[Hexen] [ERLBA Demo Map] Sunrise Citadel - release
Posted: 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]I ran out of pitiful 64 tagged lines first. This is madness, because this kind of static limit on lines - not even line tags! - is literally what limit-removing is about and yet even DSDA does not touch this static limit (yet?). Few people cared enough for mapping in Hexen, I guess. I used the lines for decoration anyways, so that went.
I ran out of 200 tagged things qucikly, and switched to closets. Goddamn closets, not even teleport closets... that reminds me I need to confirm if untagged teleports in Hexen work at all. There are lots of things I can improve with more tagged things, like godawful radius-blasting closets in advance. There is a reason for three times the flechettes.
I ran out of 255 sector tags - which the Hexen format is to blame for, but whatever. Only trigger-based lighting really suffered.
I ran out of 255 tags again. Because why not, really? Had to tighten some scripts too loose with multiple sectors.
I ran out of 32767 segs. Pfeh, bye bye vanilla sourceports for good. DSDA does chug along nicely.
I ran out of time and it was January. Then it was mid-January.
I ran out of tags and wanted a nice puzzle and polyobjected it to hell. I did not have design space to run out of polyobjects.
I ran out of maximum stack depth for Hexen ACS doing scripts 71 and 45. Not even an infinite loop, just three recursions. I rewrote the function and DSDA now runs. The function now looks like badly written assembler but whatever.
I ran out of luck and linedef-skipped into void. Because that of all things obviously had to finally happen sometime, certainly.
I ran out of time to whack-an-ettin so I only did a DSDA full run, a Zdoom speedrun, and GZDoom + ERLBA full run. At least every script is confirmed working (*yaaay I broke Hexen ACS until I repaired it*)
I ran out of desire to fuck with nodebuilder to make several polyobjects display correctly.
I ran out of patience before I realised I haven't placed Zedek, Traductus and Menelkir anywhere! Worse yet, I haven't planned them included and few arenas are big enough.
I ran out of tolerance for limit-removing Hexen source ports that inconsistently aren't.
I ran out of excuses to run out.[/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)
DOWNLOAD LINK - release https://mega.nz/file/cvxVwKTZ#VQd35guwWSFYwHIX9BGkR2zRlGYVur2gIYaE4NxqNUA
Idgames link - https://www.doomworld.com/idgames/levels/hexen/s-u/srct2022
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]I ran out of pitiful 64 tagged lines first. This is madness, because this kind of static limit on lines - not even line tags! - is literally what limit-removing is about and yet even DSDA does not touch this static limit (yet?). Few people cared enough for mapping in Hexen, I guess. I used the lines for decoration anyways, so that went.
I ran out of 200 tagged things qucikly, and switched to closets. Goddamn closets, not even teleport closets... that reminds me I need to confirm if untagged teleports in Hexen work at all. There are lots of things I can improve with more tagged things, like godawful radius-blasting closets in advance. There is a reason for three times the flechettes.
I ran out of 255 sector tags - which the Hexen format is to blame for, but whatever. Only trigger-based lighting really suffered.
I ran out of 255 tags again. Because why not, really? Had to tighten some scripts too loose with multiple sectors.
I ran out of 32767 segs. Pfeh, bye bye vanilla sourceports for good. DSDA does chug along nicely.
I ran out of time and it was January. Then it was mid-January.
I ran out of tags and wanted a nice puzzle and polyobjected it to hell. I did not have design space to run out of polyobjects.
I ran out of maximum stack depth for Hexen ACS doing scripts 71 and 45. Not even an infinite loop, just three recursions. I rewrote the function and DSDA now runs. The function now looks like badly written assembler but whatever.
I ran out of luck and linedef-skipped into void. Because that of all things obviously had to finally happen sometime, certainly.
I ran out of time to whack-an-ettin so I only did a DSDA full run, a Zdoom speedrun, and GZDoom + ERLBA full run. At least every script is confirmed working (*yaaay I broke Hexen ACS until I repaired it*)
I ran out of desire to fuck with nodebuilder to make several polyobjects display correctly.
I ran out of patience before I realised I haven't placed Zedek, Traductus and Menelkir anywhere! Worse yet, I haven't planned them included and few arenas are big enough.
I ran out of tolerance for limit-removing Hexen source ports that inconsistently aren't.
I ran out of excuses to run out.[/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