Re: [WIP] Gomorrah - A UDMF mapset powered by OTEX
Posted: Wed Apr 15, 2020 2:43 am
by Static
looking forward to a release. screen shots are impressive, keep up the good work
Re: [WIP] Gomorrah - A UDMF mapset powered by OTEX
Posted: Sun May 03, 2020 3:55 am
by MFG38
Having come to the realization that my preview screenshots for Gomorrah in the OP were... a "little" outdated, I took it upon myself to capture some new ones. The freshly updated screenshots for each map are viewable up there.
Also, the finish line looms ever closer - gameplay for MAP02 has now been fully implemented, meaning that only MAP04 is left to finish up! I genuinely can not wait to get this thing to the hands of fellow Doomers. If all goes well, the test build of Gomorrah will be good to go sometime in June.
Stay tuned!
Re: [RC1] Gomorrah - A UDMF mapset powered by OTEX
Posted: Fri May 29, 2020 7:49 am
by MFG38
RC1 of Gomorrah is now released! See the OP for download links.
Re: [RC1] Gomorrah - A UDMF mapset powered by OTEX
Posted: Sat May 30, 2020 9:17 am
by okbuddy
So... how do you actually exit from malevolence? I killed all monsters, got all items and solved the red skull key puzzle and nothing happens. I even restarted and played through a second time and can't figure it out. Maybe it's something obvious and I'm just missing it but I ran around the level for a long time to no avail. I even clipped and flew around and didn't see anything. Maybe a scene showing the exit like when you hit the switch to open the door would help?
Re: [RC1] Gomorrah - A UDMF mapset powered by OTEX
Posted: Sat May 30, 2020 11:58 am
by MFG38
okbuddy wrote:So... how do you actually exit from malevolence? I killed all monsters, got all items and solved the red skull key puzzle and nothing happens. I even restarted and played through a second time and can't figure it out. Maybe it's something obvious and I'm just missing it but I ran around the level for a long time to no avail. I even clipped and flew around and didn't see anything. Maybe a scene showing the exit like when you hit the switch to open the door would help?
Exits in Malevolence work the same way as in Desolation and Nocturne; the green teleport pads signify checkpoints, and there are switches next to each one. You press the switch to activate the checkpoint and then step into the teleporter to actually exit the level. The switches in Malevolence are admittedly kinda hard to see - I'll be highlighting them with dynamic lights for whatever the next version is.
Re: [RC1] Gomorrah - A UDMF mapset powered by OTEX
Posted: Sat May 30, 2020 5:15 pm
by okbuddy
Cool thanks.
Re: [RC2] Gomorrah - A UDMF mapset powered by OTEX
Posted: Wed Aug 19, 2020 4:26 am
by MFG38
It took a while, but a new version of Gomorrah finally appears - say hello to RC2! Download links in OP have been updated with the new version.
Changelog:
Spoiler:
MAP02:
Added more dynamic lights and props.
Added some detail to a couple areas.
MAP03:
Added dynamic light highlights to the checkpoint switches.
Added some dynamic lights.
Added some ceiling detail to an area.
MAP04:
Added a few enemies.
Added more dynamic lights.
Fixed one of the "golden" portal textures not being translucent.
Fixed a few wrong textures in places.
MAP05:
Fixed the exit portal only working once.
Added a small delay between the last light and the gate opening.
MAP06:
Fixed a potential breakage in the second puzzle.
Tweaked the second puzzle.
Reworked the final battle.
General map changes:
Minor visual tweaks and texture misalignment fixes.
Misc. changes and bugfixes:
Added TITLEPIC and BOSSBACK graphics.
Added GAMEINFO lump.
Added an override to have MUS_TTL play in the finale cast instead of D_EVIL.
Removed fast monsters from Hard+ difficulty.
Re: [RC2] Gomorrah - A UDMF mapset powered by OTEX
Posted: Sun Aug 23, 2020 11:20 pm
by Kills_Alone
After playing the newest release I agree its too damn dark.
On MAP06 I think it was, that Cyber boss can camp the doors (and lifts on each side) making progress rather difficult.
Re: [RC2] Gomorrah - A UDMF mapset powered by OTEX
Posted: Sun Aug 30, 2020 4:02 pm
by SyntherAugustus
Tried this out and had a lot of fun. Some notes though.
-Ammo can be a bit more generous in general in Normal difficulty. Haven't tried the other difficulties.
-The final battle is a lag fest until half of the monsters kill each other from infighting. This is happening on an i7-8700k.
Other than that, great stuff! I liked the use of the textures.
Re: [RC2] Gomorrah - A UDMF mapset powered by OTEX
Posted: Tue Sep 01, 2020 8:54 am
by MFG38
SyntherAugustus wrote:The final battle is a lag fest until half of the monsters kill each other from infighting. This is happening on an i7-8700k.
Out of curiosity, did you load lights.pk3 along with the mapset, or do you have bloom/SSAO on? Those are the only possible culprits I can think of, since the final battle maintains a perfectly playable framerate on my i7-7500U laptop, albeit without lights.pk3 and with bloom and SSAO off.
Which reminds me, I forgot to make a note about advising against loading lights.pk3 with the mapset in the readme...
Re: [RC2] Gomorrah - A UDMF mapset powered by OTEX
Posted: Wed Sep 02, 2020 5:32 pm
by SyntherAugustus
Lights is autoloaded while SSAO and Bloom are enabled as well. I'll keep that in mind for next time.
Re: [RC2] Gomorrah - A UDMF mapset powered by OTEX
Posted: Thu Oct 01, 2020 12:03 pm
by Caleb13
I tried this on UV and didn't find it overally very hard. Ammo balance was okay, but of course you need to use the chainsaw to conserve ammo. I couldn't figure out how to lower the bars around red and blue keys, so I just noclipped to them. I assume it's some sort of switch/shoot puzzles, but I found no clues how to solve them.
The only place I almost died was in the final fight. Firstly, the only health is megasphere in the center, and that becomes swarmed with monsters for most of the fight. Secondly, the game slowed to about 3 FPS when I run along the left wall towards the exit portal, even though I have pretty powerful PC. It stopped as soon as some monsters died, but try to look into it. I played in GZdoom 4.4.2.
Re: [RC2] Gomorrah - A UDMF mapset powered by OTEX
Posted: Sat Oct 03, 2020 8:36 am
by MFG38
Caleb13 wrote:I couldn't figure out how to lower the bars around red and blue keys, so I just noclipped to them. I assume it's some sort of switch/shoot puzzles, but I found no clues how to solve them.
There are clues as to how to solve them, they're just not at the immediate eye level. That's the main reason mouselook is recommended. And the download does come with an extra text file with solutions to all of the puzzles should you need assistance with them.
Caleb13 wrote:the game slowed to about 3 FPS when I run along the left wall towards the exit portal, even though I have pretty powerful PC. It stopped as soon as some monsters died, but try to look into it. I played in GZdoom 4.4.2.
See my reply to SyntherAugustus regarding that.
Re: [v1.0] Gomorrah - A UDMF mapset powered by OTEX
Posted: Wed Nov 04, 2020 5:48 am
by MFG38
Just over a year after the initial announcement, v1.0 of Gomorrah has just been released! I would like to take the time to thank everyone who played Gomorrah and provided feedback when it was needed, and thank you in advance to anyone who is going to play Gomorrah in the future!
Anyway, download links for v1.0 have been updated in the OP.
Changelog:
Spoiler:
MAP01:
Map previews now trigger further away from the portals.
MAP02:
Replaced one of the shotguns with a SSG.
Replaced a pair of zombiemen with a shotgunner.
Rebalanced ammo ever so slightly.
Added detail to the outdoor walkway area.
Made a previously monster-blocking line non-blocking.
Reduced the "stay" time of the entrance elevator.
MAP03:
Replaced the yellow torches in the puzzle room with white ones.
Removed a couple of the green armors.
Replaced some of the health bonuses in the Cyberdemon room with armor bonuses.
Moved one of the green armors slightly.
Moved the SSG from the Giger maze to the Cyberdemon room.
Added a rocket launcher spawn as a reward for completing the Giger maze.
Removed a Hell Knight.
Minor automap cleanup.
MAP04:
Modified the soulsphere room battle so it isn't skippable.
Moved the soulsphere to the bottom of the blood pool.
Tweaked sound propagation.
Fixed a wrong texture.
MAP06:
Reduced the number of armor bonuses in the portal maze.
Added a set of bars to prevent the player from escaping the Demon/Cyberdemon battle.
Removed about 90 monsters from the final battle area.
Added a backpack.
Added an invisible 3D floor below the central platform in the Cacodemon/Lost Soul battle area to prevent the enemies from getting under it.
General map changes:
Added ambient sound cues to the checkpoints.
Added dynamic lighting and tweaked sector light levels.
Miscellaneous minor visual tweaks.
Misc. changes and bugfixes:
Reduced the map preview "hold" and fade-in/out times.
Re: [v1.0] Gomorrah - A UDMF mapset powered by OTEX
Posted: Wed Nov 04, 2020 6:15 am
by Gez
Jimmy's Faithless Trilogy and now this? Excellent!