From DoomWiki.org

Requiem MAP08[edit]

Hi, I played through another new level with your instructions. Everything else was fine and well-described, but it seemed to me that you bypassed one section near the beginning. This -

Enter it, then turn right and follow to a fork. Head up the stairs to the left, going past the yellow door to the balcony back outside to find a switch. Press it and return to where you entered the building to find a lift that is lowered with a hell knight or a baron of hell depending on your difficulty setting.

- should be something like this:

Enter it, then turn right and follow to a fork. Head up the stairs to the left, going past the yellow door to the balcony back outside to find a switch. Press it and return to the fork. Go up the stairs to a chainsaw and enter the door. Kill the demons and press the switch. Now return to where you entered the building to find a lift that is lowered with a hell knight or a baron of hell depending on your difficulty setting.

Could you check if this is true on your version too?

I'll let the elevator words be although many of them are still technically lifts. I don't want to make it an issue. The only concern I have is that new editors would later link the word to elevator when lift would be the right article for the effect in question. It could be that I'm just overly sensitive about this. Anyway, good job with the walkthrough. --Jartapran (talk) 01:45, 8 February 2015 (UTC)

Sectors in DB2[edit]

Hello!  Any further thoughts on this?  I'm not trying to blame you for errors; I just want to estimate how many fixes are needed across the entire site.  Thanks, — Ryan W (talk) 14:01, 5 May 2016 (CDT)

Secrets lists in sector order[edit]

During your edit series to add secret descriptions, I've sometimes wondered whether you intentionally kept them in sector order, or the level simply happened to present its secrets in numeric order during natural play progression. But not knowing the WADs I couldn't tell, and for many with just a few secrets it wouldn't matter much anyway. However, for this new list it appears to be the former. I feel the reader/player would benefit from reordering the entries for all such levels in the sequence they are encountered – what do you think? After all, the numeric order is simply tool-generated, and it's not mandatory to preserve it. --Xymph (talk) 02:31, 25 July 2017 (CDT)

I have actually been intentionally keeping them in numerical sector order when it comes to editing the info for secrets. Most of the time, the levels themselves do not seem to have the secret sector numbers in order when I find them. If it ends up being an issue like with the map mentioned (or any other one that would have more than six secrets for example), then yes, I can possibly reorder the numbers in accordance to level progression. --Getsu Fune 10:21, 25 July 2017 (CDT)
I agree it's not often an issue, but in the aforementioned case a re-order would be, uhm, in order, IMO. :) Having secrets 17 through 23 in particular refer to entries much further back seems more confusing than necessary. After all, the player normally has no knowledge of sector numbers. --Xymph (talk) 13:03, 25 July 2017 (CDT)
This reminded me, could you re-order the aforementioned list as well? Thanks. --Xymph (talk) 15:13, 1 August 2017 (CDT)

Your contributions[edit]

Just wanted to say I think you're doing fantastic work. Please keep it up, and thank you! Fraggle (talk) 18:55, 5 October 2017 (CDT)

Intoducing myself[edit]

Hello, Getsu Fune! I'm new here. I have experience of editing wikis. What is this wiki about? I'm interested in doing anti-vandalism work. My general goal here is to become an administrator. BlingBling (talk) 02:20, 31 March 2019 (CDT)

Eviternity secrets[edit]

Hi, since you originally wrote the secret descriptions for Eviternity, could you review these two edits and, hopefully, clear those pages off the pending changes list? Thanks. --Xymph (talk) 02:15, 25 May 2020 (CDT)

Hell in Hell secrets[edit]

The skeletons were generated from the idgames WAD linked on the overview article, and in SLADE3 the same rows in the MAP09/MAP15 sector lumps have special=9 as reported by DMMPST. How/where are you seeing different ones? --Xymph (talk) 03:15, 24 April 2021 (CDT)

I saw different ones when examining the wads in Doom Builder 2 and Doom Builder X. For some reason they have differing sector numbers for the wads in question, but after looking at the wad files in DEU2 (at least I think the author originally used DEU2, since the textfile did not mention what editor he used and DEU2 was the only one around at the time), the sector numbers are correct so they've been reverted. This seems to be similar to the "Sectors in DB2" issue I found out about in this discussion. --Getsu Fune (talk) 08:30, 24 April 2021 (CDT)

"unsure how to handle some of the item bluelinks"[edit]

The solution is very simple: if someone familiar with the mod (you?) first compiles the things mapping table, I will generate the things tables, and you can use that as a base for the secret descriptions. I keep laboring this point every now and again because there's so little progress in this area, but it would really be the logical order of improving/expanding the map articles. --Xymph (talk) 15:47, 22 December 2021 (CST)

Link anchor caps[edit]

Section anchors in links are case-sensitive, listDeadAnchors flags a bunch of dead links lately. Please use the exact casing so I don't have to keep fixing them. Thanks. --Xymph (talk) 02:53, 23 February 2022 (CST)

Please stop typing dead anchors and paste correct ones from the WAD article. It's not rocket science. --Xymph (talk) 02:15, 26 February 2022 (CST)

Oops it's a lowercase "i" not a capital "I". I keep making this mistake. Will not bother putting in anchors anymore, especially since the WAD page has nothing on the custom stuff yet. --Getsu Fune (talk) 11:26, 26 February 2022 (CST)
Please keep adding anchors for custom things like for built-in ones. The point of the stub sections is that they will eventually get proper descriptions, after all. Just stay aware the anchors are case-sensitive. --Xymph (talk) 11:39, 26 February 2022 (CST)

Straggling secret sectors[edit]

I recently added sector numbers to descriptions and found not all secrets were described already: MAP06: Sorority of Pain (Project Einherjar) and MAP20: The Iron Army (Project Einherjar). This prompted to whip up a script to check for more such cases, which turned up:

Perhaps you can finish up those lists? If you need pointers to maps where no sectors have been described yet (e.g. The Call of Ktulu, MRDM217, E2M3: The Deimos Complex (The Classic Episode), MAP29: I'm Just a DOOM Addict (Kama Sutra)), the script can do that too. --Xymph (talk) 05:05, 3 August 2022 (CDT)

As usual you're not very communicative ;) but I'll take the appetite with which you devoured the above as a 'yes, more':
* Maybe better check the whole WAD in case my script missed one. Thanks. --Xymph (talk) 03:36, 4 August 2022 (CDT)
I'll check up on these. The only exceptions are the Hexen and Strife WADs in which I don't actually have Hexen or Strife to do those. Casmania I believe I've already mentioned wasn't possible on my end so that's also off the table, and I've been looking into Phobia and trying to figure that WAD out. Looking forward to getting the rest of these finished. --Getsu Fune (talk) 9:19, 4 August 2022 (CST)

Great work at sweeping those up. A new script run leaves these:

Dynamo will pick up A World in Strife and Redemption Denied MAP01. And there still is uncertainty about the list for TNTLE: The Fury of Fire (The Ultimate Torment and Torture). --Xymph (talk) 06:02, 19 August 2022 (CDT)

I looked at TNTLE. It seems that the ones past the first 11 secrets are actually sector effect 9 (which is normally the secret sector effect for non-ZDoom levels), instead of the ZDoom-specific secret sector effects like 1024 and 1105. In-game these are not marked as secret sectors, only the first 11 were considered secrets. All of these new ones with sector effect 9 are in the secret Hangar-like area of the map, but they aren't registered as actual secret sectors. I'll look at Chex Quest 3 now, for the Doom 64 ones I remember when Dynamo did the secrets for Community Chest 64 and some of the other Doom 64 levels. --Getsu Fune (talk) 12:12 PM 19 August 2022 (CST)
Ok, DMMPST didn't handle the mix of special types as well as I thought, but for this one-off case I just cleared the TNTLE list manually. Since D64TC is a Doom II mod, perhaps you can split the load with Dynamo (who is also handling much of the custom things mapping load)? --Xymph (talk) 13:07, 19 August 2022 (CDT)

I recently added secret triggers to Action Doom 2 MAP02 & MAP04 - I sometimes forget these after creating the map articles. Also, this secret was added in a subsequent release. --Xymph (talk) 15:47, 7 November 2022 (CST)

In case you missed it, here's a new one. --Xymph (talk) 05:06, 3 January 2023 (CST)

Another reminder, some Winter's Fury maps have new/changed secrets in its 10th anniversary edition. --Xymph (talk) 07:26, 14 January 2023 (CST)

Ran my todo script for the first time in months, which dug up: MAP03: Nuclear Plant (Call of Dooty II: Green Ops), the E2M* maps in Death Tormention: The Complete Trilogy, REKKR#Episode 4: Sunken Land, and Doom 64 TC (which needs only Doom II IWAD) from MAP04 onwards. Cheers. --Xymph (talk) 14:25, 27 June 2023 (CDT)

I made a talk page regarding the issue with the Call of Dooty map. Will take a look at the DT maps (no idea how I missed those). Also there are several mapsets that I have actually done the secrets for already just waiting for the level pages, which even includes every DBP and WMC project too. --Getsu Fune (talk) 15:47, 27 June 2023 (CDT)
Forgot about the CoD talk topic - so maybe the Secrets section should be updated accordingly. Irkalla is waiting for the crop by Dynamo, who is busy with Ethereal Breakdown secrets (although that's nowhere near as much his cup of tea as it is yours) among other things. The TNT megawad is at beta v5, waiting for a final release to avoid double work (just like Ad Mortem and NERF). Not planning to cover the joke/speedmap/endless-series stuff, I need to cut back on wiki work for health reasons which is damn hard with everything else going on already. --Xymph (talk) 16:11, 27 June 2023 (CDT)

Another reminder, the idgames release of Baculus overhauled a bunch of maps with new/changed secrets. And there's also the {{Jumpmaze series}} from last Summer. --Xymph (talk) 10:58, 22 October 2023 (CDT)

Hmm, I'm not able to get any of the Jumpmaze stuff running, at least for singleplayer. I'm not really versed in multiplayer wads, though I did join a discord server in order to find a download as well as the firestick site, I'm still lost for what to do. Managed to get the wad for the old version of Jumpmaze (without Jumpmaze II maps) as well as the pk3 for Jumpmaze-X, but loading any of them gives me a whole bunch of missing textures/actors. I'll honestly pass on this series unless I can find something that runs well and my current real-life workload eases out. --Getsu Fune (talk) 13:03, 22 October 2023 (CDT)
To run Jumpmaze, the Skulltag data file has to be loaded beforehand (i.e. skulltag_content-3.0-beta01.pk3), to ensure all the textures and items originally from Skulltag are loaded into Zandronum correctly. Looking at a server (Blue Firestick) this is the file listing it has for Jumpmaze 1 and 2:
skulltag_content-3.0-beta01.pk3
jm_core-v1h.pk3
jm_assets-v1h.pk3
jm_maps-v1f.pk3
jm2_maps-v1f.pk3
jm2_maps-v1f-patch1forjmcorev1h.pk3
Whereas Jumpmaze-X only requires the aforementioned skulltag_content-3.0-beta01.pk3 and nothing else. Worth noting that the Jumpaze WADs work just fine in single player, the multiplayer aspect is merely related to the speedrunning of the maps between multiple people at the same time, but there's no mechanics at all in the maps that mandate multiplayer usage. Also, using a server browser (i.e. Doom Explorer) is an easy way to download all those files automatically, but they may be found on The Sentinel's Playground otherwise. Hope this helps. --Dynamo128 (talk) 13:17, 22 October 2023 (CDT)

Recent changes[edit]

Hi, what do you mean by this edit comment? --Xymph (talk) 05:59, 17 September 2023 (CDT)

I did MAP127's secrets before MAP128's but for some reason it never showed up in the Recent Changes sidebar. I had to double check my own contributions page and the page history to see if the MAP127 edit showed up properly and it did. This seemed to have been a one-time occurrence, I just found it strange that it didn't register MAP127's edit in the Recent Changes bar. --Getsu Fune (talk) 06:40, 17 September 2023 (CDT)
That entry is indeed missing from the RC database table. Not sure why, but in recent months the server is struggling with PHP's memory limit. That (in)frequently causes blank pages (HTTP error 500) with no inserts, but perhaps in this case it caused the edit to be logged only in the revisions table (shown in page histories and user contributions) and not the RC one. --Xymph (talk) 07:10, 17 September 2023 (CDT)
I've had this happen at least once or twice before, but it was always when I edited the page around 4-5 seconds after I had published the first edit (as in, I spotted a mistake right after publishing changes), and I thought maybe it was too fast for RC to keep up. --Dynamo128 (talk) 07:44, 17 September 2023 (CDT)

Four Rooms secrets[edit]

Hi, first of all a big Thank You for your incredible effort of documenting all the RAMP 2023 maps' secrets!

I noticed that for my "Four Rooms" map, the list of secrets more or less follows the intended progression, except for the "rocket launcher on crate" secret, which you inserted during the long way back although it could be reached much earlier. Not sure if this was intentional, but I'd suggest to move it to position 5 instead.

As I'm new to Doom mapping and to this wiki, I'm a bit unsure about the policy/etiquette regarding editing articles about one's own maps, so I haven't changed it myself before contacting you.

Best, Grizzly/Christian —The preceding unsigned comment was added by Grizzly Old B (talkcontribs) .

MAP05: Underground (Hellbound) missing secret[edit]

Hi, i edited the secret part of the page mentionned in the subject because the part where you get the rocket launcher doesn't count as a secret when playing the map, however the part with the secret wall behind the blue key as been tested by myself and indeed count as one of the secrets, however it was missing from the page before i added it.

Do you require a video proof ? —Preceding unsigned comment added by 2001:861:3a08:4700:b4c2:1f56:422c:f8f4 (talk)

Hello, I have figured this out. The secret you mentioned is in the (2013-09) release of the WAD, which removes the rocket launcher secret. The other versions (idgames version, plus the 2013-06 one from DSDA) have the rocket launcher as the secret. This means I can modify the page to fit with this oddity. --Getsu Fune (talk) 16:05, 26 January 2024 (CDT)
So it's settled then, thanks for the quick response. —Preceding unsigned comment added by 2001:861:3a08:4700:b4c2:1f56:422c:f8f4 (talk)

The v1.1 release included another new secret, too. --Xymph (talk) 10:27, 30 January 2024 (CST)