[DOWNLOAD NOW!] DTS-T - a megawad for ZDoom and GZDoom

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SAraisXenoQueen
Posts: 243
Joined: Tue Oct 12, 2010 1:51 am

Re: [DOWNLOAD NOW!] DTS-T - a megawad for ZDoom and GZDoom

Post by SAraisXenoQueen »

Kumasan wrote:I totally love this megawad but I have an annoying bug.
I play it with brutal doom (20b) and I'm stuck in the Vivarium level.
Two ennemies are left, but I can't find them. It's the last "flame demon" and one of the ennemies he must have resurrected.
I litterally visited all the rooms, but there is nobody to be found... :(
Freakin' necromancers.

The problem is a combination of your gameplay mod and/or the map script itself. This occurs with any gameplay mod that replaces monsters it seems; which is unusual considering it does not occur on any other map.
ImpieTwo
Posts: 912
Joined: Sun Aug 16, 2015 11:52 pm

Re: [DOWNLOAD NOW!] DTS-T - a megawad for ZDoom and GZDoom

Post by ImpieTwo »

It's probably pointless by now, but I'm gonna post my thoughts anyway because I didn't realize this project wasn't released in the 90s. I'm very blunt when I critique so buckle your seatbelt I guess.

The Good:
I like the ideas of this megawad (I might be biased since I did something similar with Strange Aeons). Conceptually the dimensions I get to visit are intriguing: I like being a future marine visiting ancient times, and exploring a seemingly derelict space station. I like the idea of someone on the radio keeping me updated on the situation instead of forcing me to read a lot of bad zdoom cutscene text, and I'm glad you didn't put subtitles in. That e1m1 rendition in the intro map is pretty badass too.

The Bad:
If this megawad had been finished and released in 1994, I'd commend it, given the standards of that era; but you've presumably been working on it from 1998 to at least 2013 -- 15 years -- and the maps still look, feel, and play like an amateur effort from the mid-90s. The later maps are more polished, but still need work. Also, that final boss has too much goddamn health.

tl/dr: Cool dimensional-travel project idea with 1990s maps that should've been redone, not tweaked slightly over 15 years. Rain effects can't save a boring cardboard maze.
Gideon020
Posts: 558
Joined: Mon Sep 28, 2015 3:23 am

Re: [DOWNLOAD NOW!] DTS-T - a megawad for ZDoom and GZDoom

Post by Gideon020 »

Hey, cool megawad, but I've been getting some weird slowdown when the game reaches the space station chapter and I can't seem to find the cause.
Blue Shadow
Posts: 4925
Joined: Sun Nov 14, 2010 12:59 am
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [DOWNLOAD NOW!] DTS-T - a megawad for ZDoom and GZDoom

Post by Blue Shadow »

What you're experiencing could be related to this.
Gideon020
Posts: 558
Joined: Mon Sep 28, 2015 3:23 am

Re: [DOWNLOAD NOW!] DTS-T - a megawad for ZDoom and GZDoom

Post by Gideon020 »

Thank you. One other problem is that when the station reactor core is destroyed, the level doesn't transition and I've been unable to leave to the next level apart from idclev.
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Retraux Squid
Posts: 230
Joined: Sat Aug 13, 2016 8:41 pm
Location: E1M1

Re: [DOWNLOAD NOW!] DTS-T - a megawad for ZDoom and GZDoom

Post by Retraux Squid »

This is an incredible experience and I love it to bits. The ending in particular was awesome; I didn't at all expect it.

However, map detail in larger areas and overall ammunition abundance can be improved in effectively all maps; in some of the Gogyptian areas I found myself simply skipping levels owing to having to choose between pushing through tight corridors of Hell Knights with my fists, or running in circles around the map in hopes of finding a few shells lying around.

Overall? 8/10.
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LukasG2004
Posts: 40
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Preferred Pronouns: He/Him
Location: Falconia

Re: [DOWNLOAD NOW!] DTS-T - a megawad for ZDoom and GZDoom

Post by LukasG2004 »

Is this a strictly vanilla megawad? i.e is there going to be game breaking bugs if you load it with say, D4T?
Unicornpooper777
Posts: 6
Joined: Thu Oct 26, 2017 6:42 pm

Re: [DOWNLOAD NOW!] DTS-T - a megawad for ZDoom and GZDoom

Post by Unicornpooper777 »

Yo dude, Everytime after the text when I enter the teleporter in the prologue the game crashes, out crashes for gzdoom v1.9.1, v3.2.5, and v3.3pre
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Retraux Squid
Posts: 230
Joined: Sat Aug 13, 2016 8:41 pm
Location: E1M1

Re: [DOWNLOAD NOW!] DTS-T - a megawad for ZDoom and GZDoom

Post by Retraux Squid »

LukasG2004 wrote:Is this a strictly vanilla megawad? i.e is there going to be game breaking bugs if you load it with say, D4T?
It's got custom DECORATE bosses and a few enemies I believe (haven't played it for a while since I beat it) but most enemies appear to be vanilla.
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Vertigo
Posts: 131
Joined: Tue Jul 26, 2005 8:27 pm

Re: [DOWNLOAD NOW!] DTS-T - a megawad for ZDoom and GZDoom

Post by Vertigo »

I've just started playing and really liked the first map. I liked the squareness/blockiness of the manor with the rain sounds outside (I might have to make a map with a similar feel...).

I just got to map02 and have a quick question, is this designed for pistol starts or continuous play?

Edit: Based on how the maps are progressing it seems to be made for continuous which does align with the fact that it has a story line.
rodster
Posts: 3
Joined: Mon Jun 10, 2019 3:53 pm

Re: [DOWNLOAD NOW!] DTS-T - a megawad for ZDoom and GZDoom

Post by rodster »

Really cool maps and great story!

I have one problem though: I played this with Brutal Doom v21b on GZDoom 3.5.0 and I can't seem to exit Map16: Deck 3: Level Core. I did kill the Core (Romero's head) but the map doesn't exit :(
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TheMightyHeracross
Posts: 2100
Joined: Sun Aug 18, 2013 9:41 am
Location: Philadelphia, PA

Re: [DOWNLOAD NOW!] DTS-T - a megawad for ZDoom and GZDoom

Post by TheMightyHeracross »

You should expect a heavily scripted WAD like this to have some conflicts with gameplay mods. Custom resources from different mods tend not to go very well together unless they were designed to run together.
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StroggVorbis
Posts: 861
Joined: Wed Nov 08, 2017 4:23 pm
Graphics Processor: nVidia with Vulkan support
Location: Germany

Re: [DOWNLOAD NOW!] DTS-T - a megawad for ZDoom and GZDoom

Post by StroggVorbis »

I have the same problem as rodster. Even without mods killing the BossBrain doesn't advance the level. Thus it seems to have been broken by a change in newer GZDoom versions.
In the meantime, just use the changemap cmd to load the next level and keep your inventory.
_mental_
 
 
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Joined: Sun Aug 07, 2011 4:32 am

Re: [DOWNLOAD NOW!] DTS-T - a megawad for ZDoom and GZDoom

Post by _mental_ »

This should be reported to Bugs subforum.
saladofstones
Posts: 21
Joined: Tue Jul 31, 2018 3:33 pm

Re: [DOWNLOAD NOW!] DTS-T - a megawad for ZDoom and GZDoom

Post by saladofstones »

i got to say, I love the filter used for the voice-overs. Reminds me of star wars for some reason.

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