Spooktober Community Mapping Project [1.0.6]

New maps, and other projects whose primary focus is new maps, belong here.

NOTE: This forum, and all forums below it, are NOT for questions or troubleshooting! Threads here are for active projects only! Please use the Editing subforums or General for questions.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: Spooktober Community Mapping Project [1.0.5]

Postby Marisa Kirisame » Thu Oct 03, 2019 7:18 pm

So, special thanks to SeriousCacodemon for reporting a very very bad bug in one of the secret maps. I've fixed it now so you will no longer be chased by invisible enemies in that one maze.
User avatar
Marisa Kirisame
ZScript Magician
 
 
 
Joined: 08 Feb 2008
Location: Vigo, Galicia
Discord: Marisa Kirisame#4689
Twitch ID: magusmarisa
Github ID: OrdinaryMagician
Operating System: Other Linux 64-bit
Graphics Processor: nVidia with Vulkan support

Re: Spooktober Community Mapping Project [1.0.5]

Postby Vista_Owner » Sat Oct 05, 2019 1:21 pm

Holy shit from what I've played I really like this project. Am I allowed to make videos over this?
Vista_Owner
 
Joined: 21 Jan 2018
Discord: #2183

Re: Spooktober Community Mapping Project [1.0.5]

Postby Rachael » Sun Oct 06, 2019 7:30 pm

Vista_Owner wrote:Am I allowed to make videos over this?

Of course! People do it all the time! Have fun! :)
User avatar
Rachael
Webmaster
 
Joined: 13 Jan 2004
Discord: Rachael#3767
Twitch ID: madamerachelle
Github ID: madame-rachelle
Graphics Processor: nVidia with Vulkan support

Re: Spooktober Community Mapping Project [1.0.5]

Postby leodoom85 » Mon Oct 07, 2019 6:36 pm

Yeah, go ahead. Play our maps and post them. I'd watch them to see some reactions
User avatar
leodoom85
Dodge this.....
 
 
 
Joined: 14 Sep 2014
Location: Earth-shaking Chile
Discord: leodoom85#6202

Re: Spooktober Community Mapping Project [1.0.5]

Postby Rex705 » Mon Oct 07, 2019 7:13 pm

Here are some of my videos :)



User avatar
Rex705
 
Joined: 22 Nov 2015
Discord: Rex705
Twitch ID: Rex705

Re: Spooktober Community Mapping Project [1.0.5]

Postby SHayden » Wed Oct 16, 2019 11:35 am

I just wanted to give my review here, I like this project very very much. I absolutely loved the maps and mansion without exceptions. I had a lot of fun time with puzzles and tricks that almost every level had in store and if I had to choose which level was my favorite I'd say the one in deep sea.

Kudos to mappers and everyone involved, as someone obsessed with halloween I'm impressed and hope there will be more.

:thumb:

Spoiler:
User avatar
SHayden
 
Joined: 28 Jan 2017
Location: Europe
Discord: SHayden#5626

Re: Spooktober Community Mapping Project [1.0.5]

Postby deathwingduck » Thu Oct 24, 2019 8:42 pm

Just wanted to share this. High Noon Drifter with LegenDOOM ended up making the final fight quite interesting (Spoiler Warning).

Spoiler:


Would not recommend High Noon Drifter for this map pack if only because it clashes with some of the levels (my fault for not testing it more prior). It's great for any levels that don't feature custom content so if you're fine with switching between it and vanilla when you need to then it's still really good.

Regardless I enjoyed the maps a lot!
deathwingduck
 
Joined: 08 Jul 2017

Re: Spooktober Community Mapping Project [1.0.6]

Postby Marisa Kirisame » Sun Oct 27, 2019 8:00 pm

I went and pushed in 1.0.6. It has some fixes for mod compatibility, among other things. Usually stuff that I only noticed when people started running exotic mods on it.
User avatar
Marisa Kirisame
ZScript Magician
 
 
 
Joined: 08 Feb 2008
Location: Vigo, Galicia
Discord: Marisa Kirisame#4689
Twitch ID: magusmarisa
Github ID: OrdinaryMagician
Operating System: Other Linux 64-bit
Graphics Processor: nVidia with Vulkan support

Re: Spooktober Community Mapping Project [1.0.6]

Postby Marisa Kirisame » Tue Oct 29, 2019 3:33 am

Please redownload, I missed a bunch of softlocks that were fixable.
User avatar
Marisa Kirisame
ZScript Magician
 
 
 
Joined: 08 Feb 2008
Location: Vigo, Galicia
Discord: Marisa Kirisame#4689
Twitch ID: magusmarisa
Github ID: OrdinaryMagician
Operating System: Other Linux 64-bit
Graphics Processor: nVidia with Vulkan support

Re: Spooktober Community Mapping Project [1.0.6]

Postby VicBorAng » Thu Oct 31, 2019 12:56 am

Does anyone have a suggestion on good non vanilla mods that could go well with playing this mod?
Either ones that fit the Spooky theme, or compliment/work well with it.
VicBorAng
 
Joined: 14 Apr 2016

Re: Spooktober Community Mapping Project [1.0.6]

Postby erni945 » Thu Oct 31, 2019 8:06 pm

VicBorAng wrote:Does anyone have a suggestion on good non vanilla mods that could go well with playing this mod?
Either ones that fit the Spooky theme, or compliment/work well with it.


For my part, I can recommend Ultra Crispy to you :wink:
erni945
 
Joined: 21 Apr 2016
Location: Poland

Re: Spooktober Community Mapping Project [1.0.6]

Postby ToxicMasculinity » Thu Oct 31, 2019 9:14 pm

One that I'm testing right now that's pretty cool with this is "Project Horror". I haven't played far enough to see if it breaks the maps in any way, but from what I tested, it's fun and fits theme. Also, another good one that fits well is Sun Damage Omen. It changes the enemies, which is unfortunate because this has Halloween themed enemies (if I remember correctly), but the enemies are still creepy ass demons so they still fit the theme. There's others that would go really good also, but they result in a "called from mkDialogueHandler.NetworkProcess" error when talking to the old man at the Hub, which sucks, but it is what it is. Happy Halloween everyone.
ToxicMasculinity
 
Joined: 03 Sep 2019
Operating System: Windows Vista/7 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: Spooktober Community Mapping Project [1.0.6]

Postby Hellstorm Archon » Wed Nov 06, 2019 11:52 pm

Currently running the stable build of GZDoom 4.2.3, and I've encountered a couple of bugs:

When running in hardware-accelerated mode, the mansion hub will frequently cause me to encounter a glitch that's similar to the HOM effect. Playing in softpoly solves this, but causes certain sector-based objects like doors in the other levels to become invisible which can only be solved by going back into hardware-accelerated mode.
User avatar
Hellstorm Archon
Will debase self for street cred.
 
Joined: 24 Oct 2010
Location: 404 Error- Location of User Not Found
Discord: Man of Doom#4046

Re: Spooktober Community Mapping Project [1.0.6]

Postby Rachael » Thu Nov 07, 2019 2:30 am

This sounds like a driver bug, not something that can be fixed on the map itself. That being said, it might help to know where specifically you see these bugs so that it can be investigated, anyhow. Screenshots are a big help.
User avatar
Rachael
Webmaster
 
Joined: 13 Jan 2004
Discord: Rachael#3767
Twitch ID: madamerachelle
Github ID: madame-rachelle
Graphics Processor: nVidia with Vulkan support

Previous

Return to Levels

Who is online

Users browsing this forum: No registered users and 2 guests