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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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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Re: Compendium - Classic Megawad Compilation

Postby CeeJay » Tue Jun 22, 2021 9:56 am

This is a fantastic idea, and the amount of classic WADs available is staggering.

Only thing that kind botherd me is how some of them, such as All Hell is Breaking Lose and Obituary, doesn't include the custom content such as the weapons. Doesn't feel the same without it.
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Re: Compendium - Classic Megawad Compilation

Postby Vostyok » Tue Jun 22, 2021 10:00 am

I guess to be mod friendly. I noticed they kept in some of the custom monsters though, like Strain's mutants and the scientist from... Uh.. The Scientist. That was a nice touch and appreciate the effort.
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Re: Compendium - Classic Megawad Compilation

Postby CeeJay » Tue Jun 22, 2021 10:29 am

Which brings me to the point that some of these aren't technically megawads but rather partial or total conversions. Such as the case with the ones I mentioned.
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Re: Compendium - Classic Megawad Compilation

Postby Cutmanmike » Wed Jul 07, 2021 7:11 pm

Hi,

I didn't know whether or not to make a new thread about this or not, but I've created a map order randomizer for this pack. I've wanted to make something like this for a while but needed a collection of maps large enough to warrant it. It uses zscript (though it could be done in ACS with some mucking about). There are currently two modes to this in the options.

  • Generate 32 maps using all of the map packs in the wad, using the map number order appropriately. For example, you won't get a megawad's map30 on map 2.
  • Fully random mode, which is endless and doesn't respect the map numbers.

I've also made it so you can toggle on and off which megawads to use. By default Doom 2 and Cyberdreams is disabled. Daedelus and Hell Factory are completely removed from the generation since they use hubmap stuff. I think those are the only one that could potentially screw up the map order. Cyberdreams, though I love it, seems a bit off to include in something like this due to the gimmick nature of the megawad. I there's any others you think I should exclude by default, let me know.



To start, just start a new game and choose Compendium. It will start up automatically.

Download: https://cutstuff.net/public/compendiumr ... _beta0.pk3

Edit: Also if there's any other compilation wads like this that could warrant a randomizer like this, let me know.
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Re: Compendium - Classic Megawad Compilation

Postby Someonewhoplaysdoom » Sun Sep 12, 2021 8:28 am

CeeJay wrote:Which brings me to the point that some of these aren't technically megawads but rather partial or total conversions. Such as the case with the ones I mentioned.


As dynamo stated on the main page, the maps (Since there's between megawad scale maps and episode replacements) are adapted to be mod-friendly in general, allowing you to play with your favourite gameplay mod on maps that normally aren't compatible since the custom content. Obviously is negative if you wanted to play these PC/TC with his original content, but is still helpful for having continuity on different map packs on a really large gameplay mod playthrough, or for simply enjoy the customized designs of these maps.

On the other side, I'm not a Modder o designer and I know nothing about Doom scripting. But, since these classic total and partial conversions points to replace base weapons and monsters, putting these projects in a huge compilation could had a lot of compatibility Issues based on dealing with multiple redesings of a same entity, or with replacing the vainilla content on the maps that aren't projects of these kinds.
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