Compendium - Classic Megawad Compilation
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: Compendium - Classic Megawad Compilation
Hello Dynamo,
I was going to send you a private message, but unfortunately I have just registered this account and I'm unable to due to the age (or it's disabled altogether, can't figure out which). Anyway, I was reaching out as I'd like to download this mod, as I'm trying to find the most maps possible to use with DOOM RPG/RLA but the link is currently broken. Any chance another can be posted?
All the best,
I was going to send you a private message, but unfortunately I have just registered this account and I'm unable to due to the age (or it's disabled altogether, can't figure out which). Anyway, I was reaching out as I'd like to download this mod, as I'm trying to find the most maps possible to use with DOOM RPG/RLA but the link is currently broken. Any chance another can be posted?
All the best,
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Re: Compendium - Classic Megawad Compilation
I can't speak for Dynamo, but the link works fine for me. Is Mega.NZ blocked in your area?
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Re: Compendium - Classic Megawad Compilation
Apologies for the bump, but there's an error that i always come across when playing NeoDoom MAP14. I've downloaded Compenium v1a to make sure i wouldn't point to a solved issue. Played with LZDoom 3.88 x64:
After grabbing the Yellow Key in the center left of the map, this area with the arrow on the building in front is supposed to open and release a batch of enemies:
But instead, it turns into a translucent wall and you can only damage them by either going noclip inside or using splash damage to kill the enemies if they're right next to it.
The invisible door also does not open from inside.
After grabbing the Yellow Key in the center left of the map, this area with the arrow on the building in front is supposed to open and release a batch of enemies:
But instead, it turns into a translucent wall and you can only damage them by either going noclip inside or using splash damage to kill the enemies if they're right next to it.
The invisible door also does not open from inside.
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Re: Compendium - Classic Megawad Compilation
Is this still being worked on?
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Re: Compendium - Classic Megawad Compilation
Hi, I've added all of the mapsets contained within to the Episode selection screen.
Made this for personal use with HDest, but I think that others could find some use in it.
Made this for personal use with HDest, but I think that others could find some use in it.
You do not have the required permissions to view the files attached to this post.
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Re: Compendium - Classic Megawad Compilation
Yooo, dude, you are cool!DeckardDetribine wrote: ↑Thu Jan 18, 2024 8:33 pm Hi, I've added all of the mapsets contained within to the Episode selection screen.
Made this for personal use with HDest, but I think that others could find some use in it.
Thanks.
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Re: Compendium - Classic Megawad Compilation
As someone who has experimented with Compendium and threw in a map order randomizer (can't remember which one) from time to time, I'd love to be able to use this. The only issue is that the link is dead.Cutmanmike wrote: ↑Wed Jul 07, 2021 7:11 pm Hi,
I didn't know whether or not to make a new thread about this or not, but I've created a map order randomizer for this pack. I've wanted to make something like this for a while but needed a collection of maps large enough to warrant it. It uses zscript (though it could be done in ACS with some mucking about). There are currently two modes to this in the options.
I've also made it so you can toggle on and off which megawads to use. By default Doom 2 and Cyberdreams is disabled. Daedelus and Hell Factory are completely removed from the generation since they use hubmap stuff. I think those are the only one that could potentially screw up the map order. Cyberdreams, though I love it, seems a bit off to include in something like this due to the gimmick nature of the megawad. I there's any others you think I should exclude by default, let me know.
- Generate 32 maps using all of the map packs in the wad, using the map number order appropriately. For example, you won't get a megawad's map30 on map 2.
- Fully random mode, which is endless and doesn't respect the map numbers.
To start, just start a new game and choose Compendium. It will start up automatically.
Download: https://cutstuff.net/public/compendiumr ... _beta0.pk3
Edit: Also if there's any other compilation wads like this that could warrant a randomizer like this, let me know.
Would this also work with The Sentinel's Lexicon or would that need its own randomizer mod?
Also, does anyone know which of the mods, possibly from Compendium, has a level that initially plays like Hangar, but when you get to the exit, pressing the button reveals a bunch of enemies, either Cacodemons or Demons. And if you go back to the door from the start of the level, you can enter a mirrored version of the level, at least the first area.
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Re: Compendium - Classic Megawad Compilation
The link is dead but not the host !
Managed to recover it with the help of the Wayback Machine. Made a quick test run and it works perfectly.
Have fun !
https://web.archive.org/web/20220704075 ... _beta0.pk3
Managed to recover it with the help of the Wayback Machine. Made a quick test run and it works perfectly.
Have fun !
https://web.archive.org/web/20220704075 ... _beta0.pk3
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Re: Compendium - Classic Megawad Compilation
Thanks. Now if I can only find where that Hangar variant is.
It'd be nice if I knew the map's name at least. But I think it's definitely in Compendium and not The Sentinel's Lexicon. Also, after the false exit, when you look out from where you get the green armor at the beginning there's a vast-looking expanse sparsely populated with monsters. And you know how in the E1M1 version of Hanger, there's a courtyard with a blue armor? Well, in the mirror version of the starting area, the window faces a few Archviles. And when you follow the hallway, there's just a stone room with either a pink demon or a Hell Knight.
It'd be nice if I knew the map's name at least. But I think it's definitely in Compendium and not The Sentinel's Lexicon. Also, after the false exit, when you look out from where you get the green armor at the beginning there's a vast-looking expanse sparsely populated with monsters. And you know how in the E1M1 version of Hanger, there's a courtyard with a blue armor? Well, in the mirror version of the starting area, the window faces a few Archviles. And when you follow the hallway, there's just a stone room with either a pink demon or a Hell Knight.
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Re: Compendium - Classic Megawad Compilation
You may also want to look at MOShuffle viewtopic.php?t=72760, which I'm pretty sure is the updated version of the file you're looking at. Myself and a few others on the forum have posted updated versions throughout the regular posts, so just a heads up to check the rest of the posts too.Jareth247 wrote: ↑Fri Aug 23, 2024 12:45 pmAs someone who has experimented with Compendium and threw in a map order randomizer (can't remember which one) from time to time, I'd love to be able to use this. The only issue is that the link is dead.Cutmanmike wrote: ↑Wed Jul 07, 2021 7:11 pm Hi,
I didn't know whether or not to make a new thread about this or not, but I've created a map order randomizer for this pack. I've wanted to make something like this for a while but needed a collection of maps large enough to warrant it. It uses zscript (though it could be done in ACS with some mucking about). There are currently two modes to this in the options.
I've also made it so you can toggle on and off which megawads to use. By default Doom 2 and Cyberdreams is disabled. Daedelus and Hell Factory are completely removed from the generation since they use hubmap stuff. I think those are the only one that could potentially screw up the map order. Cyberdreams, though I love it, seems a bit off to include in something like this due to the gimmick nature of the megawad. I there's any others you think I should exclude by default, let me know.
- Generate 32 maps using all of the map packs in the wad, using the map number order appropriately. For example, you won't get a megawad's map30 on map 2.
- Fully random mode, which is endless and doesn't respect the map numbers.
To start, just start a new game and choose Compendium. It will start up automatically.
Download: https://cutstuff.net/public/compendiumr ... _beta0.pk3
Edit: Also if there's any other compilation wads like this that could warrant a randomizer like this, let me know.
Would this also work with The Sentinel's Lexicon or would that need its own randomizer mod?
Also, does anyone know which of the mods, possibly from Compendium, has a level that initially plays like Hangar, but when you get to the exit, pressing the button reveals a bunch of enemies, either Cacodemons or Demons. And if you go back to the door from the start of the level, you can enter a mirrored version of the level, at least the first area.
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Re: Compendium - Classic Megawad Compilation
Oh, my God. That's crazy, since that's the one I used when I found the Hangar variant. Also, I forgot to mention that the mirrored version of the starting area triggered a secret, so I'd assume that means it's not necessary to exit the level.
If I figure out which mod and which map it is, I'll let you know. Too bad there isn't a list of all the mods included in Compendium.
If I figure out which mod and which map it is, I'll let you know. Too bad there isn't a list of all the mods included in Compendium.
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Re: Compendium - Classic Megawad Compilation
It's this map from The Abyss. The label for it in Compendium is ABY10.
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Re: Compendium - Classic Megawad Compilation
Thank you! That was driving me nuts.