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).
i fell between some flying boxes
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.
i didnt go in there from revenant side,every door was blocked by walls
Re: Spooktober Community Mapping Project [RC1]
Posted: Thu Dec 06, 2018 5:36 am
by Osiris Kalev
I just finished playing through (finding the secrets made me feel blind when I found the switches, heh) and I had a blast. There was a nice mix of slaughtery maps and more unconventional maps that kept me going until the final boss fight, which I also enjoyed, having a nice variety of moves.
The only bug I came across was the zscript crash at the end of Point Motion (but I see you've addressed that for the next version), but other than that, everything else was golden.
Spoiler:
If I had managed to actually complete all the levels, including the secrets (because I couldn't finish Point Motion without the crash), does the ending change at all? Just curious.
Re: Spooktober Community Mapping Project [RC1]
Posted: Thu Dec 06, 2018 5:38 am
by Rachael
Osiris Kalev wrote:
Spoiler:
If I had managed to actually complete all the levels, including the secrets (because I couldn't finish Point Motion without the crash), does the ending change at all? Just curious.
Spoiler:
Yes.
Re: Spooktober Community Mapping Project [RC1]
Posted: Thu Dec 06, 2018 2:09 pm
by Marisa the Magician
Rachael wrote:
Osiris Kalev wrote:
Spoiler:
If I had managed to actually complete all the levels, including the secrets (because I couldn't finish Point Motion without the crash), does the ending change at all? Just curious.
Spoiler:
Yes.
Spoiler:
And it's glorious
Re: Spooktober Community Mapping Project [RC1]
Posted: Fri Dec 07, 2018 1:10 am
by Osiris Kalev
Marisa Kirisame wrote:
Rachael wrote:
Osiris Kalev wrote:
Spoiler:
If I had managed to actually complete all the levels, including the secrets (because I couldn't finish Point Motion without the crash), does the ending change at all? Just curious.
Spoiler:
Yes.
Spoiler:
And it's glorious
Spoiler:
Oh my god, that was so worth going back through and finishing Point Motion in one go (for crash avoidance) for that ending. XD
Re: Spooktober Community Mapping Project [RC1]
Posted: Fri Dec 07, 2018 2:58 am
by GripZ
Is it Compatible with 3.5.1 Legacy?
Re: Spooktober Community Mapping Project [RC1]
Posted: Fri Dec 07, 2018 4:54 am
by Marisa the Magician
No, it absolutely needs 3.6.0.
Re: Spooktober Community Mapping Project [RC1]
Posted: Fri Dec 07, 2018 5:00 am
by Rachael
It works with 3.6.0 Legacy, however. Some things will look weird without shaders, if you are stuck using the Legacy builds, though.
Re: Spooktober Community Mapping Project [RC1]
Posted: Fri Dec 07, 2018 1:30 pm
by Grumpy Tengu
In the Map Avarice theres is a sort of Gate that lowers later in the map but you can just slip through the left most gap, heres a pic of the gap i mean https://puu.sh/Ce5DJ/0e59ccc776.jpg
Re: Spooktober Community Mapping Project [RC1]
Posted: Fri Dec 07, 2018 4:40 pm
by Marisa the Magician
Yeah, I better patch that up...
Re: Spooktober Community Mapping Project [RC2]
Posted: Mon Dec 10, 2018 1:26 am
by Marisa the Magician
Pushed out RC2. I'm growing impatient about the pending SPOOK09 changes.
Edit: I've decided to do everything myself. If there are any issues to report, please do it right now, I'm already preparing the 1.0 release.
Re: Spooktober Community Mapping Project [1.0]
Posted: Fri Dec 14, 2018 11:40 am
by Marisa the Magician
1.0 is finally out! It has taken long, but at last, it happened...
Spoiler: Full changelog for 1.0
Co-op compatibility with up to 8 players (not fully tested, so please report if anything screws up). Various maps will have special additions such as co-op teleporters for areas that "lock in" the player, or tweaked respawns.
Rebalancing on SPOOK09 (enemies reduced, flesh spawns removed completely, more ammo and health).
Increased boss area size in SECRET01, should be easier to move around in now.
Replaced music in SPOOK05 again.
Made SPOOK09 shotgun faster (automatic, no reload).
Dive Suits in SPOOK09 now last two minutes, respawn in co-op, and are only active while underwater. In addition, a HUD indicator will appear showing how much air time they have left.
Fixed 3D floor crusher in SPOOK09 (not that this matters much since the room is empty now.
Added a small platform to the boss room of SPOOK12 so it's easier to shoot it.
Automap is now properly hidden in SECRET03.
Use ACS_ExecuteAlways on doors in Hub and SECRET03. This allows multiple players to go through doors without any problems. Note that if another player is blocking the destination you'll be put on wait until they move away, otherwise this would result in accidental telefrags.
Replaced a potentially glitchy 3d floor with a 3d model actor bridge in SPOOK09.
Fixed small grammatical error in SPOOK11.
Fixed ending of SPOOK11 only playing sounds for the activator.
Fixed door transitions in secret room of SPOOK11 freezing all players.
Re: Spooktober Community Mapping Project [1.0]
Posted: Sat Dec 15, 2018 12:34 pm
by Fishytza
Finally decided to give this a run. Loving most of the maps. Loved the secret ending. I wish maps like Point Motion were the norm instead of secret level material, but oh well.
Re: Spooktober Community Mapping Project [1.0]
Posted: Sat Dec 22, 2018 12:55 am
by Jaxxoon R
It's good to finally open the champagne bottle on this project.
And I guess you could interpret the delay as an opportunity for a real nightmare before Christmas.
Re: Spooktober Community Mapping Project [1.0.1]
Posted: Mon Dec 24, 2018 7:10 pm
by Marisa the Magician
Pushed version 1.0.1 (same filename) with a VERY IMPORTANT fix for SECRET05. If you've experienced VM aborts after defeating all enemies, this is for you. Please PLEASE make sure to download this.
Edit: Wait ah god damn it all to hell don't download it yet the bug hasn't been fixed I just made it worse instead.