Compendium - Classic Megawad Compilation

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Re: Compendium - Classic Megawad Compilation

Postby dmslr » Thu Dec 17, 2020 1:09 am

I noticed that there are some minor changes like liquid splashes. How can I delete all custom stuff? And I think these changes could be included in the second file not in the main one.
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Re: Compendium - Classic Megawad Compilation

Postby Dynamo » Fri Dec 18, 2020 11:33 am

dmslr wrote:How can I delete all custom stuff?

I think all you need to do is either comment out the relevant bits in TERRAIN.txt or just delete the file entirely (some of the liquids are originally from the mappacks featured, such as Daedalus if memory serves).
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Re: Compendium - Classic Megawad Compilation

Postby Captain J » Tue Feb 16, 2021 1:23 am

Tho i'm bumping this thread kinda late, but i've got some feedback to share: Smoke terrain splash effect is rather large and would cover up the screen and in 2nd map of Slipgate(SLP02), the switch room where the Berserk is does not activate the mission 2 script and thus would not open up the door to the place you should progress on, softlocking the game.
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Re: Compendium - Classic Megawad Compilation

Postby RafaHell » Thu Mar 11, 2021 10:07 am

@Dynamo: Hi. I've played through all of the included wads (skipping those I'd already finished) and enjoyed every pixel of it, and I just wanna know:

Is this it?
I know you've answered this question before, but I just want to ask for an updated answer: Any plans to continue and add a few more WADs and tweaks here n' there, or are you done with this?

Since I'm here allow me to express some tweaks I'd like to see (I know, some've been mentioned before):

- A menu to manually select the WADs. Current way is fine, but slightly tedious. Otherwise:
- Different rooms separated by year, containing year-appropriate WADs. The small beginning ubmap could contain gates to different years, instead of the WiP gates that I feel are... unnecessary...
- Add complementary mods specific to certain WADs, if applicable, like for example the rain patch for TVR!, and the TVR midi patch author name popups for that same WAD.
- Replace og soundtrack with Xeotroid's soundtracks, where applicable, being that they are all excellent and extremely respectful of the originals. They elevate the respective WADs without trampling over the work done on the og soundtrack. (Memento Mori I & II, Requiem, Icarus).
- Add WAD authors' name to the splashscreens, or some kind of popup. Otherwise:
- An accompanying text document with info on each WAD, for those of us who like to know who, what, where, when and how WADs were made. Especially considering there are some super obscurities in here (Mancubus!)...

Anyway, love the product as it is, so, yeah, feel free to ignore this nobody on the internet.
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Joined: 12 Jun 2020
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: Compendium - Classic Megawad Compilation

Postby PokeParty445 » Wed Apr 14, 2021 12:14 pm

Very nicely made collection, I plan on playing through it a lot more to get some more megawads down my belt lmao.

The only functional bug I've found is that Project:Slipgate's MAP02 seems completely unbeatable? The button to power the door just...doesn't seem to work. Using gzdoom 4.5 with no other addons, the most recent stable version of it as of writing this, the button to power the door doesn't work. However loading the wad independently, with no other addons, it works just fine.

If I could make any other personal suggestions, maybe some way to tell how many maps each mappack has. As it is right now I can look them up and find the number, but having it somewhere in the hub would be nice.
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Re: Compendium - Classic Megawad Compilation

Postby Vague » Fri Apr 23, 2021 3:20 pm

bit of a texture misalignment in the hubworld
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Re: Compendium - Classic Megawad Compilation

Postby Linz » Sun Jun 20, 2021 4:05 pm

Say,what's the track used for the shooting range
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