Amorphous Euphoria - Development Finished
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@MattFright I think they just missed a tag for the sky transfers.
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What map remained alone? The last unfinished one? Or "Euphoria?", the berserk centered one?
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Chill and quirky maps, I like. Seeing some HOMish looking stuff in Map01, not sure if intentional. The complevel 2 parameter in prboom seems to disable sky transfers too, which is unfortunate.
I'm playing through it in complevel 13 now. I won't be able to do any real thorough playtesting or anything tho, But I'm vibing just being a tourist in these maps (halfway through Map02 so far).
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@NoisyVelvet said in Amorphous Euphoria - Due August 10th:
The complevel 2 parameter in prboom seems to disable sky transfers too, which is unfortunate.
Pretty sure that's just a bad default or you might be using too old of a version of that port. Sky transfers shouldn't affect compatibility so that's very silly. I'm pretty sure DSDA fixes this
EDIT: Making an OPTIONS lump to force this setting might be for the best in either case
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Might have exploded Map07 bridge, not sure if big issue or not.
Edit: Western Starlight Bridge entrance landing that you jump onto was a little weird for me, maybe I skipped the trigger that brings in the revenant and chaingunner, but it was finnicky, fyi. (more pedantic play notes)Otherwise, these maps actually play pretty well so far. Ended up actually playing them instead of just idcleving around through them.
Edit: Map08, a semi softlock... Edit: Nevermind, ~snip~.
Edit: Map08 is a great map, but quite a toughy. The cyberdemon got stuck somehow and couldn't infight things anymore on complevel 13, but that might be an issue on my end.
(skipping Map09 cuz I played it already).
And Map10: My notes thus far are stream-of-thought and shouldn't be taken as bad marks, but after seeing my map again, lol I wouldn't have any right to talk smack about other maps' jank anyways :).
Final: Well, I enjoyed this set a lot, actually.
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Did my map get edited? I remember I had huge trouble with the bridge and I needed to set it up as the last thing I did because UDB would muck it up if I drew a single linedef more after putting in the self-referencing sector.
EDIT: Yup, just checked in UDB. The self referencing sector for the bridge got sliced up. Before any edits are to be done, that self referencing sector needs to be moved out, edits made, then moved back in as the last action.
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@Walter-c Only the final map passed iirc due to having no real sky usage.
@NoisyVelvet Glad to hear you had a good time (and thanks for the playtest!)
@MattFright How do I do an OPTIONS lump? Is that part of a UMAPINFO? Forcing ghost monsters and for the sky transfers to render properly is a must if possible! And for this effect to remain intact assuming it's not dependent on software vs gl rendering.
@kvsari I tried but I couldn't get it right. Sorry could you please make the fix yourself? The self-referencing sector keeps separating itself when placed back in.
New version: AmoreEuph_v0.wad
intro/outro map finished where I may have gone a bit too far in some places and in others not enough. Fixed MAP08's sky transfer. Other than fixing @kvsari 's map and adding info lumps it should be ready for a proper release if there are no other questionable inquiries. -
@Cuppykeks
I think I got it. Please do a check on Map07. Please find the wad attached; amoreeuph_v0_kvsari_fix.wadEDIT: I'm caught up with other stuff so if somethings still wrong I won't be able to respond for a few hours. But I think this is it. I used VigilantBSP for the node builder.
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@kvsari Looks good! Used the bridge over and under and it remained intact.
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So i looked more into the sky transfers issue, and @NoisyVelvet you might really just have to use another port or "update to" DSDA. Literally any other port i'm aware of allows for sky transfers under doom 2 compatibility, prboom+ probably doesn't just because it's so old and abandoned.