[Hexen] [ERLBA Demo Map] Sunrise Citadel - release

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alexsa2015sa
Posts: 54
Joined: Fri Apr 24, 2020 2:12 pm
Location: Possibly behind *that* curtain

[Hexen] [ERLBA Demo Map] Sunrise Citadel - release

Post by alexsa2015sa »

DOWNLOAD LINK - release https://mega.nz/file/cvxVwKTZ#VQd35guwW ... YaE4NxqNUA
Idgames link - https://www.doomworld.com/idgames/level ... u/srct2022
The story I guess:
Someone dug up yet another heresiarch and hordes of ettins have overrun the Sunrise Citadel. You must travel to deal with the fiend. Several hundred monsters, or maybe even a thousand, stand in your way.

It was conceived as pure limit-removing Hexen map. It er, sort of still is... for a given value. Either way this is, first and foremost, ERLBA (thread here) demo map aside from being a Hexen map. When played with ERLBA 0.40, almost every monster is out there somewhere, waiting to do unspeakable things to GZDoom players.

I ran out of many, many, many things in the process.
Spoiler:
TL;DR Use DSDA, any Zdoom-derivative, or other advanced sourceport supporting Hexen. (Crispy and most its forks will not work)


Map is big, non-linear, with six simple puzzles and many other minor scripts. What *I* consider simple puzzles. They actually take thinking. Monster density is typical for my Hexen maps (think Deathkings). Under skill 5 mana and flechettes are abundant... until you realise that you are, in fact, backtracking second time and the closets are not opening yet. You may run out completely if you rely on ultimate weapon too much or blast invulnerable Heresiarch.

Known issues:
- Some polyobjects don't display correctly without rebuilding nodes. Tricking nodebuilder into not splitting their sectors is too much work.
- DSDA support for Hexen is not complete - buut at least you can 100% play entire map, if you mind not the unsupported features.

Fatally shot screens (I no shooter, I no sniper)
Spoiler:
DOWNLOAD LINK - release https://mega.nz/file/cvxVwKTZ#VQd35guwW ... YaE4NxqNUA
Idgames link - https://www.doomworld.com/idgames/level ... u/srct2022
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Last edited by alexsa2015sa on Mon Mar 07, 2022 3:53 am, edited 5 times in total.
alexsa2015sa
Posts: 54
Joined: Fri Apr 24, 2020 2:12 pm
Location: Possibly behind *that* curtain

Re: [Hexen] [ERLBA Demo Map] Sunrise Citadel - RC1

Post by alexsa2015sa »

No comments so far; not surprising since it has been just over a week and nobody likes Hexen for some strange reasons. Either way I did some testing myself and it is RC1 now.
- Added an arena sub-map with class bosses in there. Good luck figuring out how to reach it.
- All remaining uses of ACS functions && and == were replaced. If anything seems to not work please report, but I am pretty sure nothing broke.
- Added more detailing to some areas
- Tweaked sky texture so DSDA produces sun at a height better matching GZDoom and UDB default settings
- Lots of other minor bugfixes and tweaks

DOWNLOAD LINK - RC 1: https://mega.nz/file/JnQymLgS#uRlXIhx8a ... ZoRtp54pWA
User avatar
Kappes Buur
 
 
Posts: 4150
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada

Re: [Hexen] [ERLBA Demo Map] Sunrise Citadel - RC1

Post by Kappes Buur »

So far I enjoy playing the pwad, although the cave system had lead me astray a few times. There are a couple of serpents in the cave which have their head stuck in the ceiling, which was a bit distracting.

I am playing this pwad with GZDoom which meant that I had to rename common.acs to zcommon.acs. Yes, you mention to use DSDA, but I only use GZDoom.
Spoiler:
Spoiler:
Recompiling throws this error, I don't know why
Spoiler:
Great work. :thumb:
alexsa2015sa
Posts: 54
Joined: Fri Apr 24, 2020 2:12 pm
Location: Possibly behind *that* curtain

Re: [Hexen] [ERLBA Demo Map] Sunrise Citadel - RC1

Post by alexsa2015sa »

Kappes Buur wrote:So far I enjoy playing the pwad, although the cave system had lead me astray a few times. There are a couple of serpents in the cave which have their head stuck in the ceiling, which was a bit distracting.

I am playing this pwad with GZDoom which meant that I had to rename common.acs to zcommon.acs. Yes, you mention to use DSDA, but I only use GZDoom.
Spoiler:
Spoiler:
Recompiling throws this error, I don't know why
Spoiler:
Great work. :thumb:
My TL; DR is sure long, but the very next words after DSDA say "ANY ZDoom-derivative" :). Which GZDoom obviously is. It is Crispy Hexen which does not work. As a matter of fact the target port is GZDoom - this IS intended to showcase my Zscript-only mod, but why not let the map work in limit-removing Hexen if I can? After bouncing off Heartland really hard (first time I acutely hated a pwad for its layout design) I discovered I do, in fact, strongly not like this much verticality in Doom-engine completely at all and there are few enough vanilla Hexen maps around.

Use of common.acs should not stop pwad from running in GZdoom, unless I missed some nifty config option which recompiles from SCRIPTS lump during runtime or otherwise misunderstand how GZDoom can actually handle Hexen or just plain misunderstood what mistake you are pointing out. The "floor" being a reserved word for Zdoom ACS did not come up when compiling in UDB or SLADE for Hexen: Hexen format, but is a silly mistake nonetheless I'll admit.

Thanks for reminding of chaos serpent hitbox/sprite mismatch; I looked into several caves with low ceiling, but the cave immediately near start in particular is still a problem because I can't lower it without revealing it or breaking the cliff pathing for monsters and neither are desirable. Others are now a bit higher so it should not distract as much; the Chaos Serpents are a lot worse than revenants in their sprite/hitbox difference.

Side note:
Spoiler:
On caves:
Spoiler:
Either way I am glad you enjoyed it!
alexsa2015sa
Posts: 54
Joined: Fri Apr 24, 2020 2:12 pm
Location: Possibly behind *that* curtain

Re: [Hexen] [ERLBA Demo Map] Sunrise Citadel - release

Post by alexsa2015sa »

Download link for release: https://mega.nz/file/cvxVwKTZ#VQd35guwW ... YaE4NxqNUA

The file was updated with many small fixes, and then uploaded to /idgames (Idgames link - https://www.doomworld.com/idgames/level ... u/srct2022). If there are still bugs, feel free to point them out, I do fix things eventually if I am still around.

Thanks everyone for playing, and I sincerely wish you all are still able to have fun once these gloomy times end.
Last edited by alexsa2015sa on Mon Mar 07, 2022 3:53 am, edited 1 time in total.
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Jblade
Posts: 127
Joined: Fri Jun 25, 2010 9:11 am
Location: England

Re: [Hexen] [ERLBA Demo Map] Sunrise Citadel - release

Post by Jblade »

Giving this a play, I'm enjoying it so far - it feels faithful to the original style of Hexen which is cool to see. I'm in the lower area with the switch puzzle where I assume I need to hit the switches so the symbol on the floor matches the one on the wall? It's pretty creative which is cool to see. Nice work!

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