Spooktober Community Mapping Project [1.0.6]

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Re: Spooktober Community Mapping Project [1.0.5]

Postby Marisa Kirisame » Thu Oct 03, 2019 6:18 pm

So, special thanks to SeriousCacodemon for reporting a very very bad bug in one of the secret maps. I've fixed it now so you will no longer be chased by invisible enemies in that one maze.
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Graphics Processor: nVidia with Vulkan support

Re: Spooktober Community Mapping Project [1.0.5]

Postby Vista_Owner » Sat Oct 05, 2019 12:21 pm

Holy shit from what I've played I really like this project. Am I allowed to make videos over this?
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Re: Spooktober Community Mapping Project [1.0.5]

Postby Rachael » Sun Oct 06, 2019 6:30 pm

Vista_Owner wrote:Am I allowed to make videos over this?

Of course! People do it all the time! Have fun! :)
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Re: Spooktober Community Mapping Project [1.0.5]

Postby leodoom85 » Mon Oct 07, 2019 5:36 pm

Yeah, go ahead. Play our maps and post them. I'd watch them to see some reactions
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Re: Spooktober Community Mapping Project [1.0.5]

Postby Rex705 » Mon Oct 07, 2019 6:13 pm

Here are some of my videos :)



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Re: Spooktober Community Mapping Project [1.0.5]

Postby SHayden » Wed Oct 16, 2019 10:35 am

I just wanted to give my review here, I like this project very very much. I absolutely loved the maps and mansion without exceptions. I had a lot of fun time with puzzles and tricks that almost every level had in store and if I had to choose which level was my favorite I'd say the one in deep sea.

Kudos to mappers and everyone involved, as someone obsessed with halloween I'm impressed and hope there will be more.

:thumb:

Spoiler:
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Re: Spooktober Community Mapping Project [1.0.5]

Postby deathwingduck » Thu Oct 24, 2019 7:42 pm

Just wanted to share this. High Noon Drifter with LegenDOOM ended up making the final fight quite interesting (Spoiler Warning).

Spoiler:


Would not recommend High Noon Drifter for this map pack if only because it clashes with some of the levels (my fault for not testing it more prior). It's great for any levels that don't feature custom content so if you're fine with switching between it and vanilla when you need to then it's still really good.

Regardless I enjoyed the maps a lot!
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Re: Spooktober Community Mapping Project [1.0.6]

Postby Marisa Kirisame » Sun Oct 27, 2019 7:00 pm

I went and pushed in 1.0.6. It has some fixes for mod compatibility, among other things. Usually stuff that I only noticed when people started running exotic mods on it.
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Github ID: OrdinaryMagician
Operating System: Other Linux 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Spooktober Community Mapping Project [1.0.6]

Postby Marisa Kirisame » Tue Oct 29, 2019 2:33 am

Please redownload, I missed a bunch of softlocks that were fixable.
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OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Spooktober Community Mapping Project [1.0.6]

Postby VicBorAng » Wed Oct 30, 2019 11:56 pm

Does anyone have a suggestion on good non vanilla mods that could go well with playing this mod?
Either ones that fit the Spooky theme, or compliment/work well with it.
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Re: Spooktober Community Mapping Project [1.0.6]

Postby erni945 » Thu Oct 31, 2019 7:06 pm

VicBorAng wrote:Does anyone have a suggestion on good non vanilla mods that could go well with playing this mod?
Either ones that fit the Spooky theme, or compliment/work well with it.


For my part, I can recommend Ultra Crispy to you :wink:
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Re: Spooktober Community Mapping Project [1.0.6]

Postby ToxicMasculinity » Thu Oct 31, 2019 8:14 pm

One that I'm testing right now that's pretty cool with this is "Project Horror". I haven't played far enough to see if it breaks the maps in any way, but from what I tested, it's fun and fits theme. Also, another good one that fits well is Sun Damage Omen. It changes the enemies, which is unfortunate because this has Halloween themed enemies (if I remember correctly), but the enemies are still creepy ass demons so they still fit the theme. There's others that would go really good also, but they result in a "called from mkDialogueHandler.NetworkProcess" error when talking to the old man at the Hub, which sucks, but it is what it is. Happy Halloween everyone.
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Re: Spooktober Community Mapping Project [1.0.6]

Postby Hellstorm Archon » Wed Nov 06, 2019 10:52 pm

Currently running the stable build of GZDoom 4.2.3, and I've encountered a couple of bugs:

When running in hardware-accelerated mode, the mansion hub will frequently cause me to encounter a glitch that's similar to the HOM effect. Playing in softpoly solves this, but causes certain sector-based objects like doors in the other levels to become invisible which can only be solved by going back into hardware-accelerated mode.
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Re: Spooktober Community Mapping Project [1.0.6]

Postby Rachael » Thu Nov 07, 2019 1:30 am

This sounds like a driver bug, not something that can be fixed on the map itself. That being said, it might help to know where specifically you see these bugs so that it can be investigated, anyhow. Screenshots are a big help.
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Graphics Processor: nVidia with Vulkan support

Re: Spooktober Community Mapping Project [1.0.6]

Postby luigiman0640 » Wed Dec 04, 2019 4:46 pm

This mappack looks absolutely amazing. Haven't played through it myself, but I saw ICARUSLIV3S's video on it when that came out. I'll probably stream it sometime next Halloween, which should be fun!
I just adore all the text stuff in the mansion, especially the dialogue system! So much better than basic Strife systems. I was wondering how it was done, and I didn't want to just start digging through the pk3 for it.
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