Does this support SEWERS.WAD and BETRAY.WAD?
Full Run for WadSmoosh'd GZDoom
A downloadable mod
Use this file to play a "full run" of all 171 maps in all id releases as a single campaign, from Doom E1M1 to Plutonia MAP30. Requires a "doom_complete.pk3" file created with WadSmoosh and assumes you have ALL of the following: Ultimate Doom, Sigil, Doom 2, No Rest For The Living, The Master Levels, TNT: Evilution and The Plutonia Experiment.
Also assumes you are using the "Xaser ordering" for The Master Levels, with MEPHISTO.WAD in the final MAP20 slot. Since WadSmoosh 1.0 this has been the default.
Using the map compat fixes in GZDoom 3.2 it should be possible to get 100% kills, items, and secrets on all levels except one - Plutonia MAP27 which has two intentionally unkillable monsters.
- Updated - map author names, Sigil par times88 days ago
- Updated - Master Levels ending fix, E4M1+E4M8 par timesJul 03, 2019
- Updated - Sigil now included in progressionJun 01, 2019
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Those maps are accessed from E1M1 and MAP02, respectively, which the full run mod doesn't touch. The mod only changes what happens at the endings for E1M8, E2M8, etc, continuing to the next episode instead of ending the game. So yes it should support going through those maps on the way to the end.
how do i load this in the command line with doom_complete.pk3?
The included PK3 can be loaded like any other addon WAD. If you're running on Windows and have doom_complete.pk3 in the same folder as your gzdoom.exe, you can run "gzdoom.exe fullrun.pk3".
Is this updated to also include Sigil? EDIT: nevermind, missed it!
The arsenal-reset between episodes/Master Levels is slightly bugged with the Samsara mod - it resets ammo, but not weapons (so you end up with 50 Bullets/Mini-Zorch/Blue Mana/whatever, but all the weapons you've accumulated). Also, is it possible to have an alternate version that removes the arsenal reset entirely?
The arsenal resets are done with the "ResetHealth" and "ResetInventory" lines in the mod's mapinfo's entries for the first map of each chapter, ie E2M1, E3M1, E4M1, MAP01, NV_MAP01, TN_MAP01, and PL_MAP01. So you could take those lines out for a no-reset run.
Given that I'm just using a standard mapinfo directive to do it, I'm not really sure how I'd fix mods that break it. Maybe Samsara sets certain weapons to be "never strip this item, even after a ResetInventory"? I believe the Inventory.Undroppable actor flag does this. Are those items normally stripped between Master Levels when playing without the Full Run mod?