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(BETA 1.1) NostraDM - A gothic DeathMatch WAD


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NostraTitle.png.ecc8bde53874761e265db8ac674425aa.png

 

Nostradamus is a DeathMatch WAD that contains 11 vanilla levels, built in a classic style akin to the GothicDM series. It supports both standard rules and AltDeath modes with dark textures, audio, and graphics to give a complete gothic style to the game. No written story is included: make one up about killing your fellow (or not-so-fellow) prisoners! Why not pretend that they are blood-thirsty killers who want nothing more than to blast you into pieces? It was designed with emphasis on absolute chaos to mimic the nostalgia of the original GothicDM with Mark Klem and David Shaw's kickass music. Huge thanks to @Ryath (aka scwiba) who gave me a good excuse to create DeathMatch maps and "NaNoWADMo 2021" which dug this project out of its grave.

 

Download link: https://drive.google.com/drive/folders/1ETcClZPQeSnIeQS7TyFPQ9xla-DiUwEI (Beta 1.1)

 

Extra information: 

Map Format: Vanilla Doom
Gameplay: DeathMatch play
IWAD: DOOM II: Hell on Earth

Editors Used: Doom Builder X, Paint.NET 4.2.14, SLADE 3
Tested With: Chocolate Doom v3.0.0, Zandronum v3.0
Known Bugs: No known bugs. Let me know if any!

 

Screenshots:

Spoiler

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Screenshot_Doom_20220712_150153.png.7f08096d9c0da36b11aea64c68603ac5.png

 

Screenshot_Doom_20220722_141816.png.9cf7e9de7944c5a52e4e25f9240e7d3e.png

 

Screenshot_Doom_20231020_151910.png.88f28255467079d475145c14c4fb4cce.png

 

 Change log: https://pastebin.com/uLadB4jB

Edited by Scorpius

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  • 1 year later...

INTERPIC.png.a889564a8de56729bc33863b717e0c85.png

 

And alas, two years later, NostraDM is ready and available to play - just in time for Halloween! It took way longer than I thought it would to make it, but I am proud to finally shove it into the world. Any feedback would be greatly appreciated. Have fun!

 

Download link: https://drive.google.com/drive/folders/1ETcClZPQeSnIeQS7TyFPQ9xla-DiUwEI (Beta 1.1)

Edited by Scorpius

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Nice maps, they look and sound good.

Going to try to play this with real players some day.

 

I like how zandronum's colored lights make these map look (especially map 5).

Idk much about making maps look good, but I think you should experiment with lighting contrast to make open areas stand out more (most areas are fine, I just think the open area with the rocket launcher in map 3 could look better (please note, I have no idea what I am talking about)).

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  • 2 months later...

And alas, two months later, a new update is ready and available to play - download link has been updated. Any feedback would be greatly appreciated. Have fun!

 

CHANGE LOG

Spoiler

beta 1.0 ----> beta 1.1
=======================

         MAP01
-----------------------
+ added action 36 to linedef 16 

         MAP02
-----------------------
+ added MIDGRATE to lindefs 80, 351
* changed thing 49 to chaingun and things 67, 68 to shotgun shells
* redesigned eastern section and removed upper platform
- removed sectors 54, 55, 56, 58, 59, 61, 89, 125
- removed things 22, 58, 61, 65 (armor bonus)
- removed thing 38 (ammo clip)

         MAP03
-----------------------
* fixed tutti-frutti on linedef 367

         MAP04
-----------------------
* fixed HOM effect on sectors 35, 36
- removed thing 53 (candle)

         MAP05
-----------------------
* changed level name to "Haunting Grounds"

         MAP07
-----------------------
+ added lift functions to sector 59
+ added sectors 10, 44, 64, 70, 71, 72
+ added things 67 (impaled human), 48 (chainsaw), 65 (teleport)
* changed thing 31 to tall red firestick
* revised map layout for better flow
- removed things 32, 41, 49, 50

         MAP08
-----------------------
* fixed several misaligned textures

         MAP09
-----------------------
+ added sectors 94, 95 and things 106, 107
* fixed tutti-frutti on linedefs 261, 282, 574, 859

         MAP10
-----------------------
* changed thing 33 to rocket
* changed things 44, 45 to ammo clip
* fixed tutti-frutti on linedefs 1022, 1036
* replaced switches with new paths
- removed sectors 68, 69, 70, 71
- removed a couple of things

         MAP11
-----------------------
* changed linedef 241 texture to ADEL_Q43
* fixed tutti-frutti on linedefs 357, 477, 478, 480, 505, 506, 716, 1053, 1056, 1102

 

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