added a co-op trigger to the final building to prevent other players being locked out -Added some triggers in the voodoo doll scrollers to prevent unintended behavior in NoMo -Added a step sector by the blocking wall at the yellow key fight so co-op players can enter from outside of the arena -Adjusted the blocking wall at the blue key fight so co-op players can enter from outside of the arena -Fixed a softlock that occured in GZDoom at the final location for the red key sequence when the key stays out of reach instead of lowering MAP26 -Fixed one of the stair sectors at the exit changing to the wrong floor texture when raising in NoMo runs -Lowered the time it takes for the bars blocking the exit to reach the floor MAP27 -Fixed a Mid-tex bleeding bug in multiple nukage pits around the map -Fixed a softlock that could occur if the player jumped off the blue key secret teleporter into the corner behind it -Fixed a softlock that could occur if the player returned to the BFG platform due to the floor being stuck at the bottom of the pit MAP28 -Added the 'elsewhere' trigger to the doors surrounding the BFG MAP29 -Texture alignment fixes on the key indications on the doors by the exit -Texture alignment fixes on the 192-wide door by the yellow key arena -Minor texture alignment changes near exit -Added a rocket launcher at the catwalk battle in case the player explores that path first -Added the 'elsewhere' trigger to the 192-wide door by the yellow key arena MAP30 -Texture alignment fixes on the big texture at the end MAP31 -Added the 'elsewhere' trigger to the yellow and red key bars that block the exits -Fixed a cell charge pack being stuck overhead after hitting the yellow key switch MAP32 -Fixed a stuck cyberdemon that was supposed to join the fun in the blue key arena MAP33 -Added a shotgun near the start -Adjusted sector light levels around the map perimeter to increase viewing distance into the scenery Previous Version: (12/04/2021) Spoiler = Miscellaneous Changes -Added menu graphics for the episode selection screen, modified menu graphics, and fonts (Credit: HackNeyed) -Added the COMPLVL lump so ports that support it can automatically apply -complevel 21 -Updated the DEMOs so they won't desync -Fixed the OSLIMExx textures not animating fully and having a nasty looking jump to the last frame = Map Changes MAP01 -Texture alignment fixes on the rocks around the edge of the central area -Texture alignment fixes in the lava falls -Changed teleport closet geometry so the baby caco can't escape the closet early on skill 3 -Removed an erroneous tag by the exit MAP02 -Texture alignment fixes in the starting area on the rocky walls -Fixed an incorrect texture near the stairs up to the blue key -Added a barricade to protect the player from projectiles if they don't immediately move away from the starting point MAP03 -Texture alignment and ceiling height changed at the elevator to the yellow key -Texture alignment fixes on the left side of the staircase at the first switch in the blue key area -Changed the texture of the steps overhead in the blue key area -Changed linedef flags for automap usage -Made the hidden switch at the bottom of the elevator to the yellow key not lower when used; operates the elevator as a lift instead MAP04 -Texture alignment fixes in the plasma rifle secret -Texture alignment fixes in the pit area near the yellow key -Texture alignment fixes on the bars on the walkways near the door at the cross intersection -Texture alignment fixes on the torch alcoves in the red key area and the hallway leading to the blue key -Raised the sky height around the starting platform structure MAP05 -Texture alignment fixes inside the start building on the exterior walls -Set blocking flags on the windows in the starting building to limit getting hung up on the geometry -Added a trigger to allow backtracking from the final fight area if the lock-in door is triggered more than once -Added a switch in the final fight area up on the walkway to raise the floors if they were lowered again MAP06 -Fixed various railings around the map not having blocking flags set properly -Pacifist completion required no changes, in order to complete the map, the player must perform two archvile jumps into the exit MAP07 -Texture alignment fixes in the windows in the dark library section -Fixed some incorrect textures in the windows by the exit -Added trigger systems in the two main sections to bypass the monster killing triggers, to enable pacifist completion -The first section has 4 switches, 1 on each walkway above the bottom area -The second section has 6 switches, 3 on each side hidden among the bookshelves against the exterior walls -Activating the switches and killing the monsters should not cause any interference or double activations MAP08 -Fixed exiting early being possible by just sliding along the edge of the platform MAP09 -Texture alignment fixes literally fucking everywhere -Linedef unpegging fixes literally fucking everywhere -Fixed the teleporters in the middle of the nukage pool being bumpable instead of forcing damage by waiting -Fixed a broken sector near the doorway in the northwest corner of the large courtyard MAP10 -Texture alignment fixes on all the lit interior door frames -Texture alignment fixes in the revenant room by yellow key -Fixed an incorrect texture by the red key door leading to the yellow key MAP11 -Texture alignment fixes on the bars around the doorways in the long hallway with the green switch -Texture alignment fixes in the holding cells for the pain elementals in the final arena and by the blue key -Linedef unpegging fixes on most doorways, windows, and lights/support columns -Changed linedef blocking flags on the edge of the boss monster platform to impassable -Fixed a potential softlock that could occur if the red door is 'opened' again after killing the big boss -Changed the rocket boxes that appear after activating the yellow key door into individual rockets to prevent wasteful pickups -Increased the amount of rockets that appear after activating the yellow key door by 40% -Added trigger systems in the final arena to enable a pacifist completion -After surviving the ambush for 2 minutes, steps will raise to the pain elemental cells -There are switches in each cell, after hitting all 8 and waiting another 30 seconds, the black door opens MAP13 -Lowered the speed of the rising lock-in floors during the final fight to slowdown escaping the area MAP14 -Texture alignment fixes in the rocket launcher/megasphere room -Texture alignment fixes on almost every curved and angled linedef in the map -Texture alignment fixes inside the evil eye cages -Texture alignment fixes on the megasphere pyramid near the rocket launcher -Texture alignment fixes inside the demon monster closets in the nukage tunnel -Texture changes on almost every curved linedefs in the map -Fixed a HoM above the door that releases the cyberdemon in the rocket launcher/megasphere room -Changed textures on some of the pillars to seamless "metal" variants MAP15 -Texture alignment fixes in the red key arena, notably on the vertical pipe segments in the nukage pools -Changed scroller tags in some teleport closets so the floors definitely don't break -Turned some monsters around in the red key arena -Added blocking ceilings on the random raising walls so spiders don't get stuck at the top for extended periods -Added trigger system to enable a pacifist completion -After surviving the red key fight long enough, the bars blocking the progression switch will open automatically -Once this happens, the big boss platform will lower and allow the big boss to leave the platform MAP16 -Texture alignment fixes on the rock walls in the starting area -Texture alignment fixes on the platform of the exit teleporter -Linedef unpegging fixes on overhangs around the starting area MAP17 -Texture alignment fixes on the walls that jut out from the ledge in front of the red key area -Texture alignment fixes on the lights of the yellow key door frame in the cyberdemon chamber -Texture alignment fixes and changes on the windows/walls near the blue key -Texture for the ceiling of the red lit sectors in the yellow key trap changed to match the surrounding sectors -Changed the trigger that awakens the archons in the hub area to a slow door so the alert sound is more audible -Added block player flags to the cacodemon monster closet at the trap on the route to the SSG MAP18 -Texture alignment fixes in the circular hub room, and all the light sectors on the door frames -Texture alignment fixes outside on and around the route to the blue key -Texture alignment fixes in the SSG hub room and upper platforms, and all the light sectors on the door frames -Texture alignment fixes in the wraith trap on the way to the red key -Texture alignment fixes in the final fight area on both sides of the big door MAP19 -Texture alignment fixes in the BFG secret lift and room -Texture alignment fixes on the walls of the foyer and exterior windows -Texture alignment fixes on all the metal columns in the final area and the dungeon in the east wing -Texture alignment fixes on the door frames of the green doors -Changed the corner textures of the metal columns with lights to a 16 wide variant -Changed some flats on some monster platforms in the west wing -Changed incorrect textures on some windowsills in the west wing -Adjusted the blocking line in the lava behind the starting point so it's closer to the shoreline -Added trigger systems to enable a pacifist completion -After the boss enemy lowers down, 8 switches will become visible around the final arena -Once all 8 are pressed, the black bars will lower MAP20 -Texture alignment fixes on the rocky outcroppings outside -Added slightly random offsets to stair step texture to reduce repetitiveness MAP21 -Texture alignment fixes on all the orange fire rock pillars -Texture alignment fixes on some of the stone map borders (the more egregious spots mainly) -Added a texture with a message for the player when they initiate the gimmick room MAP22 -Texture alignment fixes on the concrete walls of the main building -Texture alignment fixes on the metal support beams in the main building MAP23 -Texture alignment fixes on the metal support beam in the blue key building -Fixed the arachnotron telefrag secret sector being unreliable to trigger sometimes MAP24 -Texture alignment fixes on the rocky walls and red marble near the blue key -Texture alignment fixes on the rock that split the paths at the forking path overlook -Texture alignment fixes on the red marble walls around the teleporter to the exit and SSG MAP25 -Texture alignment fixes on the archways inside the main building -Texture alignment fix on the bottom stair at the final room near the exit -Fixed the NoMo trigger by the yellow key getting double activated and revealing a HoM -Raised the lights in the final area so the sprite doesn't clip through the bookcases when viewed from the mezzanine -Added tags to some light sectors in the final area so the ceiling isn't unevenly lit contrary to the rest of the map MAP26 -Texture alignment fixes on the rocky cliffs around the outer perimeters of both sections -Texture alignment fixes on the rocks near the teleport reciever of the second section -Texture alignment fixes on some of the metal columns around both sections -Texture alignment fixes on the metal support structures around the final area -Changed the teleporter flat on the exit teleporter in the middle of the final area MAP27 -Lowered the adjacent sectors to the blue key and nearby soulsphere pillar to reduce bumpiness when grabbing those items -Adjusted the trigger lines at the final boss fight so strafing off the teleport pad doesn't miss the trigger -Added scrollers to some monster closets to lower cheesiness -Added trigger system to enable a pacifist completion -After entering the final boss fight area, the pillars to the final switch will automatically raise after roughly 2 minutes -The final switch now also triggers the boss death trigger to allow exiting the area without killing the boss MAP28 -Texture alignment fixes on some of the red rock pillars in the oustide areas -Linedef unpegging fixes above some of the doorways -Added a railing texture on the edge of the platform containing the red key sequence MAP29 -Texture alignment fixes on the rock walls of the crystal cave -Texture alignment fixes on metal pillars surrounding the big circle platform in the crystal cave -Linedef unpegging fixes on the big windows in the citadel MAP30 -Changed the outdoors floor flat to ALLBLAKF instead of F_SKY1 -Added a trigger that lowers the platform the 1st big boss is on in the final arena when the 2nd and 3rd appear -Final big boss has a new projectile attack that removes the reliance on cyberdemons to be a threat (attack is still the same strength as a rocket!!!) -Added some black bars that lower when killing each individual big boss to help clarify progress when inside the final fight -Added trigger systems to enable a pacifist completion -After the middle big boss platform lowers, player must grab the yellow key -When the final wave of monsters teleports in, the bars on the entrance will lower, allowing access to the two yellow key switches -After hitting both yellow key switches, the ending sequence will begin Final Version: (12/27/2021) = Monster Changes Archon of Hell -Fixed an incorrect sound cue going off when beginning the attack sequence and having a target in melee range -Replaced the arachnotron plasma projectile attack with the nightshade projectile attack Azazel -Fixed an incorrect sound cue going off when beginning the attack sequence and having a target in melee range -Added a delay to the start of the attack sequence when a target is in melee so the damage is not near instantaneous -Added a delay after a melee attack going through to allow a chance to escape inbetween swings Baby Cacodemon -Added fast speed to the projectile attack, matching other sped up projectiles in '-fast' or skill 5 Demon -Fixed the extra attack animation frame not being sped up in '-fast' or skill 5 Fallen -Modified the blood FX that spawn when their pain state is triggered; replicates a more random blood splattering effect -MAJOR FIX: diagnosed and fixed a pseudo-crash scenario involving the blood fx, lifts, and improper thing flags (Big thanks to Kraflab) Former Shock Trooper -Increased attack animation speed in '-fast' or skill 5; fires almost as fast as an arachnotron now Nightshade -Increased projectile damage from 5 to 6 (5 to 40 in 5s -> 6 to 48 in 6s) Wraith -Slightly slowed down his attack, the damage takes about 1/10th of a second longer to happen, but the wind down time is reduced -Increased the pause that occurs right before teleporting by about 1/8th of a second Secret Boss -Removed limited missile attack range -Adjusted missile width and height to be more consistent with other monster projectiles Final Boss -Adjusted missile width and height to be more consistent with other monster projectiles Bestest Boi -Reverted attack speed to original, but the damage still comes sooner in the attack sequence -Increased pain chance -Added a short range leaping attack, does equal damage to his bite attack -Monsters won't focus on him when attacking; conversely, he might get distracted by the player and will only turn back to fighting if injured by a monster -Will retaliate if injured by the player and not currently focused on a monster (hurting your friends is bad!) = Miscellaneous Changes -Updated the author credits regarding entries referencing Tristan Clark's music -Fixed a typo in the intermission text after MAP15 -Edited some of the intermission texts for better grammar -Added GLDefs for the new dehacked things = Map Changes MAP02 -Added some more bullets and shells around the map on skill 3, 50 and 40 respectively MAP04 -Added 3 lost souls to the beginning of the map on skill 2 to maintain the spook factor between difficulties MAP05 -Fixed a HoM on the ceiling of the support beams on the upper catwalk of the final arena -Added some extra ammo on Skill 3, there's 37 more rockets throughout the map, and 40 more cells near the exit MAP06 -Added some cells to the final arena on skill 2 -Adjusted the alignments on all the green marble walls to better fit the geometry -Reduced the number of triggers on the big red button in the final arena -Added a switch that is revealed after defeating the cyberdemons that allows using the lift from up top so a player can backtrack MAP07 -Adjusted texture alignment on all the green panels in the first area -Changed the upper wood panel textures in the first area MAP08 -Texture alignment fixes on the green rock walls inside the mud room -Removed a little bit of cell ammo on skill 2 and 3 -Added a hell knight in the circle of death room on skill 2 -Added a pair of demons at the switch trap in the mud room on skill 3 -Added a demon at the blue key on skill 3 -Added a cacodemon at the final battle on skill 3, and 4 hell knights on skill 2 -Replaced a missing tag on a ceiling brightness transfer on the normal exit teleporter pad -Changed the secret switch headed towards the megasphere so the flats on the steps that raise change -Moved the third secret switch in the secret exit sequence closer to the blue key door that leads to the final area -Added a candle in front door that opens up to the secret teleporter for the secret exit sequence MAP09 -Fixed a mid-tex bleeding bug near the exit in the window that looks at the radsuit MAP10 -Raised the floors in the blood pits by 32 units to increase visibility of the items within them -Added some control sectors to the lift by the blue key to try and limit the volume of the moving floors -Fixed some errant lines of the floors of the platforms inside of the blood pits MAP11 -Added a minigun on all difficulties, at the end of the long hallway with the green switch -Changed the pacifist trigger system for the boss fight so that it functions the same between GZDoom and MBF faithful ports MAP12 -Added some rockets and cells near the end to deal with the two Archons in the exit room -Removed a monster blocking line at the end that was keeping the Archons trapped -Removed the archvile from the bridge encounter on skill 2; added an archvile to the final room encounter on skill 2 -Removed one of the former shock troopers from the pillars by the BFG on skill 2 -Replaced one of the cacodemons that ambush after grabbing the yellow key with a lost soul on skill 2 -Replaced the chaingunner in the dark room at the start with a former marine on skill 2 -Replaced two of the chaingunners in the red key ambush with former marines -Added two former humans to the dark ambush at the red key switch on skill 2 -Added two fire barrels and some extra cell ammo in front of the cyberdemon to limit his pressure on skill 2 -Added a green armor at the start on skill 2 MAP13 -Added light textures and brighter sectors for light effects around the lift to the blue key, to increase visibility -Added purple light textures to the walls that block the player in the final ambush area -Added purple light textures to the switches that lower the blocking walls during the final ambush -Added blocking flags to the grates in front of the fire pits so the doggo can't jump into it -Removed two of the demons released by the green switches in the central area on skill 3, and four of them on skill 2 -Removed two rocket boxes by the rocket launcher on skill 3, and four of them on skill 2 -Replaced the two zombie captains by the minigun with two former marines on skill 2 and 3 -Replaced the two specters with two demons on skill 2 and 3 MAP14 -Texture alignment fixes near the SSG on the lower metal walls of the raised platforms -Texture alignment fixes on some of the hanging wires near the blue key switch that opens the exit door -Texture alignment changes on the upper border of the structure in the central area; changed the anchor for alignment to the back edge -Replaced an incorrect metal texture on a curved wall on the south side of the central area -Added some blocking lines in the barrel conveyers near SSG so they might not get stuck randomly anymore -Added some control sectors to the raising stairs by the blue key to try and limit the volume of the moving floors MAP15 -Texture alignment fixes on the curved walls of in the first area -Texture alignment fixes on the curved walls in the boss fight area -Changed some wall texture sections in a few places in the boss fight area -Fixed the mezzanine in the baron/BFG hallway not properly lowering down to allow access to the medikits after jumping down -Fixed the megasphere in the yellow key room not appearing on skill 2 and skill 3 -Added more teleport linedefs to restock the stationary barrels in the yellow key room on skill 4 MAP16 -Texture alignment fixes on some of the rocks near the staircase into the exit room MAP17 -Changed the colors of the teleporters to better signal which one goes where -Changed the monster trap teleport lines by the blue key so that not so many monsters end up flanking the player MAP18 -Changed the exit linedefs so they can't be triggered by simply rubbing on the edge of the exit teleporter -Removed some shells by the lift to the yellow key on skill 2 and skill 3 -Removed a shell box near the outdoor battle on the way to blue key on skill 2 and skill 3 -Removed a revenant behind the west red key door in the SSG room on skill 2 -Removed the two demons at the soulsphere ambush on skill 2 -Added three former marines at the blue key on skill 2 -Added two dark imps at the lowering floor trap on the way to the red key on skill 2 -Added two hell knights at the final fight on skill 2 -Changed the teleport flanking in the final fight so it doesn't happen on skill 2, but does on skill 3 -Changed the former sargeant that replaces the baron on skill 2 with a former captain -Added some torches and increased light levels to the BFG secret to increase visibility MAP19 -Added a minigun at the start of the level on skill 2 and skill 3 -Changed the floor and side textures of the rising staircase for exiting the red key area -Changed the flats inside the torch alcoves to be consistent with one another -Added a revenant to the dungeon battle on skill 3 -Reduced the time it takes for the stairs to raise at the red key from 30 seconds to 20 seconds -Fixed the staircase trigger at the red key so the floor doesn't change flats while raising -Fixed the boss bars lowering prematurely after killing the cyberdemon in the map -Removed some errant deathmatch things that were placed in the regular map area MAP20 -Added unpegging flags to the sills of the windows on the path to the blue key -Added unpegging flags to the upper structure of the building with the teleporter to the red key -Added unpegging flags to the edges of the dropped ceilings in the center hub room -Added unpegging flags above almost every doorway inside the central building -Changed the ceiling flats on the overhead beams at the cyber-diamond set piece -Changed some of the rock textures around the final arena area to add some variance to the texturing -Replaced one of the pain elementals from the ambush at the teleporter to the red key with a cacodemon on skill 3 -Replaced the two revenants at the switch that lowers the yellow key/BFG with dark imps on skill 3 -Added an archon of hell to the final fight in place of the cyberdemon on skill 2 -Removed two teleport destinations in the final arena to limit the speed of incoming monsters on skill 2 MAP21 -Texture alignment fixes on the red bricks inside the plasma rifle building -Texture alignment fixes on the rock walls down by the BFG -Removed a bunch of redudant teleporter lines in the cyberdemon teleport closet -Removed a damaging floor on one of the mancubus platforms near the blue key switch -Removed one of the ambushing fallen right after the plasma rifle building on skill 2 -Removed four revenants from the red key fight and replaced them with a lord of heresy on skill 3 -Removed one of the former marines by the yellow key door on skill 2 -Removed a stuck revenant in the red key fight on skill 2 -Replaced the two specters on the left up to the red key with demons on skill 2 -Replaced the two demons on each stairway landing in the gimmick room with a single revenant on skill 3 -Fixed the two demons at the plasma gun trap being immediately teleported on map start on skill 2 and skill 3 -Changed the trigger that raises the stairs to the exit area into a nearby switch instead of an unmarked linedef -Added a minigun at the entrance to the lava tube on skill 2 MAP22 -Added unpegging flags to the sills of the windows in the main building -Fixed some misplaced tech lamps' positions on top of various pillars throughout the map -Replaced a shell box at the backpack and in the last waterhole by the yellow key with shells on skill 2 -Replaced a rocket box at the backpack with a single rocket on skill 2 -Added a revenant to the first section after hitting one of the two switches on skill 2 -Added three rockets to each alcove with mancubi at the start on skill 2 -Added a ceiling light transfer to a bunch of sectors inside the main building MAP23 -Adjusted the stairs next to the rocket launcher so they're slightly wider on both sides -Removed some shells near the perched imps on the northeast corner of the play area on skill 3 -Removed a shell box near the blue armor in the southwest corner of the map on skill 2 and skill 3 -Removed the shells in the final arena on skill 2 and skill 3 -Added some dark imps to the BFG/blue key ambush on skill 2 -Added some dark imps to the red key switch ambush on skill 2 and skill 3 -Moved the green armor by the red key out of the way of grabbing the key MAP24 -Changed the linedef type for the line that reveals the secret near the start, so that the lowered floor doesn't inherit the secret property -Fixed an incorrect teleport reciever tag for a hell knight that gets released after exiting the yellow key fight area -Removed some cells in the yellow key fight area on skill 2 and skill 3 -Added geometry and triggers for the new secret exit to MAP34 MAP25 -Changed linedef flags on the mid-tex railings for automap purposes -Replaced the two chaingunners at the final red key ambush with former marines on skill 2 -Replaced the nearer ambush cyberdemon at the blue key fight with a mancubus on skill 2 -Replaced the nearer ambush cyberdemon at the blue key fight with an archon of hell of skill 3 -Removed some shells by the front door of the main building on skill 2 and skill 3 -Removed some shells in the middle of the main building on skill 3 -Raised the lowering bars at the exit to put more time strain on the player -Changed the stairs in the water pits at the blue key fight so that they span the whole edge of each side instead MAP26 -Removed eight revenants from the final fight, one on each arc of the outer ring circle, on skill 2 -Removed six dark imps from the second soulsphere fight in the first section of the map on skill 2 -Added three medikits to the portal fight in the second section of the map on skill 2 -Added another cell charge pack to the final fight on skill 2 -Added a shell box on the black/blue rock stairs near the start on skill 2 -Added monster blocking flags to the edges of the big outer ring pillars around the final building -Fixed a switch in the first area by the second soulsphere having another switch on it's backside that did nothing -Raised the steps and teleporter that lead to the blue key so they're more immediately visible when approached from the catwalk MAP27 -Texture alignment fixes on the east and west metal columns inside the central building -Removed two cell charge packs in the final fight area on skill 2 and skill 3 -Removed one shell box on the reciever teleport pad inside the final boss fight area on skill 2 and skill 3 -Removed four rocket boxes on the switch platform inside the final fight area on skill 2 and skill 3 -Replaced the two cell charge packs with three cell charges each at the top of the blue key lift on all skills -Replaced the blue armor outside the blue key building with a green armor on skill 3 -Added two arachnotrons that appear when entering the final boss fight on skill 3 and skill 4 -Added six arachnotrons that appear on the curved platform alongside the final boss on all skills -Added playing blocking flags on the walls next to the red key so a player can't inadvertently get on top of the wall -Swapped the location of the yellow key doorway switch and blue armor so the switch is more visible on approach from the entrance -Changed the pacifist trigger system for the final boss fight so that it functions the same between GZDoom and MBF faithful ports MAP28 -Removed one of the fallen that teleport in after the red key pillar fight is over on skill 3 -Removed the hell knight and azazel that teleport in to the south after grabbing the BFG on skill 2 and skill 3 respectively -Replaced the two mancubus that teleport on to the adjacent pillars at the red key switch fight with hell knights on skill 2 -Replaced the blue armor in the room by the red key pillar fight with a green armor on skill 2 -Replaced the pain elemental near the red key pillar fight with a cacodemon on skill 3 -Replaced a shells in the berserk room with a shell box on all skills -Added two shells inside the mancubus room on all skills -Added a cell charges and two shells next to the imp pillar in the large open cave at the start on all skills -Moved two of the teleport destinations for the fallen near the red key pillar fight out to the large columns in the void -Fixed the lords of heresy that teleport in during the red key pillar fight immediately teleporting at map start on skill 2 -Fixed the hell knights that teleport in at the BFG from immediately teleporting at map start on skill 2 -Adjusted all the sunked torch sectors so that hopefully they do not bleed the sprites through the ground as much as possible MAP29 -Fixed a mid-tex bug in the crystal cave in the sludge pit on the big circular platform -Made all the crystals fully bright, and subsequently removed the lighting sectors for the crystals; minor performance benefits may be realized -Split the ambush that happens when grabbing the soulsphere inside the citadel so that half of it happens regardless of visiting the soulsphere platform -Changed the trigger system for the big fight inside the citadel so that it functions the same between GZDoom and MBF faithful ports -Changed the trigger for the big fight inside the citadel so there's a switch to press and start rather than a walkover by the BFG -Removed some rogue monster blocking lines inside the citadel -Removed a shell box in the cage fight of the citadel courtyard on skill 2 -Removed the teleport destinations that allow the revenants to follow behind in the double archon fight of the citadel courtyard on skill 2 -Removed four rockets from the catwalk fight behind the citadel on skill 2 -Removed some of the occasional shells from the outdoors area on skill 2 and skill 3 -Removed four cell charges from the citadel fight on skill 2 -Removed two boxes of bullets and three rocket boxes from the balcony pillar garden ambush on skill 2 -Removed one rocket box and one box of bullets in the crystal cave on skill 2 -Replaced the chaingunners on the outer ring of the yellow key arena with former marines on skill 2 -Replaced the secret backpack with a rad-suit on skill 2 -Replaced a shell box in the crystal cave with somes shells on skill 2 -Added a plasma rifle inside the yellow key arena on all skills -Added a former shock trooper in the cage fight of the citadel courtyard on skill 3 -Added a backup trigger for the backtracking block within the citadel and the other half of the soulsphere ambush, both by the BFG -Added a trigger to prevent the azazel by the berserk from spotting the player early depending on the path they take MAP30 -Fixed a HoM by the yellow key, on the back of the short walls after the platform lowers -Removed four fallen from the waves of them that spawn in at the final fight on skill 3 -Reduced the number of pain sounds after killing the third big boss from 5 to 3 -Adjusted the timing of the ending sequence; after the large explosion starts, the game finishes sooner -Made the big bad explosion bigger and badder -Fixed the final boss dying spontaneously at the end after enough time has passed if the player killed the cyberdemon in the map already -Fixed a glowing light near the lift on the long walkway not working at all -Added fake ceilings to the overhead beam in front of the lift on the long walkway to the final fight to block monster LoS from the building -Added player blocking flags to some of the edges of the final arena to prevent accidentally falling to a death MAP31 -Increased the light levels around the bars blocking the exits MAP32 -Added an 'elsewhere' trigger to the blue bars that block some of the supplies near the teleporter to the blue key arena MAP33 -Removed a lord of heresy from the red key ambush on skill 3 -Fixed a lord of heresy randomly getting stuck by the secret switch because of a overlapping linedef tag action MAP34 -Added = Credits: Currently Incomplete, but additional credits are included in a text file within the .zip file and will be complete before /idgames upload. Edited January 4 by Rayziik : New version released 140 Share this post Link to post
Shepardus Posted October 18, 2021 (edited) Baby cacodemons are so cute I don't want to kill them D: 9 Share this post Link to post
TJG1289 Posted October 18, 2021 Well everything about this sounds amazing. 1 Share this post Link to post
Degree23 Posted October 18, 2021 I loaded this up in Zandronum, which indicated a lot of frames were missing, however I also wondered about one small detail, which was that the Black Imps seem indestructible? I loaded up some weapons and dumped 15 BFG blasts right in one's face and it still didn't die. 0 Share this post Link to post
Deadwing Posted October 18, 2021 Woah, awesome pics! Congratz for the RC1 release! :D 0 Share this post Link to post
Deadwing Posted October 18, 2021 5 minutes ago, Degree23 said: I loaded this up in Zandronum, which indicated a lot of frames were missing, however I also wondered about one small detail, which was that the Black Imps seem indestructible? I loaded up some weapons and dumped 15 BFG blasts right in one's face and it still didn't die. I think you need to play this with a source port that supports MBF21 such as the latest GZDoom release or or DSDA-Doom 4 Share this post Link to post
Spectre01 Posted October 18, 2021 Looks great! Is 32 the only slaughtermap, based on that list? 0 Share this post Link to post
Rayziik Posted October 18, 2021 39 minutes ago, Degree23 said: I loaded this up in Zandronum, which indicated a lot of frames were missing... I'm relatively certain Zandromum doesn't fully support everything necessary for the MBF21 standard. You should try using the latest GZDoom instead. 2 minutes ago, Spectre01 said: Looks great! Is 32 the only slaughtermap, based on that list? It is indeed the only one, specifically an updated take on one of my earliest maps. 3 Share this post Link to post
Graf Zahl Posted October 18, 2021 28 minutes ago, Rayziik said: I'm relatively certain Zandromum doesn't fully support everything necessary for the MBF21 standard. You should try using the latest GZDoom instead. Zandronum is far too old to support any of MBF21. Even in GZDoom you need 4.7.0 to get a fully working implementation. Good to finally have some test material, though. :) 6 Share this post Link to post
esselfortium Posted October 18, 2021 Woah, congrats on the release! This looks great. 3 Share this post Link to post
MFG38 Posted October 18, 2021 Screenshots look nice - especially digging the last two with the blue and purple. Putting this on the streaming candidate list! 2 Share this post Link to post
StormCatcher.77 Posted October 18, 2021 (edited) 8 years of development, it's a very impressive journey. What I see in the screenshots is mesmerizing. Congratulations on release! Alas, this is +1 cool project, which I have to postpone for an endless "later"... 4 Share this post Link to post
JustANormie Posted October 18, 2021 3 hours ago, Degree23 said: I loaded this up in Zandronum, which indicated a lot of frames were missing, however I also wondered about one small detail, which was that the Black Imps seem indestructible? I loaded up some weapons and dumped 15 BFG blasts right in one's face and it still didn't die. It says it's only compatible with GZDoom 4.7.0 or DSDA-Doom 0.21.3 0 Share this post Link to post
Megalyth Posted October 18, 2021 8 minutes ago, StormCatcher.77 said: Alas, this is +1 cool project, which I have to postpone for an endless "later"... Its okay, none of us actually play Doom anymore, we just make maps. But this looks really sweet, hopefully I'll have time to try it out this week. 7 Share this post Link to post
xX_Lol6_Xx Posted October 18, 2021 1 hour ago, JustANormie said: It says it's only compatible with GZDoom 4.7.0 or DSDA-Doom 0.21.3 Sorry for being that guy, but... Spoiler Every map was tested in DSDA-Doom 0.21.3 and GZDoom 4.7.0 using hardware rendering. Other source ports that support the standard should work as intended, but haven't been tested. I just tried it in Woof! and seems to work properly 2 Share this post Link to post
Rayziik Posted October 18, 2021 2 hours ago, StormCatcher.77 said: 8 years of development, it's a very impressive journey. Real life started eating up most of my free time around the end of 2016, so much so I was only able to do 1-3 maps in a year. Getting it wrapped up is so relieving though. 1 hour ago, Lol 6 said: Sorry for being that guy, but... Reveal hidden contents Every map was tested in DSDA-Doom 0.21.3 and GZDoom 4.7.0 using hardware rendering. Other source ports that support the standard should work as intended, but haven't been tested. I just tried it in Woof! and seems to work properly That's good to hear, more working ports is always better. 2 Share this post Link to post
GarrettChan Posted October 18, 2021 1 hour ago, Lol 6 said: I just tried it in Woof! and seems to work properly Woof supports everything for now from -cl2 to -cl21, so it should work properly. Dang, there are way too many maps I want to play lately but I have no time :^) 2 Share this post Link to post
Archi Posted October 18, 2021 FDAs for first 10 maps. judgment_01_10_fdas.zip 3 Share this post Link to post
JustANormie Posted October 18, 2021 1 hour ago, Lol 6 said: Sorry for being that guy, but... Hide contents Every map was tested in DSDA-Doom 0.21.3 and GZDoom 4.7.0 using hardware rendering. Other source ports that support the standard should work as intended, but haven't been tested. I just tried it in Woof! and seems to work properly Probably because Woof! now has MBF 21 support, in which right now to the extent of my knowledge only GZDoom and DSDA-Doom had. Good to know that it also works in Woof! though. 1 Share this post Link to post
i suck at nicknames Posted October 18, 2021 This looks freaking gorgeous. Can't wait to start on this. 1 Share this post Link to post
koren Posted October 18, 2021 What a pleasant surprise. Lovely looking screenshots, can't wait to dive in. 2 Share this post Link to post
WH-Wilou84 Posted October 18, 2021 Great ! Starting my playthrough right now. 2 Share this post Link to post
kalensar Posted October 18, 2021 I cannot believe the number of nice megawads this year! Definitely giving this a whirl. 2 Share this post Link to post
Pixel Fiend Posted October 18, 2021 This wad right here. The best wad of the year! I've just beaten 3 levels in Woof and I'm absolutely stunned. it fricking rulez, the swift satisfying gameplay, custom content, atmospheric levels, everythign. Also I'm totally fine with the infatuation with The Ultimate Doom soundtrack because the overall quality of the wad elevates it a lot. 2 Share this post Link to post
princetontiger Posted October 18, 2021 28 minutes ago, kalensar said: I cannot believe the number of nice megawads this year! Definitely giving this a whirl. I know, it's crazy. The past couple years feel like a renaissance for single-player doom. I can't say the same for multi-player online play, unfortunately... 1 Share this post Link to post
Caleb13 Posted October 18, 2021 Oh man, the maps look great, but... do you think you could release version without the custom monsters later? I really despise those (and I'm pretty sure I'm not alone). 0 Share this post Link to post
Pixel Fiend Posted October 18, 2021 (edited) I think a good way to convey how much atmoshere I find in those maps is that after playing I actually went and finally bought Diablo 2 to (more or less) complete my collection of games from the 90's. The cool hellish monsters with wings contributed to that too so I don't see how the person above me can despise them. One of the brilliant atmospheric moments that I found memorable was this room in map02 "Blood Mountain" where the light goes out and you get spooked by archviles. But it's the overall use of hellish, rocky textures in Judgement that gave me a tasteful impression that I also expect to find in that classic game from Blizzard. I hope to finish as many maps as I can in the following days so that I can report any potential hiccups with Woof (hopefully none). Spoiler Edited October 18, 2021 by game 1 Share this post Link to post
Rayziik Posted October 18, 2021 30 minutes ago, Caleb13 said: Oh man, the maps look great, but... do you think you could release version without the custom monsters later? I really despise those (and I'm pretty sure I'm not alone). It will definitely be on my list, but it likely won't happen until a final version is released. Maintaining two versions is a lot of extra work for little gain in the short term. 24 minutes ago, game said: I hope to finish as many maps as I can in the following days so that I can report any potential hiccups with Woof (hopefully none). Reveal hidden contents I'm really glad you're enjoying it so far. Honestly the early maps are the ones I was most worried about quality wise. And I must thank you for testing Woof!, I'll make sure to credit you for your efforts. 2 Share this post Link to post