Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Kain D.

Members
  • Content count

    154
  • Joined

  • Last visited

2 Followers

About Kain D.

  • Rank
    Anarchist of Doom

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I think I know what have happened there. Probably you've picked up blue key and immediately you've run towards yellow door. The sector(with tag 900) that closes near yellow door is untextured from the back, causing HOM. IMO this can be ignored, it is uneasy to trigger and the map is still possible to complete, if blue key is picked up. According to your earlier post, he has 2 or 3 map slots. Is he gonna do it? Dusty has also Map 30, a map slot where it isn't possible to put any random map in there. Just saying.
  2. I'll copy info from Map analysis mode. I only looked through map editor(Except for secret megasphere secret) and didn't play the map. The generalized 24900 action can be replaced with action 47. And that's it. I even tested it. You mean the usage of fake sectors. There are two ways to fix this. First you can use self referencing sectors, or the fake sectors can stay that way(only in Boom ports these will be invisible). Nothing gameplay breaking. This should work regardles, cause the secret doesn't use Boom actions. There is one, but it can be ignored, because change brightness doesn't affect gameplay. Change brigness and translucency are used. Like I said before, these can be ignored, because it doesn't affect gameplay. Most problems are due to Boom action 161. Probably, it can easily be replaced with acion 15(I didn't test it though). The main reason Map 09 requires Boom port. Action 166 is also problematic, due to limited ceiling actions in Limit removing format. Maybe it can be replaced with floor action instead. Therea are also a couple of missing textures. As you can see, none of these require serious changes to the map.
  3. Map 09 can also be modified by someone else.
  4. Limit removing has intercepts overflows. From what I understand this is how engine works, not a static limit. None of the maps released so far has intercepts overflows(except mine where I use it as a feature). It is your decision. Rather strange one IMO, since the problems are only in Map 09 and this is mostly due using linedef 161. There aren't any problems with Map 21.
  5. Looks cool. Just be careful not to put too many linedefs in one place, might cause all ghost bug with hitscan weapons. Is it possible to see some screenshot, instead of editor picture?
  6. Kain D.

    The DWmegawad Club plays: Sign of Torment

    Honestly, this is kind of surprising to see my wad here after almost 2 years since its release. Sign of Torment is a wad, that you either love it or hate it. October isn't exactly a month, where I have a lot of free time. Maybe I'll write more when/if you get to the second episode. I'm taking a back seat and I'll let @Pechudin have a blast :) @dobu gabu maru Maybe, it might be useful to split maps order into episodes. I don't know. It's up to you. I don't mind. Most of them aren't unlisted anyway. There is a very high propability for that. Probably to hide silent teleporter lines. In Gzdoom these lines are visible on automap, unlike in PrBoom+. But I created this wad years ago, I can't remember. Not ammo, I don't do ammo starvation(only cells might be limited for obvious reasons). I tried to design the maps, that there isn't much difference between pistol start and continous play. Continous is encouraged, like @Pechudin said due to narrative reasons. Wait for it. Some random facts: -At first it wasn't a goal to push Boom to the limit, but during development I discovered, that there are a lot of features, that are completly unused. -In this wad from story perspective you don't play as Doomguy, but a completly different person. I was tired, that most player characters from the FPS games are goody two shoes. -Map 01 was originally designed as chainsaw map, but some testers prefered berserk, so it was added. -Map 11 has an oversight in mapinfo and umapinfo, the last dot from F.O.A.D. is missing. I noticed that a month, or two ago. -Map 09 name is Şeytanu Akbar, the S has a cedilla {https://en.wikipedia.org/wiki/Cedilla}, like in CWIL graphics. Back there I didn't know if it would work in Dehacked and Mapinfo. The name means "Satan is the greatest" BTW. I also wouldn't suggest too much of the doomwiki article, because ... Let's just say it could be done better. It would be more fitting to change madness to darkness, or falling into darkness. Madness doesn't exactly fit in there. I can't say why, because I don't want to put spoilers here. This is very deceiving, because it suggest, that the whole wad has easy-to-medium difficulty. Only the first and second episose might fall into "easy-to-medium difficulty". I don't understand why it isn't written, that "Difficulty is a mix of Doom 2 and Plutonia.", like in the wad's topic. And what does exactly mean "easy-to-medium difficulty"? There are only two maps, that "lean" into mild slaughter and in one of these maps this is debatable. Again very deceiving. This isn't true. There is a completly new weapon called "Dark infused plasma gun", that deals more damage. It's introduced in the second episode.
  7. I don't know, but with PrBoom+ cl2 that secret works properly.
  8. Do you mean the one leading to the secret? Anyway I ran the maps through the map analysis mode. I ignored untextured linedefs and used version 9.6.6 Map 02 has linedefs that are double sided, that should be single sided Map 11 has missing textures all over the place "A-DROCK1" Map 12 has also missing textures "LFALL1" Map 18 uses Boom linedefs for scrolling textures (not really an issue, but these textures aren't gonna scroll in non Boom ports) Map 20 has unclosed sectors Map 21 Not really an issue. The map uses Boom actions (only to change brightness and translucency, so Boom sourceport isn't required to complete it) Map 23 has missing texture "SP_DUDE6" Map 25 uses Zdoom Line Horizon and sets up skies properly. Not an issue, but it is weird. Map 26 uses sky transfer. If I recall Crispy Doom supports that feature.
  9. Hell no! The map uses Boom actions, but does not go wild with it(mosty stairs). IMO map author shoud make fixes. It would take 20 minutes tops. What about Map 7?
  10. Alright, I've figure it out. The map uses Boom actions and will also not work on PrBoom+ with cl2.
  11. The second way to fix this, is to move whole map up, that there is no floors below zero height. The hard way. I'll check out and let you know. It won't be, because I assume, it will also not work properly with PrBoom+ complevel 2.
  12. I think I explained why. This can be fixed, by using door, ceiling, or floor raise acions, instead of floor lowers. Could you be more specific? Persolnally I prefer for this project to remain Limit removing. The only bug fixes Boom offer are: this below 0 floor lower, hitscan all ghost effect and option to pass use. If someone doesn't want to test it in other souceports, than Gzdoom. It might be worth it to play it with "Doom (strict)" compatibility. This floor lower below 0 doesn't work with that compatibility either.
  13. If I remember correclty, some weird shit happens in vanilla/Limit removing when floors below 0 height lower. But don't quote me on that. I'm not into vanilla mapping. Also these three lindefs are prone to line skipping. Just trying to help. That is exactly what I meant. You have unreleased maps, that are doing nothing.
  14. It is struggling, that is why I agree with @PinkFlamingo, that more decisive actions are required. I also said: "there is no point of arguing about it". So let's just end here :) This is even more ridiculous. I wouldn't have patience for it. You're doing great. I also had an idea, that I should step in as a project leader, but I am busy with my own project. PrBoom+ with -cl2 to be precise. I remember, that @Pechudin said somewhere, that he has finished map. Maybe it would be possible to put it here in empty slot.
  15. It is struggling, although, there is no point of arguing about it. This project has been in development since October 2021. Which is ridiculous, when I think about it, back then my first project was WIP. There was also a community project in the past, when most maps were made and then it died. Community Trunk is in the same position. So, what? I might as well say it something, that is said in shadows, that Dusty isn't going to be a master of community projects. Again, I'm not trying to offend anyone. As for the first post, maybe something can be arranged with moderators, that they will allow you to edit Dusty's post. Still better, than starting from nothing. You can skip that, because this is a megawad. Because this is a Limit removing megawad, you might wanna check, if there isn't any line skipping, that is required to progress and there isn't any map that allows all ghosts bug, by shooting through too many linedefs. That is why it is important to test this wad with also other sourceport, than Gzdoom.
×