The Sentinel's Lexicon - PvE mapset Compilaition

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The Sentinel's Lexicon - PvE mapset Compilaition

Postby mifu » Sat Dec 01, 2018 7:40 pm


A Mapset compilation

I'll add a newer screenshot later

This project is intended to be a megawad complation that will contain some of the most pouplar and fun mapsets. This will also contain short mapsets also.
This is to be used for Zandronum but it should work on GZDoom/QZDoom also

It will also contain a hub map where players can vote on the mapset to play on.

Spoiler: What mapsets are in there so far?



Where to download
Automatic builds can be found at https://jenkins.csnxs.uk/job/Lexicon/
These build are always built when we make an update to it https://github.com/Mythotic-Tinker-Station/lexicon

Latest build is build 133 which you can get at HERE
The music and other misc. Data build is 122 which you can get at HERE

Where can I play this?
This can be played and hosted on The Sentinel’s Playground with builds that i release.

Want to suggest other mapsets or report bugs?
Please report any issues to our issue tracker at https://dev2.allfearthesentinel.net/mifu/lexicon/issues. You can also join our discord at https://discord.gg/qj9GASW

I am also looking for assistance with help in compiling more mapsets into the wad as it can take a very long time for me to add more sets in. If you want to contribute please let me know.

To check out the credits, you can check out the readme over At the lexicon git repo
Last edited by mifu on Sun Dec 01, 2019 7:37 pm, edited 5 times in total.
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Re: The Sentinel's Lexicon - PvE mapset complaition

Postby Rachael » Sat Dec 01, 2018 11:36 pm

Nice work on this. Just like with Compendium - this has allowed me to explore mapsets that I have never heard of or played before. :)
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Re: The Sentinel's Lexicon - PvE mapset Compilaition

Postby shawneth » Sun Dec 02, 2018 1:14 am

Consistently updated and contains the highest quality map packs. MiFU is doing a fantastic job with this project.
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Re: The Sentinel's Lexicon - PvE mapset Compilaition

Postby Juste_ssgunner » Mon Dec 03, 2018 7:15 am

sorry my english is some bad i use a translator :oops:
man this look very,very,very amazing good job...hey man this is like compendium and like him he helped me look for maps and play some of which I had never heard or played ... thanks for your work ... I was just bored and wanted to try map wads and I found this thanks :D
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Re: The Sentinel's Lexicon - PvE mapset complaition

Postby mifu » Sun Dec 09, 2018 4:03 pm

Rachael wrote:Nice work on this. Just like with Compendium - this has allowed me to explore mapsets that I have never heard of or played before. :)


Juste_ssgunner wrote:sorry my english is some bad i use a translator :oops:
man this look very,very,very amazing good job...hey man this is like compendium and like him he helped me look for maps and play some of which I had never heard or played ... thanks for your work ... I was just bored and wanted to try map wads and I found this thanks :D


Thanks guys! Glad you enjoy it so far.

Im currently cleaning up the pk3 at the moment which might be a long ask.
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Re: The Sentinel's Lexicon - PvE mapset Compilaition

Postby mifu » Sat Jan 05, 2019 7:00 am

Build 120 is out! You can get the build here: https://jenkins.csnxs.uk/job/Lexicon/120/
Changes include:

Cleaned out the pk3 a bit, no more patches reliance
Added Mayhem17 and Sunlust (I hope your happy, that was hell)
Changed the startup lump to something more..... judas priest like :D

Because of this build, it should be easier to iron out conflicts when adding maps so hopefully i can add more shit soon. We also hit past the 30 mapsets part!
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Re: The Sentinel's Lexicon - PvE mapset Compilaition

Postby mifu » Sat Feb 16, 2019 5:28 am

Build 122 is out! You can get the build here: https://allfearthesentinel.net/zandronu ... ld-122.pk3 and https://allfearthesentinel.net/zandronu ... ld-122.pk3
Changes Include:

The following release will contain these changes:

- Alot of bug fixes. Turns out there was missing and conflicting shit all over the place
- Added Pizza Steve, Hellbound, 1994 Tune up Project, Hellcore and Unholy Realms
- Started to add single map wads, The Eye and The Spire are in
- HUB map got a sexy make over. It looks like a VR simulator in there.
- Couple of other novelty and easter eggish things in the hub
- Added cvar
lexicon_timer_1p_ignore
This will allow a player if they are the only ones in the server to bypass the timer when voting a map
- Cosmetic changes such as new hub music and a titlepic and titlemap

Voting has changed also. You now shoot the image you want to play with a "Votegun"

Also if you manage to complete a mapset, fireworks will go off when you go back to the hub!

Important information as follows:

- The new hub map is called VR
- When going back to the hub, you will loose all your weapons and items. We would like some feedback on this while you guys are playing to see if we keep this behaviour or change it.
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Re: The Sentinel's Lexicon - PvE mapset Compilaition

Postby Beezle » Sat Feb 16, 2019 10:04 am

mifu wrote:- When going back to the hub, you will loose all your weapons and items. We would like some feedback on this while you guys are playing to see if we keep this behaviour or change it.

This actually makes perfect sense because when you go back to the hub, it would most likely be to start a new mapset so I see no problem whatsoever with that, thanks for this update mifu! :D
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Re: The Sentinel's Lexicon - PvE mapset Compilaition

Postby mifu » Tue Oct 15, 2019 5:53 am

Hi all, sorry for the bump but I come bearing a gift

Build 133 is out! You can get the build here: https://allfearthesentinel.net/zandronu ... ld-133.pk3 and https://allfearthesentinel.net/zandronu ... ld-133.pk3
Changes Include:

- We are now beta! This is only because we added a crap ton of mapsets
- Noteable additions are Ancient Aliens, Epic 1 and 2 and Deus Vult 2. Theres more. Check the read me for total maps
- Vote script optimizations.
- All strings (mapnames, lore entries etc) were placed in the languages lump
- Added some more CVARS. lexicon_clear_inventory will allow you change if players will loose their weapons and items when going back to the VR map.
lexicon_timer_all_players will let you change the vote timer so if all players have voted, the timer stops and selects the mapset to save time.
- VR map has been re-designed
- There are now gldefs and brightmaps
- Fireworks script will now actually trigger if you complete a mapset without call voting a map. If you want fireworks then dont votemap out of there.

Remember if you find any bugs please report them via our issues tracker. Theres a link on the OP. Thanks!
Last edited by mifu on Wed Oct 16, 2019 6:41 am, edited 1 time in total.
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Re: The Sentinel's Lexicon - PvE mapset Compilaition

Postby openroadracer » Tue Oct 15, 2019 10:25 am

Uh, there's a bit of an issue with map music. I've tried loading both Ancient Aliens and Stardate 20x6 in this mod, and the music plays the default MAP01 music, NOT the mod levelset's music. I've chosen not to play beyond the first maps as a result of this. Is it known if this persists across multiple maps?
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Re: The Sentinel's Lexicon - PvE mapset Compilaition

Postby skdursh » Tue Oct 15, 2019 10:26 am

mifu wrote:Hi all, sorry for the bump but I come bearing a gift

Build 133 is out! You can get the build here: https://allfearthesentinel.net/zandronu ... ld-133.pk3 and https://allfearthesentinel.net/zandronu ... ld-133.pk3
Changes Include:

- We are now beta! This is only because we added a crap ton of mapsets
- Noteable additions are Ancient Aliens, Epic 1 and 2 and Deus Vult 2. Theres more. Check the read me for total maps
- Vote script optimizations.
- All strings (mapnames, lore entries etc) were placed in the languages lump
- Added some more CVARS. lexicon_clear_inventory will allow you change if players will loose their weapons and items when going back to the VR map.
lexicon_timer_all_players will let you change the vote timer so if all players have voted, the timer stops and selects the mapset to save time.
- VR map has been re-designed
- There are now gldefs and brightmaps
- Fireworks script will now actually trigger if you complete a mapset without call voting a map. If you want fireworks then dont votemap out of there.

Remember if you find any bugs please report them via our issues tracker. Theres a link on the OP. Thanks!


Both of your links got cut off, so consequently they don't lead anywhere.
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Re: The Sentinel's Lexicon - PvE mapset Compilaition

Postby mifu » Wed Oct 16, 2019 7:36 am

skdursh wrote:
Both of your links got cut off, so consequently they don't lead anywhere.


Fixed it :) Thanks for letting me know.

openroadracer wrote:Uh, there's a bit of an issue with map music. I've tried loading both Ancient Aliens and Stardate 20x6 in this mod, and the music plays the default MAP01 music, NOT the mod levelset's music. I've chosen not to play beyond the first maps as a result of this. Is it known if this persists across multiple maps?


An issue has already been raised for it :)
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Re: The Sentinel's Lexicon - PvE mapset Compilaition

Postby UnbornDecay25 » Mon Nov 04, 2019 11:02 am

This would be a very hard thing to do, I think, but if there is a chance, perhaps you could recommend some mods pre-entering a level. I know for a fact Slaughterhouse 2013 scares the shit out of me vanilla. I know nothing of coding so I dont expect that, just a suggestion
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Re: The Sentinel's Lexicon - PvE mapset Compilaition

Postby Yholl » Sat Nov 30, 2019 1:34 am

I tried this out after finding out about it, but had a big problem. Your votegun mechanic basically doesn't work with some mods, rendering the entire vr map useless in them. Even using the console to give yourself the votegun, the votegun has no effect at all. This affects LegenDoom and Final Doomer at the very least.

I understand that it's a cool feature and a neat way of choosing maps, but I think a more mod-compatible method of selection would be a better choice for a multi-mapset compilation.
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Re: The Sentinel's Lexicon - PvE mapset Compilaition

Postby openroadracer » Sat Nov 30, 2019 7:53 am

Yholl wrote:I understand that it's a cool feature and a neat way of choosing maps, but I think a more mod-compatible method of selection would be a better choice for a multi-mapset compilation.
The "Compendium" multi-WAD compilation mod just has you walk straight into a portal with the .WAD's title screen on it. Think that would be a better idea?
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