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prfunky

Yavin's Clone DM / CloneZ

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This shall be my last map release for the Winter 2022-23 season. I generally
confine my Doom editing to the months of the year when I can't go outside to
roller skate comfortably in the rotten climate I reside in.

 

So, this is Yavin's Clone; yet another deathmatch map in my long litany of
cruelty inflicted on the greater Doom community at large. It's a single map
but I really put alot of stuff into this one. As has been my habit for the
last couple of years, it has monsters if one configures their Zandronum server
that way. Therefore, it's also a single-player map as well. Difficulty levels
are implemented in both single player and deathmatch but those mean different
things in each. For instance, Easy difficulty for single player means "I'm too
young to die" difficulty level that one would expect. Easy in deathmatch is a
different animal. I've been setting this to a rocket-only weapon mode in my
last several files released and this one is almost the same except that I also
include the grenade launcher since it uses the same ammo.

 

Besides the map, there are a few texture & flat additions and a whole crapload
of new sprites. There's a new monster that I've never featured in any of my
previous maps because it just got invented in about December. It has taken me
this long to iron the bugs out (some of them) as well as build this, fairly
decent map for its playground.

 

This map has been tested extensively with Zandronum 3.1 as well as LZDoom 3.88b.
I can't imagine that it would be incompatible with GZDoom though I've never
tested in such. It *might* even work with old ZDoom but that's not been tested
either. I'm pretty sure it *won't* work with Odamex and I'm frightened out of
my wits to see what would happen if I loaded it up in ZDaemon. But, hey, you
download it and play it with whatever Doom engine you see fit!

 ======================= [ July 8th, 2024 ] =======================

This map updated twice since this post. First update corrected a texture error

of the original plus I punched out a couple of walls. I then stuck it in:
http://chapsoftware.com/Files/mnstabbq.zip

as map02.

 

@AF-Domains.net

Yesterday, I completed a conversion over to ZDaemon which, by strange

happenstance, yielded a map that was also compatible with Odamex! Only

thing that doesn't make it is my custom sky due to my use of Skybox Viewpoint.

So, if you're an Odamex user, please ignore the picture posted here showing a

planet in the sky cuz you won't see it. For the record, here are the compatibilities:

<pre>
Tested With (good)      : ZDaemon 1.10.24 for Windows
                          Odamex 10.3 for Linux
                          Zandronum 3.0 for Windows
                          Zandronum 3.1 for Linux
                          LzDoom 3.88b for Linux
                          ZDoom 2.8.1 for Linux
                          
Tested With (bad)       : Woof! - loads but bombs on player start
                          DSDA-Doom & PRBoom+ - doesn't even load
                          Doom Legacy - loads but states can't handle the
                            Doom-in-Hexen format map
                          Crispy-Doom - loads and plays but...
                            try it! Maybe you'll like it. X-P
</pre>                            

We'll just call this one "version 3.0":

http://chapsoftware.com/Files/clonez.zip

I dropped some of the Zandronum features but kept others and added some different new stuff.

Therefore, one's experience between using ZDaemon and using Zandronum will be similiar but

not totally the same. Mileage may vary, past performance is not an indicator of future results.

Some people may experience slight discomfort with this wad but can go about their day.

 

overTheMtn.png

mallCeiling.png

receiving.png

endingShot.png

Edited by prfunky : new version availability

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Strangely enough it does load on ZDaemon and there are no crashes; but as expected there are texture-related anomalies and also a ton of "Unknown type" notices (due to the use of Decorate-created/adjusted items).

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26 minutes ago, AF-Domains.net said:

Strangely enough it does load on ZDaemon and there are no crashes; but as expected there are texture-related anomalies and also a ton of "Unknown type" notices (due to the use of Decorate-created/adjusted items).

Heh; a long time ago, I would load up files I downloaded and cue them up in ZDaemon and see

those maroon diamond signs and wouldn't have a clue what they were. I can't remember what

ZDaemon does with slopes...

This is first file I've ever used lighting transfer to ceiling special on. I wish I'd have deployed that

one years ago!

 

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I can confirm that ZDaemon does support slopes.

 

Regarding the diamond signs, there are several different potential cases that can cause them to occur, though those notices will be improved upon in time in order to provide a better idea of where the root cause happens to originate.

 

"If" you ever did go down the route of attempting to use DeHackEd in-place of Decorate for engines that don't support the latter, you may end up with two differing standards:

1) In the case of ZDaemon if you use a custom DeHackEd Supplement then you can have access to the Heretic, Hexen and some ZDaemon-specific actors that would then give you a lot of actors of which to work.

2) For ports that support DEHEXTRA (of which ZDaemon isn't yet one), there are a ton of dummy actors present that can be utilised.

 

With both though, "if" any or both were pursued, the DeHackEd could be added as a lump in a separate wad so at least it can be swapped out with ease depending on the port of choice (or even if it happened to require the DEHSUPP lump).

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Heh-heh; now yah got me futzing in Windows...

So yah, first attempt was with ZDaemon1.08.08b [attached screenshot] which just bombs the F out.

Then, I loaded up in both 1.10.19 and 1.10.20. Hilarious! Blinding!! All those bronze switch plate

textures!!! Because I used a texture on the floor, it fills in with red/blue checkerboard. More interesting

was that checkerboard lighting up more in the shadowy-er areas due to my split-blue in the palette.

(see http://chapsoftware.com/paletteJackers.htm for explanation)

Also interesting to note; that light transfer to ceiling special seems to be supported fine.

 

As long as I was putzing on the Windows XP box, what does ZDoom 2.8.1 have to say? Surprisingly,

EVERY damn thing works!! So yah got that goin' for ya!

 

Back on the Linux side here, Odamex bombs out but Crispy loads some FARG'd up SH*T!! Initially,

I forgot to -iwad path-to-DOOM2.WAD and I have NO CLUE what those Freedoom monsters are!

The screenshot here shows all the stupid Co-op monsters in single player mode.

I placed the co-op monsters in this file for joke reasons...

 

Whatev; moral of the story:

ALWAYS read the accompanying .txt file to any wad you download kids. And choose your engine

accordingly. This one is meant to be played in Zandronum. It's a deathmatch map; why would you

want to play it in any other port?

hateFueledByZDaemon.png

hateFueledByOdamex.png

likesByCrispy.png

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