Spooktober Community Mapping Project [RC2]

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Re: Spooktober Community Mapping Project

Postby ImpieTwo » Sun Nov 11, 2018 10:43 pm

Marisa Kirisame wrote:@ImpieTwo: would you be ok with making another map?

I can take a stab at a secret map over the next couple days. Might even have an unused one from Strange Aeons laying around somewhere.
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Re: Spooktober Community Mapping Project

Postby Marisa Kirisame » Mon Nov 12, 2018 5:31 am

:o
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Re: Spooktober Community Mapping Project

Postby ImpieTwo » Wed Nov 14, 2018 5:19 pm

I guess the secret map was accepted. Are we waiting on one more person now?
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Re: Spooktober Community Mapping Project

Postby Marisa Kirisame » Wed Nov 14, 2018 5:53 pm

Yup
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Re: Spooktober Community Mapping Project

Postby Marisa Kirisame » Fri Nov 30, 2018 7:45 am

This project has been taking way too long to complete, so I've decided to push out a RC1 to the public in its current state. The first post has a download link.

Known issues:
  • A 3D floor based crusher in SPOOK09 becomes glitched when enemies are in the room.
  • Weapon sprites appear lowered if using screenblocks 10 or lower. This bug is fixed in GZDoom devbuilds.
  • Enemies sometimes get stuck in corners on SECRET03.
  • Some enemies can still hurt the player during room transitions in SECRET03.
  • Boss health bar in SPOOK10 isn't aligned correctly on the top of the screen with some resolutions.
  • Text in SECRET01 goes by too fast to read in many cases.
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Bug report for alone in the dark (Spooktober)

Postby kadu522 » Sat Dec 01, 2018 12:11 pm

Hello marisa! since i don't think you noticed my mention on discord i'm going to post it here as well.



Thanks to everyone this great work BTW.
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Re: Bug report for alone in the dark (Spooktober)

Postby ImpieTwo » Sat Dec 01, 2018 11:18 pm

kadu522 wrote:Hello marisa! since i don't think you noticed my mention on discord i'm going to post it here as well.



Thanks to everyone this great work BTW.

That is a receiver for a teleporter you find later. Check the room with the evil eye for the way forward.
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Re: Spooktober Community Mapping Project [RC1]

Postby Marisa Kirisame » Sun Dec 02, 2018 8:13 am

Current list of changes for the upcoming RC2.

    HUB:
  • Fixed ladder flight effect not going away if a player moves too fast (line-based effect replaced with a more robust zscript actor).
  • Fixed a couple items being positioned incorrectly due to some stacked 3d floor weirdness.
  • Fixed a misaligned ceiling slope in the SPOOK04 painting room, along with some incorrect textures.
  • Added some extra details to the basement and dining room.
  • Fixed a misalignment on the secret wall that rises to reveal SECRET05.

    SPOOK01:
  • Fixed cell doors not working.
  • (Probably) Fixed witch flight pathing.

    SPOOK03:
  • Made instructions more clear.

    SPOOK04:
  • Cover up all possible gaps where people could get stuck in

    SPOOK09:
  • Fixed a camera texture being the wrong size.

    SPOOK10:
  • Fixed the misaligned boss hp bar.

    SPOOK11:
  • Added blocking objects to spots where softlocks could happen.
  • Fixed texture misalignments.

    SPOOK12:
  • Raised the brightness of the rocket launcher room slightly.
  • Fixed a case where the player can break the yellow skull room.

    SECRET01:
  • Edited all dialogue to be more readable.
  • Fixed some secret sectors.
  • Fixed 3D floor lighting.
  • Fixed missing dialogue when encountering Commander Keen.
  • Added a teleport back from the rocket jump secret.
  • Fixed missing texture near healing chair.
  • Made the Spider Mastermind spawn one-use.

    SECRET02:
  • Renamed curtain texture due to conflict with Thief texture pack. Now you can actually see where one of the skull keys is.

    SECRET03:
  • Fixed red demons dealing damage while in a room transition.
  • (Probably) fixed crowbar kaibutsu getting stuck in corners.
  • Preserve vanilla items and use a fully custom hud for compatibility with various mods (no more HD breakage).
  • Fixed a very bad mistake that would cause crashing if one saved and reloaded in the map. Any saves made prior to this fix are unrecoverably broken.

    SECRET05:
  • Added a hint about headshots.

    Misc:
  • Fixed flickering in dialogue boxes.
  • (Hopefully) fixed "smooth look to" action getting stuck sometimes.
  • Made HUD replacer non-destructive to fix a crash with SBarInfo-based HUDs. (May cause issues in 3.6.0, so please report if it happens)
  • Fixed incorrect hud size when moving between SECRET03 and hub.
  • Extracted all textures from embedded wads to reduce load times.
  • Removed many duplicate textures.

There are still some changes pending for SPOOK09 from the author before I can push this update.
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Re: Spooktober Community Mapping Project [RC1]

Postby Gorec » Sun Dec 02, 2018 11:36 am

For Whom It Is Reserved-there is a crack near blue switch with rocket launcher where u can fall and cant get out
Alone In The Dark-room with yellow skull,dunno how but every door had a wall behind it and it never opened,before that a revenant somehow heard me and opened the door which had one use only(other side too),oh and from outside there is no wall texture
Last edited by Gorec on Mon Dec 03, 2018 12:55 am, edited 2 times in total.
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Re: Spooktober Community Mapping Project [RC1]

Postby Grumpy Tengu » Sun Dec 02, 2018 3:43 pm

Hey there,
Im currently playing through this mappack and its a BLAST it reminds me so much of the good old golden souls mods (and not just cause Batandy himself is involved)
Im looking forward to what is still to come, i already finished the pumpkin head map and a barons nightmare and now im chasing a black cat in the imperishable fright map.
That Pumpkin head was a little tricky cause i didnt know what to do at first but that was a neat take on the whole concept of doom. If i encounter any bugs ill try to report them as best as i can Marisa (good submission on the Vinesauce Mapping Contest this year too :thumb: )
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Re: Spooktober Community Mapping Project [RC1]

Postby Marisa Kirisame » Mon Dec 03, 2018 7:04 pm

Gorec wrote:For Whom It Is Reserved-there is a crack near blue switch with rocket launcher where u can fall and cant get out
Alone In The Dark-room with yellow skull,dunno how but every door had a wall behind it and it never opened,before that a revenant somehow heard me and opened the door which had one use only(other side too),oh and from outside there is no wall texture



So, in the first map, you went on to do some random jumping to places you're not supposed to go (I assume it's this one right here in the screenshot).


On the second you listed, the door the revenant opens is supposed to close immediately as you go near it. You are NOT MEANT to go through it in that direction. I have no idea how you even managed to do that.
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Re: Spooktober Community Mapping Project [RC1]

Postby Somagu » Tue Dec 04, 2018 2:25 am

I don't usually feel compelled to leave map-by-map feedback on any mapping projects or megawads, but I played through this one twice, so I figure the least I can do is doot some horns and point out some bad geometry. Following notes made based on UV spawns, with no mid-level saves.

Spoiler:


All in all, I loved this! Well done to everyone involved. Each level was a relatively unique and interesting experience, be it because of gameplay gimmick or visual theme. The music ties most of the levels together well, and the pacing has good ups and downs, dotting the slow tense stuff with more vanilla whupping, and finally finishing off with a cork bang.

I only wish it could have released sooner!
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Re: Spooktober Community Mapping Project [RC1]

Postby Rachael » Tue Dec 04, 2018 1:22 pm

Hey, Somagu! Thank you for the feedback! It is much appreciated. I am glad you enjoyed it. :)
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Re: Spooktober Community Mapping Project [RC1]

Postby ImpieTwo » Tue Dec 04, 2018 4:10 pm

Somagu wrote:I slipped into this room to grab the shellbox before backing out and this door closed, leaving me with no way to get into that room, so I had to start the map over there. Maybe find a more elegant way of closing it off so the player can't do that?

I knew there was something up with that segment that I needed to fix, but I could never remember what. It was originally a vanilla map and I just didn't adjust it I guess.
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Re: Spooktober Community Mapping Project [RC1]

Postby Marisa Kirisame » Tue Dec 04, 2018 5:48 pm

Yeah, I just patched that up now.
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