[Hexen] [ERLBA Demo Map] Sunrise Citadel - release

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.

[Hexen] [ERLBA Demo Map] Sunrise Citadel - release

Postby alexsa2015sa » Mon Jan 10, 2022 9:57 pm

DOWNLOAD LINK - release https://mega.nz/file/cvxVwKTZ#VQd35guwWSFYwHIX9BGkR2zRlGYVur2gIYaE4NxqNUA
Idgames link - https://www.doomworld.com/idgames/levels/hexen/s-u/srct2022
The story I guess:
Someone dug up yet another heresiarch and hordes of ettins have overrun the Sunrise Citadel. You must travel to deal with the fiend. Several hundred monsters, or maybe even a thousand, stand in your way.

It was conceived as pure limit-removing Hexen map. It er, sort of still is... for a given value. Either way this is, first and foremost, ERLBA (thread here) demo map aside from being a Hexen map. When played with ERLBA 0.40, almost every monster is out there somewhere, waiting to do unspeakable things to GZDoom players.

I ran out of many, many, many things in the process.
Spoiler:

TL;DR Use DSDA, any Zdoom-derivative, or other advanced sourceport supporting Hexen. (Crispy and most its forks will not work)


Map is big, non-linear, with six simple puzzles and many other minor scripts. What *I* consider simple puzzles. They actually take thinking. Monster density is typical for my Hexen maps (think Deathkings). Under skill 5 mana and flechettes are abundant... until you realise that you are, in fact, backtracking second time and the closets are not opening yet. You may run out completely if you rely on ultimate weapon too much or blast invulnerable Heresiarch.

Known issues:
- Some polyobjects don't display correctly without rebuilding nodes. Tricking nodebuilder into not splitting their sectors is too much work.
- DSDA support for Hexen is not complete - buut at least you can 100% play entire map, if you mind not the unsupported features.

Fatally shot screens (I no shooter, I no sniper)
Spoiler:

DOWNLOAD LINK - release https://mega.nz/file/cvxVwKTZ#VQd35guwWSFYwHIX9BGkR2zRlGYVur2gIYaE4NxqNUA
Idgames link - https://www.doomworld.com/idgames/levels/hexen/s-u/srct2022
You do not have the required permissions to view the files attached to this post.
Last edited by alexsa2015sa on Mon Mar 07, 2022 3:53 am, edited 5 times in total.
alexsa2015sa
 
Joined: 24 Apr 2020
Location: Possibly behind *that* curtain

Re: [Hexen] [ERLBA Demo Map] Sunrise Citadel - RC1

Postby alexsa2015sa » Thu Jan 20, 2022 2:41 pm

No comments so far; not surprising since it has been just over a week and nobody likes Hexen for some strange reasons. Either way I did some testing myself and it is RC1 now.
- Added an arena sub-map with class bosses in there. Good luck figuring out how to reach it.
- All remaining uses of ACS functions && and == were replaced. If anything seems to not work please report, but I am pretty sure nothing broke.
- Added more detailing to some areas
- Tweaked sky texture so DSDA produces sun at a height better matching GZDoom and UDB default settings
- Lots of other minor bugfixes and tweaks

DOWNLOAD LINK - RC 1: https://mega.nz/file/JnQymLgS#uRlXIhx8aziCIB6CA3reEKg74paEPtSGvZoRtp54pWA
alexsa2015sa
 
Joined: 24 Apr 2020
Location: Possibly behind *that* curtain

Re: [Hexen] [ERLBA Demo Map] Sunrise Citadel - RC1

Postby Kappes Buur » Fri Jan 21, 2022 12:14 am

So far I enjoy playing the pwad, although the cave system had lead me astray a few times. There are a couple of serpents in the cave which have their head stuck in the ceiling, which was a bit distracting.

I am playing this pwad with GZDoom which meant that I had to rename common.acs to zcommon.acs. Yes, you mention to use DSDA, but I only use GZDoom.

Spoiler:

Spoiler:


Recompiling throws this error, I don't know why

Spoiler:


Great work. :thumb:
User avatar
Kappes Buur
 
 
 
Joined: 17 Jul 2003
Location: British Columbia, Canada

Re: [Hexen] [ERLBA Demo Map] Sunrise Citadel - RC1

Postby alexsa2015sa » Fri Jan 21, 2022 6:37 am

Kappes Buur wrote:So far I enjoy playing the pwad, although the cave system had lead me astray a few times. There are a couple of serpents in the cave which have their head stuck in the ceiling, which was a bit distracting.

I am playing this pwad with GZDoom which meant that I had to rename common.acs to zcommon.acs. Yes, you mention to use DSDA, but I only use GZDoom.

Spoiler:

Spoiler:


Recompiling throws this error, I don't know why

Spoiler:


Great work. :thumb:


My TL; DR is sure long, but the very next words after DSDA say "ANY ZDoom-derivative" :). Which GZDoom obviously is. It is Crispy Hexen which does not work. As a matter of fact the target port is GZDoom - this IS intended to showcase my Zscript-only mod, but why not let the map work in limit-removing Hexen if I can? After bouncing off Heartland really hard (first time I acutely hated a pwad for its layout design) I discovered I do, in fact, strongly not like this much verticality in Doom-engine completely at all and there are few enough vanilla Hexen maps around.

Use of common.acs should not stop pwad from running in GZdoom, unless I missed some nifty config option which recompiles from SCRIPTS lump during runtime or otherwise misunderstand how GZDoom can actually handle Hexen or just plain misunderstood what mistake you are pointing out. The "floor" being a reserved word for Zdoom ACS did not come up when compiling in UDB or SLADE for Hexen: Hexen format, but is a silly mistake nonetheless I'll admit.

Thanks for reminding of chaos serpent hitbox/sprite mismatch; I looked into several caves with low ceiling, but the cave immediately near start in particular is still a problem because I can't lower it without revealing it or breaking the cliff pathing for monsters and neither are desirable. Others are now a bit higher so it should not distract as much; the Chaos Serpents are a lot worse than revenants in their sprite/hitbox difference.

Side note:
Spoiler:


On caves:
Spoiler:


Either way I am glad you enjoyed it!
alexsa2015sa
 
Joined: 24 Apr 2020
Location: Possibly behind *that* curtain

Re: [Hexen] [ERLBA Demo Map] Sunrise Citadel - release

Postby alexsa2015sa » Thu Mar 03, 2022 3:51 am

Download link for release: https://mega.nz/file/cvxVwKTZ#VQd35guwWSFYwHIX9BGkR2zRlGYVur2gIYaE4NxqNUA

The file was updated with many small fixes, and then uploaded to /idgames (Idgames link - https://www.doomworld.com/idgames/levels/hexen/s-u/srct2022). If there are still bugs, feel free to point them out, I do fix things eventually if I am still around.

Thanks everyone for playing, and I sincerely wish you all are still able to have fun once these gloomy times end.
Last edited by alexsa2015sa on Mon Mar 07, 2022 3:53 am, edited 1 time in total.
alexsa2015sa
 
Joined: 24 Apr 2020
Location: Possibly behind *that* curtain

Re: [Hexen] [ERLBA Demo Map] Sunrise Citadel - release

Postby Jblade » Sun Mar 06, 2022 10:36 pm

Giving this a play, I'm enjoying it so far - it feels faithful to the original style of Hexen which is cool to see. I'm in the lower area with the switch puzzle where I assume I need to hit the switches so the symbol on the floor matches the one on the wall? It's pretty creative which is cool to see. Nice work!
User avatar
Jblade
 
Joined: 25 Jun 2010
Location: England


Return to Levels

Who is online

Users browsing this forum: No registered users and 2 guests