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DBK01: Dungeon Synths (RC1)

PostPosted: Sun Jul 11, 2021 4:26 pm
by Big Ol' Billy


It was a dark and stormy night, and Doomguy had just spent another evening locked in his study, examining an ancient occult tome. But what was that strange, evil music coming from far away?

Dungeon Synths is a 9+1 map musical odyssey from the Digital Bards Krew, merging the worlds of medieval fantasy and analog synthesizers. The project targets ZDoom 2.8.1 but has also been tested with recent GZDoom versions. Dungeon Synths features an ogg soundtrack of music from classic RPGs, particularly Legend of Dragoon and Dark Cloud 2, newly arranged for vintage analog synthesizers and drum machines.
>>DOWNLOAD RC1.1<<

IWAD: Doom 2
Freelook: Permitted, not necessary
Jump: No
Crouch: No
Swimming: Required--if not using freelook, make sure to have swim up/down controls bound
Difficulty settings: Yes
Multi-player starts: 8 per map, currently untested
You are highly encouraged to play with sound and music on. Please also mod carefully, as there are several custom monsters and decorations.

MAP LIST
01. "Keys Open Doors" - Big Ol' Billy
02. "Sombersong Sewers" - BearInThaWoods
03. "Kasparov's Claim" - Scrangus McBrickdad
04. "Knights of the Patch Cables" - Big Ol' Billy
05. "Tone-Setter" - Scrangus McBrickdad and Glenzinho
06. "Low-Frequency Incantation" - Big Ol' Billy
07. "Synthful Journey" - Glenzinho
08. "Vlad's Carpathian Concert" - Doom_RO
09. "The Icon of Synth" - Big Ol' Billy
10. "Digital Bards Krew" (credits map) - 4MaTC and Big Ol' Billy

Screenshots:
Spoiler:

Re: DBK01: Dungeon Synths (RC1)

PostPosted: Sun Jul 11, 2021 5:31 pm
by Endless
Ooooh is out! Nice job everyone. This looks lovely!

Re: DBK01: Dungeon Synths (RC1)

PostPosted: Sun Jul 11, 2021 6:09 pm
by Voltcom9
I haven't played this yet, but from a titlepic like that I can tell this is awesome!

Re: DBK01: Dungeon Synths (RC1)

PostPosted: Mon Jul 12, 2021 1:55 am
by 4MaTC
I must say that this is really touching, that you used part of my WIP map as credits! Looking forward to participate in next DBK

Re: DBK01: Dungeon Synths (RC1)

PostPosted: Mon Jul 12, 2021 6:35 am
by Big Ol' Billy
Important update! RC1.1 now up, which fixes a showstopping GZ-only bug on MAP02. Also I finally figured out how to do links properly lol

Re: DBK01: Dungeon Synths (RC1)

PostPosted: Mon Jul 12, 2021 4:23 pm
by BearInThaWoods
4MaTC wrote:I must say that this is really touching, that you used part of my WIP map as credits! Looking forward to participate in next DBK


It was a really incredible map, too good to pass up on. It's unfortunate that it didn't get a chance to be finished because it looked like it was going in a real good direction. Looking forward to seeing what you can bring when DBK02 begins!

Re: DBK01: Dungeon Synths (RC1)

PostPosted: Tue Jul 13, 2021 7:10 am
by Graf Zahl
Big Ol' Billy wrote:Important update! RC1.1 now up, which fixes a showstopping GZ-only bug on MAP02. Also I finally figured out how to do links properly lol


Out of curiosity, what was the showstopper? If there's behavioral differences between ZDoom 2.8.1 and current GZDoom I'd really like to know to evaluate if something needs addressing.

Re: DBK01: Dungeon Synths (RC1)

PostPosted: Tue Jul 13, 2021 8:51 am
by Big Ol' Billy
Graf Zahl wrote:Out of curiosity, what was the showstopper? If there's behavioral differences between ZDoom 2.8.1 and current GZDoom I'd really like to know to evaluate if something needs addressing.


I was a bit surprised as well, and haven't quite figured out the precise source of the problem. Here's the version that's broken in GZ only: RC1

The culprit is a lowering sector on MAP02 (sector #595), which is lowered by a walkover FloorLowerByValueTimes8 special (line #3343). In the RC1 version, this lowers down into a watery area, and the player falls down to grab the Yellow Key (if they don't grab it as it's lowering). In ZDoom 2.8.1, the player can fall down, enter the water, and keep going. In GZ (4.4.2, 4.5.0., and 4.6.0 were tested), the player is stuck once they fall down, as if the lines around the lowered sector are impassible or something is blocking. There are a lot of 3D floors in this area--it's a 3-floor tower with some other 3D sector detailing as well, and it's fairly tight in the space the player falls down into, so it may be that a 3D floor is just slightly blocking the player's movement. But the Z2.8.1 vs. GZ difference seems pretty consistent--at least four of us have confirmed it on different setups using ZD2.8.1 and the previously listed GZ versions.

(FYI the issue was fixed by reworking the setup so that the YK sector doesn't lower as far and the player doesn't need to fall down into the watery area. I think this is better from a map flow perspective anyway, but it obviated the need to figure out exactly what was going on with the original setup, so it's still a little mysterious.)

Re: DBK01: Dungeon Synths (RC1)

PostPosted: Tue Jul 13, 2021 10:44 am
by Graf Zahl
Do you still have the original map? I'd like to take a look.

Re: DBK01: Dungeon Synths (RC1)

PostPosted: Tue Jul 13, 2021 11:02 am
by Big Ol' Billy
The RC1 linked in my previous post has the original (broken in GZ) MAP02; the current RC1.1 (linked in the post at the top) has the fixed MAP02 for comparison.