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Cheesewheel

Crusader [DSDHACKED+MBF21]

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1 minute ago, Cheesewheel said:

 

MBF21 should do it. Make sure your port is DSDHacked supporting.

Thank you! It is. I use DSDA.

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Badass weapon sprites!

 

Was expecting a new malevolence episode but this looks dope too!

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The sprites for enemies and expecially weapons look... jaw-dropping!

I'm going to try running it in Woof, the doomwiki says it should have support for DSDHacked since v.7.0.0

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All hail Cheesewheel, the Master Mapmaker!

Seriously tho, the mapset looks extremely promising.

 

I'll check this one out soon!

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Played the first three, enjoying the arsenal so far. Plasma dynamic with encouraging getting closer for a nice face blast is top of the list atm.

 

Map 2 probably an issue:

Spoiler

The tree blocks the jump from upper platform, but not this one. Can go straight to exit without blue or red fight.

<clearing up attachment space, it should be irrelevant by now :)>

 

Edited by Doomy__Doom : clearing up attachment space

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I saw this during the weekend and knew I had to play it! I got through map 01 and 02 in no time flat, the new weapons are really cool and I particularly like how the chaingun feels. The heavy cannon is probably my new favorite pistol replacement of all time, it just feels great and handles clumps of monsters or even tankier monsters like a champ until you get heavier hardware!

 

Will definitely be playing through this over the week. Good job!

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I've played the first 5 maps, and it is amaaaazing

I'm loving it, especially, with the replacement of the pistol

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Played the first two maps and some of the third, love every bit of them. The new weapons seemed too strong in the first few minutes but I now get the feeling I will want to switch to HMP pretty soon.


Noticed one of the columns surrounding MAP03's yellow keycard had a bit of a graphical error, seen in this screenshot (dsda doom 0.25.6, if it helps):

 

Spoiler

 

doom00.png.a2680ade16e985a6c790e33ad899cf36.png

 

 

Anyway, amazing job in those first maps, I'm hooked.

 

Edit: Finally finished MAP03, last two fights were really hectic. But I also encountered another small graphical issue. In the room you access with the blue keycard, where you can enter from two separate (very) blue doors, there's a column that clips trough the floor it's above from certain angles, as shown in theese screenshots:

 

Spoiler

doom02.png.6a258205c0cc7a57e90fcabb4b925977.pngdoom01.png.f8a8f965725cf0fe42edd3ebc22e819f.png

 

Edited by Gravepicker : Played some more.

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Alright, finally able to give you some feedback on possible bugs. UV, pistol starts, dsda-doom 0.25.6. 

 

Spoiler

Map01

- Irrelevant misalignment here (lines 1106, 564)

 

Map02

- Minor, the midtex cages aren't set impassable

 

Map03

- Found it odd that this switch texture didn't animate when I pressed on it. Maybe the "ON" variant isn't defined? I should add that all switch textures like this one in the set also don't animate, or well, I remember a yellow one in another map that didn't.

 

Map04

- I got stuck on an invisible wall or sector in this specific spot. It's a node issue I'm sure, because if you take a look at the nodes viewer in UDB (or your editor of preference) there's this super thin void space here where I'm pointing at. Should be easy to fix I believe, and should be fixed since you don't want to get stuck like that during a fight.

- At the final stairs leading to the exit, there's a "brief" teleporting ambush. I put brief between quotes because many monsters took quite a while to spawn in, which isn't great. I think you want to invert those monster closets horizontally so they face west. Might help also to shrink those closets a bit more.

 

Map07

- Well, here's something: as you can see in this shot there's no gun displayed on screen. It happened after running out of shells iirc, and it was the only time in the set. Problem is I've not been able to reproduce this exact situation on purpose -- I waste my shells but then autoswitch to chaingun, so I don't know where the issue is, unfortunately. Very weird...

- I found by accident that you can cheese the belcher swarm in the hallways at north - I pressed switch line 17221, immediately rushed to the closest lift, and the wall closed right behind me. 

- Oh yeah, the big yellow switch texture doesn't animate when pressed. Also doesn't reproduce a sound.

- More of an observation but I thought the BSK fight was a bit too harsh on the chaingunners, my megasphere went to 10hp by the end most thank to said gunners, since there is barely any cover if they come from all angles...

 

Map08

- Speaking of chaingunners, the hitscanners/poisoners fight rubbed me wrong way, ngl. Unless I missed something, neither bouncers, plasma or chaingun would help bar with that much hitscan to the chest. Then there's those two poisoners, but you can actually dodge them. Mind that I entered the fight with something like 100/100, but even with blue armor and soulsphere I could only leave in a very precarious state... The first two times I left with 1 and 10hp respectively lol. What is the best strat there?

- A SS zombie was stuck inside this rock... or got stuck? 

 

Map09

- What are those angels? You can shoot them but I don't know if they ever die, heh. I guess they're easter egg?

- In the northeast area with the jump pads, I fell on the void while getting propelled to the BSK and got stuck basically. Seems you need to be controlling your movement in order to navigate these invisible sectors, like in the curvy one (starting from sector 259). Furthermore, are you meant to snipe the golden cybs from afar before using the pads? because I had two circumstances in which they were standing exactly were you land and fortunately they didn't shoot.. I think bouncers would do it.

- I thought this fight was gonna be harder but you can actually sort of cheese it by hiding in the curvy corridor, since the monsters are flagged ambush, you can pick which trio to alert at a time :)

 

Other stuff:

 

- Is it intentional that resurrectors make the resurrecting noise when they die? I found that distracting many times lol

- About the plasma gun's overcharge blast, does it work like the BFG? Because I assumed those were just powerful projectiles, no tracers.

- Kinda wish there was a bit more of the chainsaw, iirc it was present in only two maps?

 

Hope I'm not forgetting anything else....

 

Overall I really enjoyed the maps, and the new weapons and monsters are all great, really the SSG and bouncer must be some of my favorites. Thanks for sharing!

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It is possible to bypass the yellow key fight in map03 by bumping into the yellow key pillar when it is lowering.

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Updated OP to V1.1, fixed bugs, added chainsaws etc...

 

@galileo31dos01

 

 

 

-Problem is I've not been able to reproduce this exact situation on purpose -- I waste my shells but then autoswitch to chaingun, so I don't know where the issue is, unfortunately. Very weird... Can't reproduce this :(

 

Map08

 

- Speaking of chaingunners, the hitscanners/poisoners fight rubbed me wrong way, ngl. Unless I missed something, neither bouncers, plasma or chaingun would help bar with that much hitscan to the chest. Then there's those two poisoners, but you can actually dodge them. Mind that I entered the fight with something like 100/100, but even with blue armor and soulsphere I could only leave in a very precarious state... The first two times I left with 1 and 10hp respectively lol. What is the best strat there? I nerfed this fight, I always left as soon as the bars lowered to get out.

 

Map09

- What are those angels? You can shoot them but I don't know if they ever die, heh. I guess they're easter egg? Bigger plans for friendly angels in MAP09 - I had set up monster spawners that they would perpetually fight but I couldn't get it to work properly so they just get to fly about :)

 
Other stuff:

- Is it intentional that resurrectors make the resurrecting noise when they die? I found that distracting many times lol - yeah they play the slop sound when their body falls out of the machine - might change it

- About the plasma gun's overcharge blast, does it work like the BFG? Because I assumed those were just powerful projectiles, no tracers. it's just 20dmg projectiles, no tracers.

 

I will post the DECOHACK at some point as I know that might be useful for someone who wants to replicate anything in Crusader.

 

 

 

 

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Finished a playthrough on hmp, absolutely loved every aspect of this

 

Spoiler

Very, very minor bug. These railings can be walked through, same with the other side.doom00.png.b836db36ced9a1ed8826bc721f9b13a7.png

 

 

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Can anyone provide an alternate download location? I get this B.S. from

the fine folks at Dropbox:

Spoiler

dropboxBS.png.b7fd757a066df29ed03ddd2ee0feca0c.png

Never mind; I figured it out ~ Anyone else ever get this error/condition, change the

zero to a one in the part of the URL that says " ?dl=0& ".

Edited by prfunky : retraction of requested supplemental link

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Now all the new enemy types are visible, as well as map decorations, I still can't figure out what to do after I pick up the red key on the second map. Seems like you have to perform some archvile jumping, but I've not got that much health for this while I get there, besides it doesn't give you enough upward momentum for an escape. Do I have to maybe perform some sort of a rocket jump here? Btw, jumping is allowed while using GZDoom with "Allow jump" set to "Default", don't know if jumping is even possible in DSDA-Doom.

 

Here's a video footage of levels 1 and partially 2:

 

 

Edited by CortexReaver

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Finally a WAD that is colourful and bright so we can enjoy the details and see where are we walking!

I will be definitely playing this.

 

 

1 hour ago, Firedust said:

can't wait for the decorate version!

 

Why we would need a decorate version?

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43 minutes ago, macro said:

Why we would need a decorate version?

Because Cheesewheel said he was making a decorate version

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34 minutes ago, Firedust said:

Because Cheesewheel said he was making a decorate version

 

I am asking "why we need it?", but you are answering to "why we are getting it?".

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1 hour ago, macro said:

 

I am asking "why we need it?", but you are answering to "why we are getting it?".

Because some people prefer gzdoom

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2 hours ago, Cheesewheel said:

Hi, no plans to make a decorate version, i'm referring to the Raw DECOHACK that I used to make the dehacked patch. More info here

 

WHAT?!?!

DecoHack?!

I had no clue of the existence of such a thing! Bash/Linux support? Gah!!

 

GIMME!

 

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Played the first map. So much of fun. But I just noticed that I ended up using the Heavy Cannon like 80% of the time because it is so much better than the Shotgun in almost every situation: with powerful enemies, with crowds, as a sniping gun, to kill single weak enemies... Meanwhile, the shotgun I used it just a couple of times until I got ammo for the Heavy Cannon again. I am not sure if it is designed in that way, but I wish the shotgun was more useful or able to use in more situations.

 

I don't know how things will work beyond level 1, so maybe it is really useful in further levels.

 

10 hours ago, Firedust said:

Because some people prefer gzdoom

 

The map/mod is for DSDHACKED compatible ports, not for gzdoom, so there are two options: 1) You download DSDA-Doom and play it, 2) You don't play it

 

Don't ask the OP to create a version for your favourite port. You can convert the DECOHACK to DECORATE yourself instead of asking him to do extra work for your own convenience.

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10 hours ago, macro said:

 

Don't ask the OP to create a version for your favourite port. You can convert the DECOHACK to DECORATE yourself instead of asking him to do extra work for your own convenience.

Nobody asked the op to create a new version - it was a misunderstanding on my part

I thought decohack was decorate and cheesewheel already said he was working on a decohack so ig I'll just wait for that

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11 hours ago, macro said:

The map/mod is for DSDHACKED compatible ports, not for gzdoom

The latest GZDoom devbuild (Sep 12 2023 or newer) now supports DSDHACKED. Turns out a lot of the work had been done years ago and it was just put aside due to lack of mods to test it on? Funny how these things work out sometimes.

 

Whether or not that support is accurate to how DSDA-Doom handles things or not is a question that still needs to be answered, though. If you're playing on GZDoom and spot weird bugs, tell the GZDoom devs about it instead of Cheesewheel!

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46 minutes ago, Kinsie said:

The latest GZDoom devbuild (Sep 12 2023 or newer) now supports DSDHACKED. Turns out a lot of the work had been done years ago and it was just put aside due to lack of mods to test it on? Funny how these things work out sometimes.

 

Whether or not that support is accurate to how DSDA-Doom handles things or not is a question that still needs to be answered, though. If you're playing on GZDoom and spot weird bugs, tell the GZDoom devs about it instead of Cheesewheel!

Thanks for the headsup, Kinsie!

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Quote

The latest GZDoom devbuild (Sep 12 2023 or newer) now supports DSDHACKED. Turns out a lot of the work had been done years ago and it was just put aside due to lack of mods to test it on? Funny how these things work out sometimes.

 

Yes! Now I can see the enemies!

Edited by CortexReaver

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