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From Brisbane, Australia.

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V0.02 had a potential softlock near the end of level 6, when you reach the garden path. There is a linedef on that path that served as a single use, walk over teleport trigger.

I had originally thought the issue due to a monster being on the teleport destination at the time of crossing said linedef... I completely overlooked the fact that the player should have teleported and simply telefragged said monster had that been the case.

Working under that assumption, I did some work on the area and the problem had seemed completely resolved with the release of V0.03.

However, it has come to my attention, through some feedback, that the issue appears to have returned. The first instance that was reported to me was a playthrough using Project Brutality 3.0. Naturally, I assumed that the issue might be related to that mod.

The second bit of feedback brought it to my attention that the issue was also happening with no other mods active. After a number of tests, it appeared to be happening when the hard option was chosen.

I can only hypothesis that an errant monster was getting to that path and crossing the linedef before the player arrived, using the single use teleport function. However, I was not able to identify which monster was causing the issue, if indeed that was the problem, nor could I pinpoint where it would be coming from.

As such, I have made some minor adjustments to the area, making the teleport linedef repeatable and moving the spot to which you teleport after completing the garden sequence to a location beyond said linedef, so the player won't have to cross it again, once that area has been navigated.

I have updated the download zip with the newly fixed version of the WAD, along with a new copy of the level 6 save, so that it will continue to be useful.

Below is a screencap of the problem area with the fixes in place. For anyone who has encountered this issue, you should be able to re-download the WAD for the fixed version, or if you don't feel like downloading it again, please feel free to noclip through that section. It's right near the end of the level anyways.

For anyone who is just looking to download the WAD for the first time, you should be able to ingore all this completely.

Sorry for any inconvenience this may have caused.

lvl6fix

The linedef at the top of the yellow highlighted step was a single use teleport trigger. This has now been changed to repeatable and should now trigger everytime you cross it, teleporting you to the garden on the right and the teleport destination you can just see behind the rock wall.

The yellow highlighted step used to be the teleport destination for the left hand gardens exit teleport. This destination has now been moved to the top of the garden path.

This is to avoid having the player instantly teleported back to the right hand garden, once the whole area has been completed.

I'll post a quick video explaining a bit clearer as I feel this post may be a tad rambling.


Lucky 13!

Makroskizhar Blog

With V0.04 out for a short while now, I have taken the opportunity to do some work on a level that I am hoping to submit to RAMP, assuming of course, that there is a RAMP project this year.

Additionally, the past few days, I have been out of commission with a cold.
Today however, I have been feeling much better and work on level 13 has begun... although it's just the first room at this point and not worth sharing a screen cap.

But this has actually worked out in the next updates favour...

Originally, my plans were to treat V0.05 as per any other update. Simply including the three new levels, 13, 14 and 15, with the secret level exit being present, but non-funtional.

However, I have given this a lot of consideration over the past few days, as I have had ideas for the two secrets levels in mind since I started working on this project. As such, I have decided to include both secret levels in the next update, as well as the standard three levels that usually come with each update.


This will mean the time frame between V0.04 and V0.05 will be a bit longer than usual, as it will include 5 levels in total. I also have to go back to level 6 and add some sound blocking linedefs to try and fix a potential softlock for anyone playing in Project Brutality 3.0.

I hope everyone is enjoying the 3 new levels that V0.04 has brought to the table and I look forwards to sharing some footage / screencaps of the W.I.P. for level 13 in a few days time!

Have a wonderful day everyone!


Just as the title of this blog entry suggests, Version 0.04 is now live and available for download.

Version 0.03 has now been archived.

0.04 can be downloaded here: Indiedb.com

Well, it's finally here! Version 0.04 has been uploaded to the servers and will soon be live!

As with previous updates, when it comes off Un-Authed status, Version 0.03 will be archived.
So it's time for patch notes!!!!

- Thanks to Jerome on Facebook, this WAD has now been tested with Project Brutality Version 3.0, published on June 2022 and works.

- 3 new levels. 10, 11 and 12.

- Level 1: The bookshelf with the red flags in the library wing, though intended to help draw the players attention to that end of the library so that they would see the switch, was instead confusing people and indicating that there was something about that bookshelf. These flags have been switched out with blue ones, as per the rest of the bookshelves and the blue flag on the shelf with the switch, is now red.

- Level 1: Some additional fencing has been added to the Hellzone, so that it is no longer possible to get to the easy path teleporter or island, once the hard path teleporter has been taken.

- Level 3: In addition to the wall textures added in the previous update, a new key icon has been placed near each switch, so as to really make it clear that the switches there, lower each of the keys in the middle of the level.

- Level 4: The secret which had been nothing more than a wooden box has now been given its detailing.

- Level 7: The islands in the strange void area now have teleporter pads that return the player to the previous location in that void area, allowing the player to mop up any straggling enemies at the end of the level, without having to jump through every island in the process.

- Level 8: More details have been added to this level, as have a few crushers and a toxic pit in one of the optional areas. There are a few areas in the WAD that were always going to be revisited for visual detailing and this level had the greatest examples of this. Shout out to DavidXNewton who had some awesome ideas regarding the chessboard area in his play through of the level.

- 2 save files: As per the precedent set with the last update, I have decided to include a save file so players can continue their journey through the wad, without having to play the whole thing from scratch. This update includes two save files. One at the end of level 6 and one at the end of level 9. Players who finished Version 0.02 but did not have the opportunity to play through levels 7, 8 and 9, will be able to continue from where they left off too.

Moving forwards, I shall continue to follow this precedent. (Version 0.05 will have a save for the end of level 9 and a save for the end of level 12).



Screenshot Doom 20240513 143451

The flags on this book shelf have been switched out for blue ones, so as to no longer confuse players.

Screenshot Doom 20240513 143440

The red flag has now been moved to the book shelf with the actual switch instead.

Screenshot Doom 20240513 143739

It is now no longer possible to jump down to the easy path teleporter from this location. This is so that players can't inadvertantly cause the easy path option to override the hard path, by jumping down there once the hard path has been chosen.

Screenshot Doom 20240513 143728

It is no longer possible to jump to this island from the top of the mountain in the hellzone. This island is only meant to be visited via the easy path.

Screenshot Doom 20240513 150434

This key marking will be found throughout the WAD, at switches that lower keys. This one indicates that this switch lowers the blue skull key in level 3.

Screenshot Doom 20240513 150517

This key marking will be found throughout the WAD, at switches that lower keys. This one indicates that this switch is one of two required to get to the switch in the middle of the cistern (seen through the window on the right of the image), which lowers the red skull key in level 3.

Screenshot Doom 20240513 150923

This key marking will be found throughout the WAD, at switches that lower keys. This one indicates that this switch lowers the yellow skull key in level 3.

Screenshot Doom 20240513 160749

Some of the new detailing found in level 8.

Level 12 is now very close to complete and the launch of Version 0.04 is now very, very close.

All that is left to do is add in two more secrets and lots of playtesting to tweak the balance. Since recording and posting this video, I've already removed two Archviles from the final battle and reverted a wall that opens up near the blue door back into a solid wall (I comment on doing this in the video).

V0.04 Patch notes and launch announcement soon!

Y'all didn't think I'd leave you with just and automap piccie as a teaser for level 12, did you!?

Here is the first W.I.P. video for everyone to feast their eyes upon!
V0.04 is getting close now!

Since finishing level 11, I've been doing a lot of playtesting, to ensure that level's 10 and 11 both flowed with the rest of the WAD nicely.

Along the way, I've been collecting Par time. Something I've been doing since the beginning, but have not planned on adding until the final level was done.

The reason for this being that with each version, I'm getting progressively faster running through on U.V. max with the 'older' levels. However, the newest three always keep me on my toes, as they say.

I am, however, considering adding them in with V0.04.. Which gets closer and closer!
If custom par times do make it into V0.04, then they will be for U.V. hard path 100%.

Following the precedent set with V0.03 (the as to date, current version), there will be a save file included for anyone who got to the end of V0.03, so that you may continue on, without having to play the whole WAD again.

Additionally, there will be a second save file, continuing at the end of level 6, for those who played V0.02, but didn't get a chance to play V0.03.

You too, shall be able to continue on from the last point experienced.

For now, please enjoy this level automap preview of level 12! As you can see, it's well under way.

lvl12layout

You read the title correctly!

Level 11 has been completed! Work on Level 12 has begun and we are now very close to the release of V0.04!

The following clip was recorded just before the polishing touches were added and the level finished. At the time of recording, two secrets still needed fleshing out, hard path monsters added and the exit area fleshed out.

All tasks have been done and I've even resolved the shot gunner situation I mention in this clip.

Please enjoy the final update for Level 11, and thank you all for checking out "DDDOBB?"!




Another progress check for level 11. Have done some work on some detailing, lighting and combat encounters.

It's starting to shape up rather nicely.

Another quick W.I.P. clip. Some significant work has taken place since the last clip.