Killing the translucent Cyberdemon is not necessary. You just have to make it to that teleporter in the green box building. Have no better solution for that problem, except skipping the level.
10: Chuddy Detour Factory of Modernity: Well, the guy asking for a terry map got his wish. I expected a detour and I guess I got one. I was worried I had missed the Hyperlogic and would have to replay that. Once was plenty.
11: Chuddy Detour: I knew those little chudjaks were going to be enemies at some point. Did not expect them to sound like Kleiner. I think their behavior is from a Quake enemy? The texture set gives this one a unique feel, even if it is mostly just a corridor with enemies in it. From a shitposty wad like this I was frankly expecting more resistance from a map rated as hard, but I think the straightforward nature lulled me into complacency because while I cleared out the bad guys without too much trouble I had a devil of a time finding the Hyperlogic, which is in the map's singular, pretty standard secret.
12: Null's jumbled rabies shot: Aptly named, a chaotic and frenetic close quarters map whose low enemy count belies the resource starvation and rolling combat you will experience. My secret hunting skills failed me here and I had a hard time but eventually managed a single segment clear. First encounter with the Romero Head equivalent. Well made and skill testing but the music was in serious danger of driving me insane.
13: Kaotic Fears 2: Take me back to Factory of Modernity. That's what I was going to say... but the translucent cyberdemon that explodes into 300 cacos was enough of a novelty to win me over a little bit, which took some doing after the invisible fucking archviles. Not as brutal as it looks honestly but just kind of rough, and the track of choice... well, you know what you did, and it made me idmus my way to something more pleasant. As an aside my brain consistently wants to read this map name as "Krotic Fears," it did in the first map pack and it does again here.
I ran through MOST of it using a critical hits mod (attatched if anyone wants), and while it ran pretty much everything, including the BOSS MAP which I noclipped to access, without problems, I couldn't run the chud map. I'll have to redo the maps to unlock the power station on a new save to see if its JUST that, but it didn't even drop errors, the window just vanished. Its also an OBSCENELY lightweight simple mod which just adds a script that detects any hit to roughly the upper 1/10th of an object / entity as a headshot. I'll need to get back to you if its indeed the mod or not, I realize you said no mods, but I grabbed it because it seemed extremely lightweight. I am running on the exact recommended GZdoom version on linux so, nothing should be giving me trouble besides. Perhaps expected, but I Really like giving the pistol / chain gun a little more punch. And It ran without problems EXCEPT in that one map, so I figured it was worth mentioning.
The balldo map "calling" was amazing, albiet its start was a little....slow....I hate switch hunts. But it picked up after. My only objective complaint was the balldo finale isn't suited for people who don't have "automatic weapon switch" on, I have it off, and just assumed I lost all my guns and let them infight before discovering my special fists. I believe theres a script to forcibly change a players inventory to a gun to avoid this, in the future.
The archives look nice. I forget if this is exactly how kiwi doom 1 was? might of, but the library looks great. And holding old stuff for posterity is a good look.
nice details, feels, the the liz phong jones brick was crazy. Especially throwing out HRT barrels everywhere and homing eyeball projectile. Hard as nails, but I appreciate the lack of BFG to reign in balance, I think maps that hyper balance around bfg tend to end up shitty.
I'l still need to do more, like finding the super secret coherent logics, or the cheese.Can you actually find this? I chased it around the base for like 30 minutes before losing it.
Overall, i'm VERY impressed by the detail / effort put into all of this, I no offense thought we would get max, HALF the effort put into it as what was. This is not an insult, I couldn't fathom doing so much detailed work all over. @Dull Pencil and crew yall really went above and beyond making a quality map for a tropical fruit farming forum.
I completed the Church of Terry quest and cashed in my Hyperlogics for the Kiwi plasma gun here.
14: In Pursuit of Autism: I enjoy how literal the name is. I wouldn't like to admit how long I spent trying to make the jump that you're supposed to raise with the tophat switch though. It looks like you could JUST make it... this is another one where the music choice wears its welcome thin very quickly. I'm not a fan of the silent monster teleporters either, but considering the gunt nobles drop medpacks in this one there's some give and take to the mechanic. I'm not exactly sure how I triggered the BFG secret but it's always nice to see. Haven't gotten to try the kiwified plasma gun I got from the Hyperlogic quest yet, but Terry's health pack proved very useful in dealing with the nukage hopscotch.
15: Server Farm: Finally some easy listening. The room with the descending pillars is a cool encounter and challenging. Got to try the sticker gun, love the custom bullet hole decals. You can softlock yourself in the "Suicide Watch" by jumping in from the blue armor pedestal.
16: Calling: An odyssey. A tour de force. Other synonyms. I was not expecting to play Gone Home into Sonic into a very elaborate Doom level, into... Punch Out, I guess. It'd be easier to note what I didn't like than what I did, and the dislikes are pretty minor. The birds during the switch hunt were a little loud. A rat got stuck in the basement and made a horrible continuous squeaking until I exited. I am astonished there was no secret in the big crate room. While the Balldo Knuckles are powerful, asking me to punch a cyberdemon to death with them is a little much. Still, very impressive map on several fronts.
What with all the Rekieta content in these maps I almost wish I followed him to understand all the references. Then I look at the community features and see speculation emerging he was keeping one of his kids in a cupboard under the stairs and I resolve to go back to the funny doom wad.
I ran through MOST of it using a critical hits mod (attatched if anyone wants), and while it ran pretty much everything, including the BOSS MAP which I noclipped to access, without problems, I couldn't run the chud map. I'll have to redo the maps to unlock the power station on a new save to see if its JUST that, but it didn't even drop errors, the window just vanished. Its also an OBSCENELY lightweight simple mod which just adds a script that detects any hit to roughly the upper 1/10th of an object / entity as a headshot. I'll need to get back to you if its indeed the mod or not, I realize you said no mods, but I grabbed it because it seemed extremely lightweight. I am running on the exact recommended GZdoom version on linux so, nothing should be giving me trouble besides. Perhaps expected, but I Really like giving the pistol / chain gun a little more punch. And It ran without problems EXCEPT in that one map, so I figured it was worth mentioning.
My only objective complaint was the balldo finale isn't suited for people who don't have "automatic weapon switch" on, I have it off, and just assumed I lost all my guns and let them infight before discovering my special fists. I believe theres a script to forcibly change a players inventory to a gun to avoid this, in the future.
I use that function to switch weapons when your weapons gets removed to fake the lowering animation. Else the sprite just disappears. I never even considered that you need to do it too when you get a new weapon while having none and auto switch is off. Now I know.
Yes, that's why I balanced their damage around them. I think, if you land both hits you only need to hit him 4 times. I don't know your skill level, but incase you don't know, the cyber always shoots 3 times and then waits. That's your window. I thought I'd throw some mildly obnoxious shit into the ending.
Personally, I had more problems with the vile since it can shoot through enemies. How did you deal with that?
Fair. I bring it up because the mod is small, and I suspect the fix would be really, REALLY easy if you knew WHAT it was. I'm even less of a code monkey than you, so I completely understand your hesitation, but if you ever wanted to fuck with zscript, this fix might be an easy project to look into? Idk I might be talking out my ass, but its a single map, a mod under 1MB. Doesn't sound like its a hard fix as far as things go when it works everywhere else. Maybe chud map uses zscript when others dont? idk, could be as simple as the 2 zscipts dont work together well.
Besides that IDK what else it could be, since I think it just adds an additional hitbox onto any creature for a headshot hitbox, and if you hit that, it multiplies damage based on if its histcan, projectile or multi shot weapons.
I think it was them being hidden and in an otherwise empty (combat wise) map for a bit. Like it didn't ruin the map for me, but til I found the cellar switch, I was kinda bored. Fortunately it picked up. But this is a classic example that people have different tastes. It wasn't horribly offputting though just.... a slow start.
I think it was them being hidden and in an otherwise empty (combat wise) map for a bit. Like it didn't ruin the map for me, but til I found the cellar switch, I was kinda bored. Fortunately it picked up. But this is a classic example that people have different tastes. It wasn't horribly offputting though just.... a slow start.
Doesn't sound like its a hard fix as far as things go when it works everywhere else. Maybe chud map uses zscript when others dont? idk, could be as simple as the 2 zscipts dont work together well.
The problem with Zscript is that has tons of extra functions you need to add that at a glance doesn't seem to do anything, but must be added else the overrides does not work. This is the part I can't understand. Unlike ACS you can't just copy script from somewhere else and think it will work. The simplicity of the mod might help me, but most likely not if I can't figure out how Zscript works internally.
Unlike ACS you can't just copy script from somewhere else and think it will work. The simplicity of the mod might help me, but most likely not if I can't figure out how Zscript works internally.
Fair. Like I said, I'm not a coder, but I'm more aware of how code works than your average guy since I've done a fair bit of QA / bugtesting. Since it IS just that isolated chud map, it feels like its still managable to figure out, but its still you're time we are talking about here, so its your decision.
This would also be SO MUCH EASIER if it gave a crash thing in the console since that would narrow it down further, but I don't think GZDOOM generates a crash log when it full on closes. If it was something as simple as "CRT script name already used in kiwidoom2 map chud", this would make solving this so much easier. I bet if we knew what it was, it could be solved with under a dozen lines of code or something.
@Hooked on phobics, I misunderstood what you meant I think. When you said it didn't give any errors you meant the the whole shit crashed right?
Anyway, I gave it a shot because the Chuddy map does nothing the other maps doesn't do, so I suspected there might be a GZDoom bug. So I tested it and it worked for me. I'm using a dev version of 4.13 so it's not available anymore i think.
But here are 2 links. They are the archive of official releases and the current dev builds. Try some here and check if it makes a difference.
Anyway, I gave it a shot because the Chuddy map does nothing the other maps doesn't do, so I suspected there might be a GZDoom bug. So I tested it and it worked for me. I'm using a dev version of 4.13 so it's not available anymore i think.
I also tested it, earlier today, and got no error on 4.13.
FYI for everybody, if you're using a launcher and you have an SSD (so there isn't any real drive delay) add +logfile log.txt to your launch params so if the whole engine blows up on you at least you get some potentially useful info. A hard close with no error message at all sounds like the version you were using was probably busted but it might have emitted something useful before dying completely.
Yes, that's why I balanced their damage around them. I think, if you land both hits you only need to hit him 4 times. I don't know your skill level, but incase you don't know, the cyber always shoots 3 times and then waits. That's your window. I thought I'd throw some mildly obnoxious shit into the ending.
Personally, I had more problems with the vile since it can shoot through enemies. How did you deal with that?
The vile never proved to be too much of a problem once I was aware he was coming. Viles have a maximum range they prefer to attack from, and he pretty much always wound up infighting somebody pretty quickly what with all the chaos. Once that happened it was fairly trivial to balldo him to death. When I knew it was time for him to show up I'd camp near the red teleporter where he (usually) spawned, kill him as he exited if possible, and if not I could use it for cover.
I'm aware of the Cyberdemon's pattern, though I'm quite bad at the game. My WASD keys are not very responsive these days and I'm not using mouselook so that kind of precision is difficult for me, and, perhaps this is just bad luck but the cybie often liked to instantly refire after finishing a volley and cuck my attack run. My strategy was to force him to infight and then go in, but even on my successful run I had to fade back, ran out of helpers and just had to nut up and manfight him for the last few hits.
Anyhow it was by no means ruining the experience. I did have to make probably a double digit number of attempts, but I'm the kind of person who can enjoy circlestrafing a big crowd so I didn't mind redoing the leadup too much, and the Balldo Knuckles are indeed fun to use. Maybe I got a little tired of "take a look at my enormous penis," but it's actually pretty helpful for judging the spawn timings generally so even that didn't wear out its welcome. It will probably be stuck in my head for a few days.
Posting this for anyone who got stuck on gangsta like me. It says a lot that I found the hyperlogic like 30-40 minutes before I finished the level.
Blue Skull Key: Use the blue monitor in the room described below. It is behind a bonus health pickup.
Red Key: Use the center column near the chainsaw secret/blue door. It has a red banner.
Blue Key: In the blood room.
Yellow Key: Right in front of you before you drop into the outdoor area. FYI have enough HP at this point for this fight to bum rush the archville with the plasma gun or else you are going to have a bad time.
Yellow Skull key: In the puddle in the outdoor area. You must be at the bottom of the puddle. This is the one I got stuck on as using autorun causes you to glide over the puddle.
Red Skull key: In the trap with the Hell knight ambush after the outdoor area. If you reach the exit door you've gone too far.
Enter the water room via the vents, this will open a secret door to the left.
From spawn, enter the vents above the HRT pool. Use the second drop on the left to fall. Head forward through the vent and the wall under the water to the left will open.
You can then navigate through the tunnels to find a stimpak and a secret door containing the hyperlogic.
Who made the map "Terminal Brick Face"? I got it in my head that ArticleWriter made it but I don't remember why, and when I go through the endgame credits again, I don't see a credit for it specifically, and it doesn't have a username next to it like the other maps do in the overworld since it's the exit. Sorry if this is a dumbass question and I'm overlooking where it totally says who made it.
Excellent work everyone. Absolutely brilliant. I've paid real money for games with less entertainment value and content than this. The hub world deserves the praise it's gotten (HI!) but I want to let everyone who submitted levels and made the custom content know that they made it the complete package. It was loads of fun and full of plenty of challenge without being an impossible task to complete. There were some levels from the first mapping project that were just way too much (archviles are ass, fuck them) so I was pleased to see that things were pretty reasonably balanced in this one.
I didn't take much in the way of notes (sorry, I was too busy having fun) so I don't have a ton to say. I'll just call out the Spiderdemon room in the SS13 level; that was pretty rude.
I never really paid attention to doom outside the official releases and a couple of the more notorious vanilla custom maps ages ago. It's not surprising to seeing the tranny takeover of yet another niche hobby but if this project is even a tiny bit a result of that then I guess something good came of it.
Since I'm not really into these things, I'm curious to know how much I cheated. Is the expectation that there will be a bit of save scumming when levels are designed today? I feel like when I played the official doom maps I only ever saved at the start of the levels, but I also mostly only ever played the shareware levels which were pretty easy.
Who made the map "Terminal Brick Face"? I got it in my head that ArticleWriter made it but I don't remember why, and when I go through the endgame credits again, I don't see a credit for it specifically, and it doesn't have a username next to it like the other maps do in the overworld since it's the exit. Sorry if this is a dumbass question and I'm overlooking where it totally says who made it.
Me, it only says it once, right after the credits on top of the score screen.
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Anyway, the SECOND wave of reviews are in. These ones are after 4chan was rekt, so as you can see, there were no tranny jannies deleting posts and the amount of haters who just shit on everything without reason had been very, very low.