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skillsaw

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Everything posted by skillsaw

  1. Overview Heartland is an episode developed exclusively for the Eternity Engine (version 4.02.00 and up). Heartland takes place in the nation's decaying industrial heartland. An inscrutable evil lurks somewhere beneath the abandoned factory on the city's outskirts, beckoning you closer with every beat of your heart... Heartland features seven new levels by me (@skillsaw), an original soundtrack composed by Stuart Rynn (@stewboy) (available at his bandcamp: https://stuartrynn.bandcamp.com/album/doom-heartland-ost) , and new and overhauled weapons by @Xaser. Dew (@dew) returned to his role as my go-to tester, and helped out a ton over the last month to help me polish and get this into a releasable state. And lastly, Altazimuth (@Altazimuth) provided tons of support - helping with bugs both in the maps and in the engine, helping me figure Eternity out, as well as being a constant friend to bounce ideas off of and chat with. There's no way this would have ever gotten done without your help! Trailer (Thanks @Bouncy!) Screenshots MAP01: Subway Sandwich MAP02: Bruce R. & Son Construction Co. MAP05: Titan of Industry Play Info Heartland extensively utilizes Eternity Engine 4.02.00 mapping and modding features, and so will not run on any other port. Please download the latest stable release here: https://www.doomworld.com/forum/topic/119425-eternity-engine-40200-forseti/ Alternatively, a dev build can be downloaded from: https://devbuilds.drdteam.org/eternity/ Heartland disables jumping completely. Mouselook is optional depending on player preference, however, the wad has primarily been tested without mouselook. Suggested compatibility settings are applied automatically by the OPTIONS lump. All maps have been tested and can be completed from a pistol start. Maps in Heartland are generally longer than in my previous releases; so consider that in your decision whether or not to use saves. Known Bugs In 4.01.00 and lower, an engine bug with certain PolyObjects will cause the game to crash to desktop. Please use 4.02.00 or newer to avoid this. In 4.02.00 Forseti, an engine bug causes crushing ceilings to stop moving when loading a saved game. This affects MAP05. The map is still completable if the crushers stop, but an optional area will no longer be accessible. If you wish to avoid this bug completely, please use a devbuild as the bug has since been fixed. Fixed in RC1b: In MAP01, if sergeants on the rooftop are sniped, they will be respawned in an invulnerable state later. In MAP05, it's possible to spawn some invulnerable monsters if you drop off the ledge in the furnace room twice. This is a map bug - I'll fix it in an update. Fixed in RC1c: Monsters can no longer be resurrected into an invulnerable state if they are the target of a Thing_Activate action after they've been killed. Map Listing MAP01 - "Subway Sandwich" MAP02 - "Bruce R. and Son Construction Co." MAP03 - "Reservoir Dog" MAP04 - "Routine Flaring and Flailing" MAP05 - "Titan of Industry" MAP06 - "Get Shafted" MAP07 - "The Beating Heart" Music Listing All music composed by Stuart "stewboy" Rynn - please check out the soundtrack: https://stuartrynn.bandcamp.com/album/doom-heartland-ost MAP01 - "Street Surfer" MAP02 - "The Jazz Machine" MAP03 - "Dancing Snakes" MAP04 - "See the Shrews" MAP05 - "The Towering Colliery" MAP06 - "Para Bellum" MAP07 - "Souls Symphony" Intermission Title Text screen Additional Credits Ola Björling (@ukiro): OTEX Please see the included credits text file for full credits. Download: https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/heartland
  2. I've had the same issue, and found that it's much more quick and painless to report uploads through the web portal rather than in game. Other than one copy of Lunatic that they won't take down for some reason everything else has been removed within a day or two. https://mods.bethesda.net/en/doom_doomii/all
  3. Thanks for the interest! I am not working on a sequel to Heartland, and if I did, it wouldn't be a megawad, especially due to the time/effort required to make EE maps. Making that many would take the rest of my life :P
  4. Bummer. They all work on PC/Steam Deck. Hopefully NDS can fix whatever is going on in the console versions.
  5. These four: https://mods.bethesda.net/en/doom_doomii/all?author_displayname=pgdebruyne I believe they're already on the spreadsheet though.
  6. I finished my testing/bugfixing pass on my releases. All four projects are fully playable/completable in the kex port now. I also made some improvements while editing the wads -- I put the specifics into a status update here on DW. Not sure I can link to the update directly, but maybe this will work.
  7. I've now completed a full testing and bugfixing pass on Ancient Aliens, Valiant, Lunatic, and Vanguard to make sure that all maps are completable in the kex port. I'm not going to promise there are no issues (I am aware of some visual ones) but the maps can be beaten and there should be no *major* mapping issues. These changes only apply to the release that I uploaded to Bethesda.net -- any version that is copied from the idgames version (of any of these wads) will have major bugs in the kex port, at least presently.

     

    I made the following changes in addition to fixing various bugs in the maps:

     

    Valiant

    • Added UMAPINFO with divided episodes, story texts, par times, etc.
    • Added GAMECONF and COMPLVL lumps
    • Added widescreen assets (thanks to Trov and Nightfright2k19, from https://github.com/NightFright2k19/doom_widehud)
    • Made some map adjustments to remove missable secrets and points of no return.
    • Converted wad to MBF21, for several benefits:
      • More acceptable physics and infighting behavior than MBF
      • "Alerter" dehacked objects enable me to remove the artificial shoot switches at the beginning of many maps
      • Final boss no longer turns into a normal Archvile when resurrecting an enemy, which was a longstanding bug in ports without DECORATE support
    • Dropbox Link

    Ancient Aliens

    • Added UMAPINFO with divided episodes, story texts, par times, etc.
    • Added GAMECONF and COMPLVL lumps
    • Added widescreen assets (thanks to Trov and Nightfright2k19, from https://github.com/NightFright2k19/doom_widehud)
    • Made some map adjustments to remove missable secrets and points of no return.
    • Converted wad to MBF21, for several benefits:
      • Sound effects that only played in ZDoom and Eternity will now play in other ports
      • "Alerter" dehacked objects enable me to remove the artificial shoot switches at the beginning of many maps
    • Dropbox link

    Vanguard

    Lunatic

    • Added UMAPINFO with divided episodes, story texts, par times, etc.
    • Added GAMECONF and COMPLVL lumps
    • Dropbox Link

     

     

    1. Show previous comments  18 more
    2. skillsaw

      skillsaw

      Thanks for letting me know. The sounds were renamed to DSFRE001-006 for MBF21. They do play as expected when they should.

    3. OpenRift

      OpenRift

      Just a note (sorry I'm like a month late lol): 

      DEMO1 and DEMO2 on the new Ancient Aliens update as well as DEMO1, DEMO2, and DEMO3 on the new version of Valiant seem to desync, you may want to record some new demos for those.

    4. electricbrass

      electricbrass

      Vanguard also has some demo desync issues. I'll have to check later which one(s) it was.

       

      Edit: Just the first one it looks like, since the lift never lowers.

  8. I finally was able to fix this one -- in case anyone else is dealing with weird crashes in their maps in the new port, there were some 1-sided lines in the UFO you teleport into that had both back and front sidedef defined. Removing the back sidedef fixed the crashing. This also seems to happen on a few other AA maps. No idea how I managed to get the lines into that state in the first place ...
  9. I can't test or troubleshoot on consoles since I don't own them. Does it give any additional details? If it's something I can fix on my end I can try. BTW just generally posting this as an update, but of the releases I have uploaded, I have done a full personal QA pass through Lunatic, Vanguard, and Valiant and made tons of fixes and updates to them -- those are available on bethesda.net and all work very well at least in the PC port. I will post more specific details later. I have yet to go through Ancient Aliens though I hope to start today (this release has really put a dent in my free time haha).
  10. I'm in the same boat but haven't tried. Let me know if you have any luck with support. I changed my display name to skillsaw_ , but like you the name change didn't propagate back to my uploaded wads.
  11. Yes, since there's some confusion here I want to reiterate this -- this is different than Boom's original behavior where monsters can be pushed off ledges with a weapon attack. Monsters are literally walking themselves off ledges at times after they've taken damage in the new port (at least, in Boom compatible wads). In addition to that, (and I figured it had already been reported), but Archviles will frequently get themselves stuck on monsters they are resurrecting (at least in Boom/MBF21 wads).
  12. skillsaw

    Easy way to renumber all tags on a map?

    When I've had to do this previously, I've used Ultimate Doom Builder's increment with '++'. Just open the first map you want to paste, select all sectors, and and type ++100 in the tag box to increment all tags by 100. In the next map, increment by 200, and in the next, 300, etc. Then copy and paste the maps together. This should work assuming your first tag in each map is 1 and you are just incrementing by 1 when assigning tags rather than choosing random numbers. Obviously if you're using more than 100 tags in a map you'll need a bigger value to increment by.
  13. Yeah, still crashes to desktop.
  14. When playing a wad using UMAPINFO defined episodes, the port will crash to desktop when using -file -warp and -skill to start in a level after episode 1. For example, when launching Valiant to the first level of episode 2 (MAP08) with the command line -- C:\Program Files (x86)\Steam\steamapps\common\Ultimate Doom\rerelease\doom.exe -skipmovies -file C:\wads\Valiant-umapinfo-3.wad -skill 4 -warp 8 This doesn't affect most end users but will be a bit of a pain in the ass for anyone who wants to test from Doom Builder (though I understand there's a also a UDB bug with the steam executable that prevents that from working, and I launched this command line from the Windows Start -> Run menu) CRASHLOG.zip On a side note, I believe it's been reported but idclev doesn't work properly either when using a mapset with UMAPINFO defined episodes.
  15. I just noticed that Boom generalized secret sectors (such as sector special 136: Light Glows and Secret)are not counted towards the total number of secrets on the minimap screen, but they are counted for found secrets, so you can have 3/2 secrets found.
  16. WHAT IT IS: Valiant is a MBF megawad for Doom II featuring 32 new maps spanning 5 themed episodes. Each map is designed to be played from a pistol start, but some effort has been made to support continuous play as well. Additionally, Valiant includes a number of new monsters and weapons implemented through an extensive MBF format DeHackEd patch. As a result, Valiant is not compatible with gameplay mods, and can only be played in ports with full MBF DeHackEd support. At present, these include ZDoom, GZDoom, PrBoom-plus 2.5.1.4(complevel 11), and Eternity. Zandronum is also supported through DECORATE. If you're using PrBoom-plus, make sure to update to the 2.5.1.4 build. You can download it here. A big goal of Valiant is variety, and although you'll see many of my tropes over and over (hordes of weak monsters, Mancubus and Arachnotron snipers, 3-key doors, the occasional arena fight...) I did aim to make a wide variety of maps. There are short punchy maps (MAP03, MAP22), sandboxes (MAP06, MAP18), long adventure maps (MAP10, MAP28), silly gimmick maps (MAP07, MAP19), and everything in between. Most maps are densely packed with monsters, and occasionally you'll see something resembling full on slaughter (although Valiant is not a slaughter wad, MAP31 aside...). Anyways, on to the good stuff... SCREENSHOTS: DOWNLOAD: Final version: http://www.doomworld.com/idgames/?file=levels/doom2/Ports/megawads/valiant.zip http://www.mediafire.com/download/77yq6ppm3rjt50o RC3 (outdated): http://www.mediafire.com/download/dp6wgs75jgfwegu RC2 (outdated):http://www.mediafire.com/download/uhi8uokal5p4d30 RC1 (outdated):http://www.mediafire.com/download/1b6rxv7t46roakk DIFFERENCES IN SOURCE PORTS: In (G)ZDoom, Eternity, and Zandronum, each episode is selected from the main menu. In PrBoom-plus, Valiant plays like a conventional 32 level megawad with a death exit at the end of each episode. Episode ending texts and splash screens are implemented using MAPINFO and therefore are only present in (G)ZDoom, Eternity, and Zandronum. Music changer objects are used a few times. These are not supported by Eternity, and thus Eternity will simply continue playing the map's default midi track in these situations. The final boss will graphically glitch in ports without DECORATE support but this does not impact gameplay. I recommend playing in ZDoom or Eternity for the optimal experience. If you would like to record demos or play multiplayer, PrBoom-plus or Zandronum are recommended, respectively. PLAY INFO: Valiant's difficulty is somewhat higher than Vanguard or Lunatic. If you've played either of those and found them too difficult, I recommend playing Valiant on skill 3 or skill 2. As stated above, gameplay mods will not work with Valiant due to the extensive DeHackEd patch included. HISTORY/DEVELOPMENT: I started building Valiant in February 2012 as a speedmapped megawad focused on small maps. After making 10 or so of these, I grew tired of limiting myself to small maps and decided to make whatever maps I wanted to. It took three years of off and on work, with breaks from mapping lasting as long as 9 months to get here, and a total of 39 maps, but I'm finally done! You can take a look at the map list and see when each map was made here: http://www.mediafire.com/view/4933m6r0i5tuavl CREDITS: Special thanks to dew, esselfortium, Seele00TextOnly and Tarnsman for testing, quality control, criticism, and technical advice, and also for being chill dudes. Thanks so much for your help! Special thanks to the creators and maintainers of utilities, source ports, and wikis, without which this project wouldn't have been possible. Special thanks to the Doom community as a whole, but especially the Doomworld forums and #doomtwid for making me feel at home. Resource credits are included in Valiant.txt.
  17. skillsaw

    Valiant.wad - now on /idgames!

    Not nonsensical but I don't really think it's necessary.
  18. Thanks. There is a floor light transfer on one of the sectors - so I could fix this instance with an update to the wad. But as you say the current behavior isn't accurate to existing Boom-compatible ports, and so I'd still consider this a bug that should be fixed on the engine side.
  19. I am doing some testing of my wads and finding some issues with the new port. Apologies if these issues have already been reported. - Boom linedef 254 (Scroll Wall according to Line Vector) texture scrolling direction is not consistent with other Boom-compatible ports. E.g. Ancient Aliens MAP14 linedefs 1861, 1863, 1867 should scroll vertically but are scrolling horizontally. - Crossing teleport lines (type 97) with tag 50 in Ancient Aliens MAP16 causes the game to crash to desktop. I've attached the crash log to this post. - There are some instances of zero-height moving floors being unable to move due to monsters overlapping the moving sector, such as this setup in Ancient Aliens MAP11 - the monsters collision does overlap the lowering 0-height floor sectors, but the sector lowers fully in other Boom-compatible ports: - Unline in other software renderers, midtextures can bleed into the floor when using the common workaround of having a different sector light level on each side of the midtextured line, such as this setup in Valiant MAP06: CRASHLOG.zip
  20. skillsaw

    Valiant.wad - now on /idgames!

    Yeah, I agree that the midi tracks are great, but none of them are original to Valiant so releasing/calling it the Valiant soundtrack would not be a cool thing to do :P Link to the dehacked-free version for use with mods if that is your preference: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/valve
  21. skillsaw

    ID24 - a new feature set standard

    Please don't confuse participation with endorsement. The uploader as-is is a complete trainwreck, but like it or not it exists. Some of us are just trying to mitigate the damage in whatever small way we can given our limited control of the situation. But I don't view the current situation as acceptable long-term and I believe others agree.
  22. Go to https://mods.bethesda.net/en/doom_doomii/all Login Use the search to search for your wad by name or click the "Your Mods" tab above the list of wads Open page for wad -> Click "Manage" tab -> Scroll to bottom and press delete
  23. There's a delete option in the web UI for your wad under the manage tab: I have't actually clicked it but I assume it works.
  24. skillsaw

    Classic Doom - New Update on Steam

    Infighting groups can be specified in MBF21. https://github.com/kraflab/mbf21/blob/master/docs/spec.md#infighting
  25. skillsaw

    Mod not uploading to D+D2?

    I had a similar experience when uploading a wad because the profanity filter didn't like the text string "ass" in the blurb next (nevermind that it was part of the name "lupinx-kassman") -- try scanning your text closely for anything that might trigger the profanity filter. You can always leave the text really short and edit it through the web interface on Bethesda.net later just to see if this is the issue. If it's not that you might be able to figure out why the upload isn't going through is by looking at stdout.txt in your saved games directory but it may or may not be helpful -- that's how I was able to figure out what was going on for me.
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