Large Cat Posted September 5, 2022 Played the first 13 maps so far, a lot of nice stuff, including the newly added graphics! I'm enjoying the "proto-slaughter" elements more than I expected. @Obsidian When I got to my map ("A Man Shunned," currently MAP12) I noticed the new music I provided was not included, instead using the placeholder Mark Klem track I used at the beginning. The map itself seems to be the correct version, so I figure you may have missed the MIDI, as it also doesn't appear in the text file. I'll attach the most recent zip file with the new music; if you could change it out, that would be swell! manshun_v2.zip I'm calling the tune "Party at Mark's," which should be what I called it in the original v2 post as well. One more thing: could you also append the following to my author's comments: "Alternatively, play on HNTR for a more "classic" experience." Thanks for all the arranging you've done! It was a pleasure to map for this. 2 Share this post Link to post
Obsidian Posted September 6, 2022 Cheers for the feedback from the both of you! @Large Cat, I'll make sure that your track is included in the next beta: I almost never expect the music on a map to change between updates, heh. And @Scypek2, could I get a bugfix on your map please? 12 hours ago, Firedust said: EDIT 4: Map 31. Loved the ED exploration elements but there's one thing that I can't wrap my head around. How is the player supposed to figure out that raising the bars on both sides in the foyer also blocks off the kitchen viles? There's nothing hinting at the connection and the linedefs and target sectors are way too far away from each other to even consider it. It just doesn't make any sense. Did I miss a clue? Spoiler There are some bits of wall decoration around the passage leading to the Arch-Viles that are the same colour, but yeah, it isn't the most intuitive and it's something that tripped me up first time as well. Hence the MAP31 placement, heh. 2 Share this post Link to post
Bdubzzz Posted September 6, 2022 did a quick run through of my map to make sure it was "final" and Noticed one of the switch textures is not a switch now. I checked my version and it is a switch so not entirely sure what happened there or if resources got updated etc :^) Yellow key path south 2 Share this post Link to post
Obsidian Posted September 6, 2022 46 minutes ago, Bdubzzz said: I checked my version and it is a switch so not entirely sure what happened there or if resources got updated etc :^) Yeah, the original resource pack had a holdover from one of the contributing texture packs where they turned the stock switches into composites, which is usually a way to include new switches in vanilla (and Boom if you can't be arsed making a SWITCHES lump :P). Easily fixed. 3 Share this post Link to post
Scypek2 Posted September 7, 2022 Was there anything else on my map that needed fixing besides the loud dance floor? 0 Share this post Link to post
Obsidian Posted September 7, 2022 3 hours ago, Scypek2 said: Was there anything else on my map that needed fixing besides the loud dance floor? Firedust found this while they were testing: Quote EDIT 2: In map 13, you can get stuck in the strip club (I'm assuming that's what it is?) if you fall down where the hell knights are before the floor rises. 1 Share this post Link to post
Lizardcommando Posted September 11, 2022 (edited) I got to playing around a bit with this new release. I am loving it so far, although I am surprised that one cave map that was placed in the lineup in the first release (I forget the name of it) was not set after my map. I thought that was fitting seeing as how my map ends with the player jumping into a pit. I liked that credits map. It was a nice touch. 1 Share this post Link to post
Xulgonoth Posted September 16, 2022 Sorry I took so long, here's the updated version: Callisto Mansion_1.3.zip I kept the regular exit as is, but a couple weeks ago I cobbled together a little expansion with a secret exit. I think I may have made some other bug fixes, but I honestly don't remember, I made this late in the evening and forgot to post it the next morning. So there's a good chance there's more bugs than there was before, but I have no idea. As for @Firedust's question: Spoiler Same texture that's nowhere else in the map. It's admittedly the most moon-logic puzzle in the map, but also the most 90's one, so I think it fits. 1 Share this post Link to post
Firedust Posted September 16, 2022 38 minutes ago, Xulgonoth said: Hide contents Same texture that's nowhere else in the map. It's admittedly the most moon-logic puzzle in the map, but also the most 90's one, so I think it fits. Lol I thought those were pipes 0 Share this post Link to post
Scypek2 Posted September 17, 2022 Alright, here's my fix! I finally got around to playing some of the finished product, too. I'm loving this genre! mayhem22map13-0917.zip 1 Share this post Link to post
Obsidian Posted September 17, 2022 Cheers for the updates! I had a peek at the maps Firedust reported bugs on and took the liberty of fixing a few (if folks would prefer to fix their own maps then they can do so), but I couldn't quite figure out how to fix up @NokturnuS's submission so I'll leave that up to him. After that I need to tweak some of the credits resources and then we're ready for version 1.1! 4 Share this post Link to post
NokturnuS Posted September 23, 2022 (edited) On 9/17/2022 at 7:07 AM, Obsidian said: Cheers for the updates! I had a peek at the maps Firedust reported bugs on and took the liberty of fixing a few (if folks would prefer to fix their own maps then they can do so), but I couldn't quite figure out how to fix up @NokturnuS's submission so I'll leave that up to him. After that I need to tweak some of the credits resources and then we're ready for version 1.1! Hi, didn't catch that alert. Please tell my what are the issues with my submission so I can fix ASAP. Thanks! * Oh, ok, I see now Firedust's post. Ill fix now and send an updated version. 1 Share this post Link to post
NokturnuS Posted September 23, 2022 Map updated. I fucked up with the special line number (put 87 instead of 97 which is the teleporter one). Happens when you memorize some line special numbers :| ConcreteCult.zip 2 Share this post Link to post
Obsidian Posted September 27, 2022 Hey, hi, howdy! I'm back from visiting family and I can finally release version 1.1! Changelog Added the updated maps (MAP13, MAP16, MAP31) Added the new track for MAP12 and amended its entry in the textfile Edited MAP17 and MAP22 to fix a couple of bugs Edited the credits map to include music credits for Large Cat and a mention of @Firedust's contributions to the testing process (thanks dude :D) Lemme know if there's anything that I done fuckled up. 8 Share this post Link to post
Jakub Majewski Posted September 29, 2022 There seems to be a problem with MAP31. The regular exit goes to MAP32, without the text screen, but the secret exit still goes to MAP32, but then it shows the text screen(about downloading too much hentai). Is this intentional? Also, when I was making my own map, it used the industrial looking skybox, but now due to the map slot is shows a bloody hellish one. Can it be changed with UMAPINFO, or will I have to use action specials to change it by hand? 0 Share this post Link to post
Obsidian Posted October 1, 2022 Thanks for catching that @KUBA18i! From some quick testing it looks like it was a discrepancy with the UMAPINFO: looks like you need to explicitly specify all the maps that can be exited to when it comes to secret maps, didn't know that. I also popped the correct sky into your map. Beta 1.2, hot off the press! 6 Share this post Link to post
Revenant Posted October 7, 2022 (edited) Noticed a couple of things about MAP25 in 1.2. Sorry if I missed either of these getting reported already. In the blue key area, it seems possible to become softlocked if you enter the pain elemental secret after the wall raises behind you, and then exit by jumping out the window instead of backtracking: Also, the walk-over lines that lower the invisible bridge sector here can be triggered by projectiles, including the incoming revenant rockets: Also, some proofreading that probably nobody asked for: Quote "strictly virtural plane and as such ", virtual* Quote "its resemblence to the CEO's summer ", resemblance* Quote HUSTR_10 = level 10: Beam me up Moller "Moeller" is probably the more proper spelling in English if you're trying to avoid umlauts. 3 Share this post Link to post
Obsidian Posted October 12, 2022 Cheers for finding those bugs! @Argent Agent, could we get one more update please? Eheh. 1 Share this post Link to post
Argent Agent Posted October 13, 2022 Huh, surprised during my testing that that never happened with the revenants - I didn't even know that the revenant missiles could trigger walk-over customized Boom linedefs. Oh well. Hopefully the final version. https://www.mediafire.com/file/fy4g7672xfps249/AA_SimutechInc_V5.wad/file 2 Share this post Link to post
Obsidian Posted October 13, 2022 Gracias! I've added it to the compilation and taken Revenant's proofreading into advisement, which means it's time for Beta 1.3! 4 Share this post Link to post
RN_Jesus Posted October 13, 2022 I will probably be recording some demos of many of these maps when the final release comes out! This is what the community wants ! Needs a full blown series !?!?! ᴍᴇᴍᴇɴᴛᴏ ᴍᴏʀᴏɴ ɪɪ 2 Share this post Link to post
EffinghamHuffnagel Posted October 17, 2022 This one was a lot of fun. Except for the slaughtermaps, which I hate. Some really clever puzzles here. Using ZDoom. Found a few things. If they've already been mentioned, sorry. I didn't comb through the entire thread super-carefully. Spoiler ------- MAP10 ------- If you go off the exit platform into the water, softlocked. No way back up. ------- MAP14 ------- Tag 26 switch lowers the lift to get out of the room. Switch lowers lift to NextNearestFloor. There are two wall notches in lift, so the lift only lowers to 56 units above floor of room. Couldn't figure out how to get up there. Ended up using a freelook rocket jump to get onto the lift. Is that really the answer? ------- MAP15 ------- Tag 4 teleport is tagged secret. Can't be reached. The small tunnel you shoot through to hit the tag 9 GR switch is tagged secret. Can't be reached. I noticed a reference made in the thread to Mayhem 2021 and realized I had never moved that folder of stuff from my WIP to Releases. The thread just sort of ended. Whatever did happen to Mayhem 2021? 3 Share this post Link to post
Danlex Posted October 17, 2022 5 hours ago, EffinghamHuffnagel said: MAP14 ------- Tag 26 switch lowers the lift to get out of the room. Switch lowers lift to NextNearestFloor. There are two wall notches in lift, so the lift only lowers to 56 units above floor of room. Couldn't figure out how to get up there. Ended up using a freelook rocket jump to get onto the lift. Is that really the answer? I can't use my laptop and look at the editor right now but I'll assume that you're talking about the lift in the crate maze section (sorry if that's not the case). Here's the solution: Spoiler You need to use the crates to do some platforming and get on top of the small bars that have the skull key texture, next to the switch. You can reach the lift from there. 2 Share this post Link to post
EffinghamHuffnagel Posted October 18, 2022 19 hours ago, Danlex said: Here's the solution: Thank you. Spoiler Somehow that escaped me. Took me more than a few tries to get where I needed to be, then a few more tries to get to the lift from there. And I solved the first puzzle accidentally (getting into the building). I couldn't see the switch, so I shot at the door thinking maybe it would blow a hole in it, and I hit it. Don't know if there was a hint for that or not. When I said there were some clever puzzles, I wasn't referring to this map. This is the map with the devious puzzles. Things I've never seen before. Well done. 1 Share this post Link to post
Obsidian Posted October 18, 2022 Cheers very much for the bug report, EffinghamHuffnagel! I made some quick fixes to MAP10 and MAP15 (and also fixed some errors in the EMPAINFO, heh) and now we are officially on Beta 1.4! On a related note, how do people feel about a 31st October upload to the archives? Things are looking pretty damn polished by now and I reckon it's ready to be popped into Incoming, but I wanna leave some time for any last-minute alterations. 12 Share this post Link to post
Lizardcommando Posted October 25, 2022 I am perfectly fine with that. There aren't any major issues with my map as far as I am aware of. 1 Share this post Link to post
Obsidian Posted October 29, 2022 Twenty-four hours until we hit Incoming! 9 Share this post Link to post
Dusty_Rhodes Posted October 31, 2022 Awesome! This was a really fun project to work on, I'm really glad it's finished. Great work everyone and thanks Obsidian! 3 Share this post Link to post