Compendium - Classic Megawad Compilation

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Re: Compendium - Classic Megawad Compilation

Postby Gadosen » Wed Mar 20, 2019 7:45 am

7HEPOW wrote:I really don't wanna know how long it took to put all of this together! :D

Though I've not yet found technical issues yet, here are two visual glitches:
Spoiler:


I've seen some more, but didn't screenshot them. Will do so in the future. Thanks for working on this!!


What hud is this in the D4D screenshot?
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Re: Compendium - Classic Megawad Compilation

Postby m8f » Wed Mar 20, 2019 7:56 am

It's Argent, not D4D.
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Re: Compendium - Classic Megawad Compilation

Postby Whitestellar » Wed Apr 24, 2019 9:15 pm

Well, i have a little advice for you:
First, the wad need a way to show what wad you have finished or how many time you finished the wad, help to keep track what wads i don't played
And the last, have the year of the wad in somewhere, i would love to see the "progress" of the wad, or at least, a list of 'order' to play the wads :3
But, none the less, this is a good thing, a compendium to bring every single good wad under a single roof, and one who do not reset your stats everytime i go throgh a new level
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Re: Compendium - Classic Megawad Compilation

Postby Rex705 » Thu May 23, 2019 7:27 am

Map 4 of Doom Resurrection the yellow key isn't showing up for me. :(
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Re: Compendium - Classic Megawad Compilation

Postby doomfan » Sat May 25, 2019 5:51 pm

Thank You, you're a hero. You deserve a gf with big tits.
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Re: Compendium - Classic Megawad Compilation

Postby invictius » Sun Sep 01, 2019 2:01 am

What's the name of the intertitle music? The ogg is just called untitled.
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Re: Compendium - Classic Megawad Compilation

Postby sirleviatan » Wed Oct 30, 2019 1:33 am

You have created a Mod that has already transcend in history, one of the best without a doubt, thanks.
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Re: Compendium - Classic Megawad Compilation

Postby Srthynor » Thu Feb 06, 2020 3:59 pm

I've been playing Compendium for a while and decided to play through every megawad and give a little opinion on each one, I've played through NeoDoom, Eternal Doom, Trooper's Playground, The Abyss, Cyberdreams, Operation Biowar, and Mancubus so far. For now I'll just record that in Neodoom, in map 28 there's supposed to be a wall that lowers when you reach a step blocked by a floor raised up, unleashing a bunch of pinkies and allowing you to go on, but it doesn't open. In Eternal Doom, (also level 28), there's a mechanic where you have to break the glass to access buttons, but they don't break so you get stuck. Last major bugs I've found so far is that in Cyberdreams, the last switch in map 12 is broken and doesn't open the exit, and the switch on map 19 doesn't activate the raising floors to kill the cyberdemons. I haven't found any other bugs in any of the other wads I've played so far though, I'll report back when I've found a few more or I finish all the megawads.
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Re: Compendium - Classic Megawad Compilation

Postby Dynamo » Thu Feb 06, 2020 4:44 pm

Thank you for the reports, and thanks everyone else for the kind words also. I've been meaning to get back to updating this but I've been busy with university as well as other projects, I'll definitely keep this in mind once I get around to sorting the bugs list I have. Given it's over 1000 maps I tested as many as I could but couldn't get to realistically test them all myself, so I am actually impressed at how comparatively few bugs there are.
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Re: Compendium - Classic Megawad Compilation

Postby Terashi » Wed Apr 01, 2020 3:58 pm

Any decent maps in the Compendium that don't require jumping? Playing GMOTA and two of the three characters don't seem to want to react when I press the jump button.
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Re: Compendium - Classic Megawad Compilation

Postby wildweasel » Wed Apr 01, 2020 4:23 pm

Terashi wrote:Any decent maps in the Compendium that don't require jumping? Playing GMOTA and two of the three characters don't seem to want to react when I press the jump button.

Many of the levels in Compendium were designed without a jump button in mind, since they predate an era where there even was such a thing in Doom. Therefore, these maps have a map info flag enabled that disables jumping. You can forcibly enable jumping from the options menus.
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Re: Compendium - Classic Megawad Compilation

Postby VGA » Thu Apr 02, 2020 10:08 am

doomfan wrote:Thank You, you're a hero. You deserve a gf with big tits.


:lol: :lol: :lol: :D :lol:
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Re: Compendium - Classic Megawad Compilation

Postby Terashi » Sun Apr 05, 2020 11:04 pm

wildweasel wrote:
Terashi wrote:Any decent maps in the Compendium that don't require jumping? Playing GMOTA and two of the three characters don't seem to want to react when I press the jump button.

Many of the levels in Compendium were designed without a jump button in mind, since they predate an era where there even was such a thing in Doom. Therefore, these maps have a map info flag enabled that disables jumping. You can forcibly enable jumping from the options menus.

Yeah, I saw that after I posted. Was playing Brotherhood of Ruin and one part of the first or second map is a giant pit. I was basically asking if there were any maps that avoided that kind of scenery. But I'm kind of done with GMOTA now.
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Re: Compendium - Classic Megawad Compilation

Postby Milestone » Mon Apr 13, 2020 9:26 pm

Say, I saw a list of all of the mapsets in this compilation, but is there also a quick list sitting around with how many levels are in each mapset? I've been using Compendium to mess with different gameplay mods, and I'd love to know which ones are "not-that-many maps" compared to "almost a full set".
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Re: Compendium - Classic Megawad Compilation

Postby axredneck » Tue Apr 14, 2020 10:23 am

Milestone wrote:Say, I saw a list of all of the mapsets in this compilation, but is there also a quick list sitting around with how many levels are in each mapset? I've been using Compendium to mess with different gameplay mods, and I'd love to know which ones are "not-that-many maps" compared to "almost a full set".

You can open it with Slade and look
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