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forgettable pyromaniac

Morior Invictus (Vanilla-Compaible 32+ Level Megawad)

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Soon as I get the chance, I am going to get some of the suggested edits of my maps done and throw them up here for whenever things get updated and for those who might be currently playing through the wad. Definitely appreciate all the feedback I have seen given on my maps and look forward to more in the future.

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Whoops, had no idea this thread existed until just now. Glad to see this finally releasing. I'm pretty sure I played all these maps already during development, but I might have to go through them again for old time's sake.

 

@thelamp Thanks for the playthrough of map 11! You're not the first one to get lost there, and you probably won't be the last. I was definitely trying to go for a more 'exploratory' vibe, which I am aware isn't everyone's cup of tea. And yeah, there is a plasma gun in that level, but it's inside a secret. I don't think it's too well hidden, but some people are liable to disagree with me on that, heh.

 

On 2/16/2023 at 1:09 AM, galileo31dos01 said:

- Map 11: Noticed some midtex bleeding in the ground, here and here

I was actually aware of this at the time, but I had no idea how to fix it. Pretty sure I have a handle on it, now. Might have to open the wad file and do a bit of cleanup. Feel free to throw any other suggestions my way.

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haven't been talking a lot, but been paying attention, thanks for all the level playthroughs, lamp. hella fun to watch, been hittin the good ol' blueberry on every last one.


Yeah, bug squashing is definitely in order, there were a bunch of enemies apparently stuck inside monster closets :p but luckily they seem to be the vast majority of issues.

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Small update for Map 11 right here: neolith_v3.zip

 

-All midtextures should no longer bleed.

-Added a couple new secrets (for fun).

-Slightly altered existing secrets.

-Widened the sea around the isle a bit more. Should no longer be any visible seams were the sky texture repeats.

-Otherwise, everything else is still the same.

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Hey guys gonna stream some of these, been really enjoying this in chocolate doom.  Gonna stream from where I left off on map 18.  Only issue so far was a visplane overflow on map 10.  But love the whole battery time machine idea so far.  We'll see how it goes!

 

 

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About a third of the way in. Great stuff! I assume you'll eventually post a new version to id games once all the last kinks are worked out?

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2 hours ago, sandwedge said:

Hey guys gonna stream some of these, been really enjoying this in chocolate doom.  Gonna stream from where I left off on map 18.  Only issue so far was a visplane overflow on map 10.  But love the whole battery time machine idea so far.  We'll see how it goes!

aw damn, lmao. another thing to add to the list of things to fix. been kind of behind on that tbh.

 

34 minutes ago, Captain Keen said:

About a third of the way in. Great stuff! I assume you'll eventually post a new version to id games once all the last kinks are worked out?

Correct-e-mundo!

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Map 04
 

Map 26

 

Took me a bit to finally get to, but did some bug fixing on these levels, didn't really touch any of the texture stuff, but they should all work properly and consistently allow for 100% kills.

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Alright, I fucking LOVE MAP11. Probably my favorite of the bunch so far.

 

Also, I ran into a softlock in MAP09 where sector 93 never lowered as intended (was playing on dsda-doom with cl2). Not entirely sure why it malfunctioned when everything looks fine looking at the problem area in UDB - logically, the barrier should lower to the lower floor. I'm thinking a potential workaround might be to make a second "attachment" to the dummy sector and set its floor height to the lower height.

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Hey I actually finished this wad in Chocolate Doom and had a pretty great time.  Didn't record more video but found some things later on.  Also this is from memory so I realize I should probably take notes after each map lol, hopefully this is still helpful!  Great work everyone!

 

Spoiler

 

Map 29: In the blood room fight later that has a lowering pillar in the center, when I reloaded a save in the room I wasn't able to wake up the monsters in chocolate doom, meaning i could not do the fight.  One of those annoying chocolate things so might be worth making it possible to wake up the teleport room in the arena itself.

 

Map 30: Some cool ideas going back in time to harder version of old maps, and pretty impressively grandiose for vanilla, took me about an hour.  Had a visplane crash in the big blue arena with the key in the center and the cacos that come out of the opening shelves.  Could not figure out how to lower the red key barrier where you jump over the gap next to the berserk pack, so I noclipped.  Icon of sin is pretty annoying, I assume intentionally, as it has that annoying timing thing WITH enemies pooling infront of the icon and drawing autoaim, yet you cant stand far back cuz you hit the platform when going up.  I pretty much hate icon of sin maps that force you to make timed jumps and this one was even worse so yeah, I'm not a fan.  I know it is a final boss and you wanted to make it harder I guess, but I much prefer those fights without the timing aspect.  Other than that stuff cool final map.

 

Map 31: I really loved this idea!  Really cool atmospheric theme, looks great in chocolate, and i wasn't sure if it was a nomo map in choco so added some unknowns to it.  It's sorta like going through map 30 but far in the future which is super cool.  I haven't played many nomo maps but this one was fantastic.  Some interesting puzzles and exploration, I found the timed switch puzzle to be on the more difficult, tedious side since you have to go all the way to the beginning of the puzzle to start over.  So I ended up saving/reloading next to each switch to make sure I discovered where to go, which breaks the mood a little.  But all in all a really cool idea, love the giant hourglass too :)

 

Map 33: This was a cool idea, however you can simply make a run through many of the rooms without worrying about keeping on the blue area.  I had somebody point this out to me while I was streaming so not everyone might try that, but it does break some of the puzzle.  Otherwise I really like that idea.

 

 

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21 minutes ago, sandwedge said:

Hey I actually finished this wad in Chocolate Doom and had a pretty great time.  Didn't record more video but found some things later on.  Also this is from memory so I realize I should probably take notes after each map lol, hopefully this is still helpful!  Great work everyone!

 

  Hide contents

 

Map 29: In the blood room fight later that has a lowering pillar in the center, when I reloaded a save in the room I wasn't able to wake up the monsters in chocolate doom, meaning i could not do the fight.  One of those annoying chocolate things so might be worth making it possible to wake up the teleport room in the arena itself.

 

Map 30: Some cool ideas going back in time to harder version of old maps, and pretty impressively grandiose for vanilla, took me about an hour.  Had a visplane crash in the big blue arena with the key in the center and the cacos that come out of the opening shelves.  Could not figure out how to lower the red key barrier where you jump over the gap next to the berserk pack, so I noclipped.  Icon of sin is pretty annoying, I assume intentionally, as it has that annoying timing thing WITH enemies pooling infront of the icon and drawing autoaim, yet you cant stand far back cuz you hit the platform when going up.  I pretty much hate icon of sin maps that force you to make timed jumps and this one was even worse so yeah, I'm not a fan.  I know it is a final boss and you wanted to make it harder I guess, but I much prefer those fights without the timing aspect.  Other than that stuff cool final map.

 

Map 31: I really loved this idea!  Really cool atmospheric theme, looks great in chocolate, and i wasn't sure if it was a nomo map in choco so added some unknowns to it.  It's sorta like going through map 30 but far in the future which is super cool.  I haven't played many nomo maps but this one was fantastic.  Some interesting puzzles and exploration, I found the timed switch puzzle to be on the more difficult, tedious side since you have to go all the way to the beginning of the puzzle to start over.  So I ended up saving/reloading next to each switch to make sure I discovered where to go, which breaks the mood a little.  But all in all a really cool idea, love the giant hourglass too :)

 

Map 33: This was a cool idea, however you can simply make a run through many of the rooms without worrying about keeping on the blue area.  I had somebody point this out to me while I was streaming so not everyone might try that, but it does break some of the puzzle.  Otherwise I really like that idea.

 

 

 

I can't be fucked to fix the MAP29 bug so that's on FP. Shit was made like a year and a half ago and I wanna be done with it.

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On 3/11/2023 at 1:55 AM, sandwedge said:

Hey guys gonna stream some of these, been really enjoying this in chocolate doom.  Gonna stream from where I left off on map 18.  Only issue so far was a visplane overflow on map 10.  But love the whole battery time machine idea so far.  We'll see how it goes!

<snip>

 

Hey, I am the creator of map 10 of Morior Invictus. I am trying the find the earlier vod where you played my map but so far i am out of luck. Could you link me to that vod?

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6 hours ago, NeedHealth said:

Hey, I am the creator of map 10 of Morior Invictus. I am trying the find the earlier vod where you played my map but so far i am out of luck. Could you link me to that vod?

 

Hey there, unfortunately I didn't actually record video for that one.  I played a bunch on my own and then picked the stream up around map 18.

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1 hour ago, sandwedge said:

 

Hey there, unfortunately I didn't actually record video for that one.  I played a bunch on my own and then picked the stream up around map 18.

Okay, do you remember in which area the visplane error was?

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8 hours ago, NeedHealth said:

Okay, do you remember in which area the visplane error was?

 

I hopped back into the map but couldn't remember where, it was a little while ago.  Pretty sure it was in one of the larger areas (I would assume anyway).  Next time I'm playing casually I'll take notes at least of crashes so I can be more helpful lol.

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Another small bug report: MAP29 has a broken teleport on HNTR - the teleport destination back from the red key arena (thing 256) is missing the Easy flag.

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My stream of maps 1 through 8 below.  Enjoying it so far, nice mix of styles and difficulty so far.  Nothing so hard as to be frustrating (yet).  I plan on streaming more soon.

 

 

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Stream of Map 9, 10, and 11 below.  Map 9 got a bit goofy for me with the wolf3D bit.  10 and 11 were better, though I did get lost in 11 many times.

 

 

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Stream of maps 12 to 15, either I got a lot better since the previous session or these give a bit of a breather compared to the last few maps.

 

 

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Stream of maps 16 to 20.  Really digging the wide variety of mapping styles on display here.  Map 18 in particular was very interesting with it's "this is supposed to be a real place" vibes.  Not a lot of slow-burn levels like that, but it ended up working good for it.

 

 

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Maps 26-28.  27 was a bit...basic?  Not terrible, just basic.  The others were great, difficulty is getting to my limits.  When I find myself holding down fire with the BFG, I start to lose interest.  Should be finishing this up sometime in the next few days.

 

 

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On 4/3/2023 at 1:06 AM, narrowtomato said:

Maps 26-28.  27 was a bit...basic?  Not terrible, just basic.  The others were great, difficulty is getting to my limits.  When I find myself holding down fire with the BFG, I start to lose interest.  Should be finishing this up sometime in the next few days.

 

 

27 is supposed to look basic. It is based of of something that is based of of a warehouse

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Nearly finished! I'm having problems with map30 so here's 31 instead haha

 

 

 

 

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