The Alfonzone

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StroggVorbis
Posts: 866
Joined: Wed Nov 08, 2017 4:23 pm
Graphics Processor: nVidia with Vulkan support
Location: Germany

Re: The Alfonzone

Post by StroggVorbis »

Gameplay mods that make use of Playerclasses with RestrictedTo/ForbiddenTo like Armed Recruit/Veteran or Doomzone also don't work well with this map set, 'cause if a weapon triggers something, it can happen that it's a weapon the player is under no circumstance able to pick up.
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4thcharacter
Posts: 1183
Joined: Tue Jun 02, 2015 7:54 am

Re: The Alfonzone

Post by 4thcharacter »

It's possible to get stuck in Map 08 with the shotgun elevator. If you get behind the elevator and it goes up, you'll never be able to get out.
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Pinchy
Posts: 16
Joined: Wed Jan 20, 2016 2:46 am
Location: UK

Re: The Alfonzone

Post by Pinchy »

_mental_ wrote:MAP02 still contains a chaingun (thing #4) that triggers spawning of imps and zombiemen (depends on difficulty).
This doesn't prevent progression but makes 100% kills impossible without picking it up.

MAP05 has teleport destination (thing #412) which is missing on lower skill levels.
This makes 100% kills impossible with skill 1 and 2.
Thanks for reporting, the MAP05 fix will be in the next update.

The chaingun in MAP02 is why the "nearly all" is there. I've only recently worked out how to fix this problem by creating a blank pickup, I'm going to be doing a second pass on triggers to see which ones are suitable for it.

I really wanted to get this big update out first as it had a lot of fixes so I left the chaingun problem to be addressed in the future.
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4thcharacter
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Joined: Tue Jun 02, 2015 7:54 am

Re: The Alfonzone

Post by 4thcharacter »

Map 43 crashes on ZDoom 2.8.1 and it's GZDoom counterpart few seconds after you press the button that activates the low gravity.
_mental_
 
 
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Joined: Sun Aug 07, 2011 4:32 am

Re: The Alfonzone

Post by _mental_ »

4thcharacter wrote:Map 43 crashes on ZDoom 2.8.1 and it's GZDoom counterpart few seconds after you press the button that activates the low gravity.
Works for me using GZDoom 3.4.1 and ZDoom 2.8.1 too. If it still crashes with GZDoom 3.4.1, post crash report with all available information to a separate topic in Bugs subforum.
Like it's been said many times, there is a high chance that crash is caused by some bug in the engine. Often modders cannot do anything with it.
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drfrag
Vintage GZDoom Developer
Posts: 3146
Joined: Fri Apr 23, 2004 3:51 am
Location: Spain

Re: The Alfonzone

Post by drfrag »

I think he refers to GZDoom 1.9.1. But the question is does it crash with ZDoom LE or ZDoom32?
If it crashes with 3.4.1 do as _mental_ said.
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4thcharacter
Posts: 1183
Joined: Tue Jun 02, 2015 7:54 am

Re: The Alfonzone

Post by 4thcharacter »

It's fine in the latest GZDoom version.

How come it's fine in ZDoom 2.8.1. and not on 1.9.1 when the two are exactly the same except the renderer?
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Pinchy
Posts: 16
Joined: Wed Jan 20, 2016 2:46 am
Location: UK

Re: The Alfonzone

Post by Pinchy »

Version 1.04

Fixes

Map05 - Added skill 1 and 2 flags to the teleporter on the staircase
Map08 - Switch added under the shotgun elevator
Map29 - Technical adjustments for secrets
Map30 - Midtex wrapping not displaying as expected
Map38 - The exit now opens automatically, much faster and cannot be triggered from above
Map39 - Exit trigger tweaked to ensure 100% kills

Changes

All maps where possible - Item and key triggers changed to custom decorate actors to make sure they always activate
Minor WADINFO updates
Unused graphics and code removed

Additions

Par times added (previously were rough max times)
Jazzy city is now jazzier and brought friends
BRIKWORX advertisement up
Version number added to the text file

Music Updates

Map 07 - 047 Jesus Sandals.mid
Map 14 - 013 Thrummingbird.mid
Map 36 - 021 Digital Bitchslap.mid
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Rowsol
Posts: 969
Joined: Wed Mar 06, 2013 5:31 am

Re: The Alfonzone

Post by Rowsol »

I'm playing through this again, this time with Guncaster and gzdoom 3.7.2. I encountered a bug on the map Dark Souls. When I picked up the megasphere the ghost souls vanished but the enemies didn't spawn in. I finished the map with a 22% kill total.
It must've been something else. Tried again and it works fine.
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YasuoProjectX
Posts: 183
Joined: Tue Oct 09, 2018 6:37 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Ionia

Re: The Alfonzone

Post by YasuoProjectX »

Zandronum works fine but has many bugs
Blue Shadow
Posts: 5017
Joined: Sun Nov 14, 2010 12:59 am

Re: The Alfonzone

Post by Blue Shadow »

YasuoProjectX wrote:Zandronum works fine but has many bugs
From what I know, it's not compatible with Zandronum, so what you're experiencing is normal.

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