[RC2] Gomorrah - A UDMF mapset powered by OTEX

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Re: [WIP] Gomorrah - A UDMF mapset powered by OTEX

Postby Static » Wed Apr 15, 2020 2:43 am

looking forward to a release. screen shots are impressive, keep up the good work :D
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Re: [WIP] Gomorrah - A UDMF mapset powered by OTEX

Postby MFG38 » Sun May 03, 2020 3:55 am

Having come to the realization that my preview screenshots for Gomorrah in the OP were... a "little" outdated, I took it upon myself to capture some new ones. The freshly updated screenshots for each map are viewable up there.

Also, the finish line looms ever closer - gameplay for MAP02 has now been fully implemented, meaning that only MAP04 is left to finish up! I genuinely can not wait to get this thing to the hands of fellow Doomers. If all goes well, the test build of Gomorrah will be good to go sometime in June.

Stay tuned!
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Re: [RC1] Gomorrah - A UDMF mapset powered by OTEX

Postby MFG38 » Fri May 29, 2020 7:49 am

RC1 of Gomorrah is now released! See the OP for download links.
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Re: [RC1] Gomorrah - A UDMF mapset powered by OTEX

Postby okbuddy » Sat May 30, 2020 9:17 am

So... how do you actually exit from malevolence? I killed all monsters, got all items and solved the red skull key puzzle and nothing happens. I even restarted and played through a second time and can't figure it out. Maybe it's something obvious and I'm just missing it but I ran around the level for a long time to no avail. I even clipped and flew around and didn't see anything. Maybe a scene showing the exit like when you hit the switch to open the door would help?
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Re: [RC1] Gomorrah - A UDMF mapset powered by OTEX

Postby MFG38 » Sat May 30, 2020 11:58 am

okbuddy wrote:So... how do you actually exit from malevolence? I killed all monsters, got all items and solved the red skull key puzzle and nothing happens. I even restarted and played through a second time and can't figure it out. Maybe it's something obvious and I'm just missing it but I ran around the level for a long time to no avail. I even clipped and flew around and didn't see anything. Maybe a scene showing the exit like when you hit the switch to open the door would help?


Exits in Malevolence work the same way as in Desolation and Nocturne; the green teleport pads signify checkpoints, and there are switches next to each one. You press the switch to activate the checkpoint and then step into the teleporter to actually exit the level. The switches in Malevolence are admittedly kinda hard to see - I'll be highlighting them with dynamic lights for whatever the next version is.
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Re: [RC1] Gomorrah - A UDMF mapset powered by OTEX

Postby okbuddy » Sat May 30, 2020 5:15 pm

Cool thanks.
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Re: [RC2] Gomorrah - A UDMF mapset powered by OTEX

Postby MFG38 » Wed Aug 19, 2020 4:26 am

It took a while, but a new version of Gomorrah finally appears - say hello to RC2! Download links in OP have been updated with the new version.

Changelog:
Spoiler:
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Re: [RC2] Gomorrah - A UDMF mapset powered by OTEX

Postby Kills_Alone » Sun Aug 23, 2020 11:20 pm

After playing the newest release I agree its too damn dark.

On MAP06 I think it was, that Cyber boss can camp the doors (and lifts on each side) making progress rather difficult.
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Re: [RC2] Gomorrah - A UDMF mapset powered by OTEX

Postby SyntherAugustus » Sun Aug 30, 2020 4:02 pm

Tried this out and had a lot of fun. Some notes though.

-Ammo can be a bit more generous in general in Normal difficulty. Haven't tried the other difficulties.
-The final battle is a lag fest until half of the monsters kill each other from infighting. This is happening on an i7-8700k.

Other than that, great stuff! I liked the use of the textures.
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Re: [RC2] Gomorrah - A UDMF mapset powered by OTEX

Postby MFG38 » Tue Sep 01, 2020 8:54 am

SyntherAugustus wrote:The final battle is a lag fest until half of the monsters kill each other from infighting. This is happening on an i7-8700k.


Out of curiosity, did you load lights.pk3 along with the mapset, or do you have bloom/SSAO on? Those are the only possible culprits I can think of, since the final battle maintains a perfectly playable framerate on my i7-7500U laptop, albeit without lights.pk3 and with bloom and SSAO off.

Which reminds me, I forgot to make a note about advising against loading lights.pk3 with the mapset in the readme...
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Re: [RC2] Gomorrah - A UDMF mapset powered by OTEX

Postby SyntherAugustus » Wed Sep 02, 2020 5:32 pm

Lights is autoloaded while SSAO and Bloom are enabled as well. I'll keep that in mind for next time.
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Re: [RC2] Gomorrah - A UDMF mapset powered by OTEX

Postby Caleb13 » Thu Oct 01, 2020 12:03 pm

I tried this on UV and didn't find it overally very hard. Ammo balance was okay, but of course you need to use the chainsaw to conserve ammo. I couldn't figure out how to lower the bars around red and blue keys, so I just noclipped to them. I assume it's some sort of switch/shoot puzzles, but I found no clues how to solve them.

The only place I almost died was in the final fight. Firstly, the only health is megasphere in the center, and that becomes swarmed with monsters for most of the fight. Secondly, the game slowed to about 3 FPS when I run along the left wall towards the exit portal, even though I have pretty powerful PC. It stopped as soon as some monsters died, but try to look into it. I played in GZdoom 4.4.2.
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Re: [RC2] Gomorrah - A UDMF mapset powered by OTEX

Postby MFG38 » Sat Oct 03, 2020 8:36 am

Caleb13 wrote:I couldn't figure out how to lower the bars around red and blue keys, so I just noclipped to them. I assume it's some sort of switch/shoot puzzles, but I found no clues how to solve them.


There are clues as to how to solve them, they're just not at the immediate eye level. That's the main reason mouselook is recommended. And the download does come with an extra text file with solutions to all of the puzzles should you need assistance with them.

Caleb13 wrote:the game slowed to about 3 FPS when I run along the left wall towards the exit portal, even though I have pretty powerful PC. It stopped as soon as some monsters died, but try to look into it. I played in GZdoom 4.4.2.


See my reply to SyntherAugustus regarding that.
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