MeaCulpa map 07 Version 4. Compatibility issues fixed.

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Kyka
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MeaCulpa map 07 Version 4. Compatibility issues fixed.

Post by Kyka »

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Mea Culpa. Map 07.

The last couple of weeks has seen huge changes to this project as a whole. It has been really good to get some of these big issues cleared up.

Thanks for all the feedback and criticisms and encouragement. This level (and the project as a whole) is heaps better for it. Hopefully version 4 will be the final version of this map, at least for the time being. :)

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

VERSION 4

Download: http://www.mediafire.com/?b66mwzpx1cb9o4m

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Changes in version 4:

-Fixed 'compat_useblocking' in MAPINFO so that the switches/lifts that didn't work for some people should now work for everybody. (Thanks Gez for this, n' sorry everyone and gggmork in particular for the broken level that resulted from this...)
-The start radio now has a huge flashing, strobing, glowing light so it should be much clearer to anyone wondering what to do at the start.
-fixed another potential level breaker. In order to progress at one point, you have to kill 8 arachnotrons (less on other difficulties), and killing these 8 allows level progression. If you happen to stand on one of the arach entry points for a sufficient time (15 seconds) you could break the level by preventing it teleporting in. But now this TeleportInSector (and the chaingun arach teleport following) is set on an infinite loop, so this cannot happen.
-Fixed several minor GLDefs issues (Thanks Gez again for pointing these out.)
-Several script issues fixed.
-Minor textural changes.
-Haven't made the start radio sequence skippable. Am still thinking about that.



Changes in version 3:

-FULLSCREEN HUD now works. (not just the alternate HUD) Thanks Killer2(at Doomworld) and SFJake (here) for pointing this out and Enjay and WildWeasel for giving a solution to the problem.
-The "Dark" voices now have a new quake-based text font.
-flashing red light next to the start radio. (Not very visible, but there is an arrow there now as well)
-ITYTD, HNTR and HMP have had a number of their fights made easier and more health added.
-minor scripting and textural changes.

Changes in version 2:

-Heavily modified the main crate to improve framerate, which should make that start area much better.
-LEVEL NOW HAS MOOSIC !!!
-Moved pinky that was stuck in wall (Thanks Mr Gazebo)
-added floor arrows to 2 places in the start room to hopefully make things more obvious.
-deleted a bunch of unnecessary linedefs around the level. (not heaps but some)
-Fixed the stuff that gggmork mentioned in the Doomworld thread. The switches in that main crate are no longer hittable through the outer walls, and that lift is no longer accessible once you hit the final switch in the crates.
-minor textural changes and alignments.
-minor scripting changes.



A huge map for ZDoom, the 7th now finished for the Mea Culpa project.

(Should run fine on GZDoom too, though this has not been thoroughly tested.)

I thought for this one I would do a public beta. Ultra Violence should provide a pretty solid challenge, all other difficulties implemented.

All feedback, thoughts, bug finding, constructive criticisms, FDA's etc would be really appreciated.

And with the amount of work that has gone into this, I hope someone actually enjoys it too.

Thanks guys. :)


AND NOW FOR OOODLES OF SCRREEEEEENIES !!1!

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Last edited by Kyka on Thu Apr 14, 2011 2:39 pm, edited 7 times in total.
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Kyka
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Re: Mea Culpa map 07 "Logistics" Beta release. Feedback requ

Post by Kyka »

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Amuscaria
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Re: Mea Culpa map 07 "Logistics" Beta release. Feedback requ

Post by Amuscaria »

From the looks of the screenshots, this map has some really nice detail and architecture, many of which are pretty unique from the usual doom maps. The lighting and atmosphere is a nice touch. I'll have to try the mod to give you any gameplay feedback. :)
Blue Shadow
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Re: Mea Culpa map 07 "Logistics" Beta release. Feedback requ

Post by Blue Shadow »

Although it's a bit overdetailed for my taste, it has the atmosphere that I like to see in a map. Unfortunately, it is unplayable for me beacause of the massive hit on the framerate (3-5 fps) at the begining area.

Old machine. :)
Gez
 
 
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Re: Mea Culpa map 07 "Logistics" Beta release. Feedback requ

Post by Gez »

This file is currently set to private.

When a file is set to private by its owner only the owner of the file can access it. If you are the owner of the file please log into your account to access this file.
So I guess you got all the feedback you wanted. :p
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FDARI
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Re: Mea Culpa map 07 "Logistics" Beta release. Feedback requ

Post by FDARI »

I downloaded it a little while ago. Good atmosphere, well executed detail. Apparently, this game doesn't want me to jump or crouch. Then again, the map doesn't make me want to.

But the soundscape is a little strange. Many sounds seem to be late, dim or missing. The only way I can tell that chaingunners are presently peppering my back is by looking at the rapid loss of health. Is it attenuation?

EDIT: Alright; I also find it extremely difficult (Hurt me plenty). Nowhere near what I'm used to.
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ShadowTiger
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Re: Mea Culpa map 07 "Logistics" Beta release. Feedback requ

Post by ShadowTiger »

Yes, please set it to be public? :) Cannot currently download it, apparently.
Machalite
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Re: Mea Culpa map 07 "Logistics" Beta release. Feedback requ

Post by Machalite »

I thought that original 4-map deal you released here was astounding, and set the bar for what you could do with stock Doom resources. To find that you've still been doing this project has been one of the most pleasant surprises I've had in a while. As soon as your download link is in working order, I'll jump right in.

If I may, can I ask where the fifth and sixth map went, since you say this is the seventh?
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Kyka
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Re: Mea Culpa map 07 "Logistics" Beta release. Feedback requ

Post by Kyka »

Sorry everyone. Map download fixed. Yeah it was set to private. I didn't realise this would prevent people from downloading it via forum links like this, so yeah, really sorry.

Blue Shadow wrote:Although it's a bit overdetailed for my taste, it has the atmosphere that I like to see in a map. Unfortunately, it is unplayable for me beacause of the massive hit on the framerate (3-5 fps) at the begining area.

Old machine. :)
Sorry about the framerate hit. Yeah, the problem lies with the crate in the middle of the level, there is like 2k sidedefs just in that one crate, which can cause rendering problems on older machines.
FDARI wrote:I downloaded it a little while ago. Good atmosphere, well executed detail. Apparently, this game doesn't want me to jump or crouch. Then again, the map doesn't make me want to.

But the soundscape is a little strange. Many sounds seem to be late, dim or missing. The only way I can tell that chaingunners are presently peppering my back is by looking at the rapid loss of health. Is it attenuation?

EDIT: Alright; I also find it extremely difficult (Hurt me plenty). Nowhere near what I'm used to.
In regards to the soundscape, I know that for whatever reason, the sounds lag. I think because there are many ambient sounds, and so some sounds get played at the expense of others, so sometimes monster or weapon sounds lag, or don't appear entirely.

I know there is a way to increase the number of simultaneous sounds that are played by ZDoom, but I am not sure how this is done. When I find out, I might ask someone to create a batch file that executes this command when loading the levels, coz I know this is a problem with these levels.

And the difficulty is pretty rugged. Thanks for the feedback, I might make HMP a little easier, but still leave UV as it is for those who want things pretty tough.


Machalite wrote:I thought that original 4-map deal you released here was astounding, and set the bar for what you could do with stock Doom resources. To find that you've still been doing this project has been one of the most pleasant surprises I've had in a while. As soon as your download link is in working order, I'll jump right in.

If I may, can I ask where the fifth and sixth map went, since you say this is the seventh?
Yaaaaay! Thankks dude for the feedback. I hope it doesn't disapoint you tho that this is no longer a stock Doom project, as over the last couple of years of work, there have been lots of custom textures, monsters and sounds added, as well as scripting and other new stuff.

In regards to levels 5 and 6, they are both finished as well. In fact the first 6 maps are all done, and have been worked and reworked over and over. Same levels, but different, if you see what I mean. I actually think map 5 is the best map in the set.

i guess the only real issue with releasing all the maps is that map 6 causes a glitch in the current latest version of ZDoom which causes the level to crash. It seems to be fixed (or at least ignored) in newer SVN builds, but I can't really do a major release of the whole project while this is the case.
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Kyka
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Re: Mea Culpa map 07 "Logistics" Beta release. Feedback requ

Post by Kyka »

Sorry Double Post
Last edited by Kyka on Sat Apr 09, 2011 1:06 am, edited 1 time in total.
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SFJake
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Re: Mea Culpa map 07 "Logistics" Beta release. Feedback requ

Post by SFJake »

I don't mean to be rude, but here's all that I noticed before giving up right away (but its late and I'm really tired, so don't take this the wrong way)

-No HUD. I can get it to work with the doom bar, but I hate that. I can probably get the alternative hud working, but I also hate that. My standard hud is gone. Great way to frustrate a very tired and grumpy man.

-Lag. I'm running this on a single core 3.4 ghz and this is very laggy. Not very playable at all when you can't aim.

Frankly, any map that makes me lag on my computer screams "too much detail". I'd guess many people playing Doom don't have kickass computers.

I honestly will probably just not bother with the lag, unfortunately. For what its worth however, your attention to details is pleasing to the eye, the maps are good looking and just starting the level got me quite intrigued. But my inability to appreciate the map because of the lag will prevent me from giving you my undying praise. For now.

EDIT: snd_channels 256 is what you need for the sound issue. Its also an option in the sound menu.
Gez
 
 
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Re: Mea Culpa map 07 "Logistics" Beta release. Feedback requ

Post by Gez »

Blue Shadow wrote:Although it's a bit overdetailed for my taste, it has the atmosphere that I like to see in a map. Unfortunately, it is unplayable for me beacause of the massive hit on the framerate (3-5 fps) at the begining area.

Old machine. :)
My machine isn't that old I thought, but it's unplayable as well. :| several seconds per frame (not frames per second) with GZDoom (even with very low settings); better performances with ZDoom but still unplayable.

I'd advise however to load the mod with GZDoom (no need to actually start playing) while [wiki=CCMDs#AutoExec]logging the output[/wiki] so as to catch all the script warnings and fix them.
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Kyka
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Re: Mea Culpa map 07 "Logistics" Beta release. Feedback requ

Post by Kyka »

VERSION 2 available. (OP updated also)

http://www.mediafire.com/?3mm27582fzz2bzd

OK. For everyone who was taking HUGE FRAMERATE DROPS from this level, I have gone back and made some changes to the major framerate culprit, which was the main crate in the start room. So for those who found it difficult or unplayable, hopefully this will improve things somewhat. Hopefully. (That crate had 2k sidedefs in an area not much bigger than a large, well, crate.)

Other changes in version 2:

-LEVEL NOW HAS MOOSIC !!!
-Moved pinky that was stuck in wall (Thanks Mr Gazebo)
-added floor arrows to 2 places in the start room to hopefully make things more obvious.
-deleted a bunch of unnecessary linedefs around the level. (not heaps but some)
-Fixed the stuff that gggmork mentioned in the Doomworld thread. The switches in that main crate are no longer hittable through the outer walls, and that lift is no longer accessible once you hit the final switch in the crates.
-minor textural changes and alignments.
-minor scripting changes.

@Gez.

Yeah, I know there are a couple of decorate issues. (Ammo slugs are not defined, and 'puff' is not defined.) But seeing as i know nothing about decorate, they will have to wait until either a) someone offers to do some decorate work or b) I get around to learning some decorate myself. And if the rate at which I have learned ACS is anything to go by, that will be a slow process. Is this what you were referring to, or other scripting things that I am not aware of?
Machalite
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Re: MeaCulpa map 07 "Logistics" FRAMERATES IMPROVED! (I hope

Post by Machalite »

In both your updated version, and the old one, when I grabbed the armor bonuses from on top of the tall crate in the hub room, it seemingly activated the script for when you collect all of the keys: command tells you good job, and it opens the other crates of items in the same room. I'm using the r1124 SVN build of GZDoom, but I can test that in other versions if you want me to.
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Kyka
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Re: MeaCulpa map 07 "Logistics" FRAMERATES IMPROVED! (I hope

Post by Kyka »

Thanks machalite, appreciate you noticing details like that.

Yeah, you are right, they do trigger the same scripts as finding the three keys do. I put those there purely as a playtesting thing. I probably should have taken them out, but I figured you shouldn't be able to get those without using cheat codes, so playing the level 'normally' you shouldn't be able to reach them anyway. (At least I am pretty sure you can't) Because they trigger the same scripts as picking up the three keys do, it just saved me having to go all over the level getting all three keys everytime I wanted to playtest the final battle.

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