sergeirocks100 Posted November 9, 2021 (edited) About: A while ago, i heard about Nash's Elderjam project. Feeling inspired, i decided to give my own shot at making a FPS in a limited time frame, 7 days in this case. I started work on November 2nd, and i finished a few hours ago, as of the time of this writing. There's 5 maps included, and i'm willing to add more if there's demand. This was developed for and tested with GZDoom, it might work in LZDoom and Zandronum as well, but i haven't tested it with those ports. This is meant to be played in the hardware renderer, with jumping and crouching enabled. There are probably bugs and mistakes, so if you find any, let me know. Plot: Your name is James Wright, and you work as a security guard in a classified industrial compound. Interested in trade secrets and your company's inner workings, aliens and robots contracted by your competitors have staged a invasion to take them by force. Even worse, it happened during a day off, meaning that you're the only person there. Can you fend off the invasion, and protect your company's classified assets? Screenshots: Credits: Spoiler Nash Muhandes: For his godsend of a game template. Freesound.org: For providing a extensive library of high quality public domain sounds. ID Software and ZDoom's developers: For the ZScript source files that i copied from and modified, because i am very inexperienced with Zscript. Freedoom and Agent Spork: The fonts that came with Nash's game template. Freedoom: Teleportation fog graphics Myself: Everything else. All of the graphical assets, music, and maps that i made for this, Nash's game template, as well as the sounds i used from Freesound, are in the public domain under CC0. The ZScript source files in GZDoom are licensed under version 3.0 of the GPL or later, and, by extension, making the ZScript files in this project GPL licensed as well. Freedoom's Smallfont, as well as their teleportation fog sprites, are licensed under their BSD type license. The Bigfont from Agent Spork's Ultimate Simplicity is under a license that permits reuse and modification. Download: Game: https://amel.pw/trevie/DeathMarchStandaloneV2.75.zip IPK3 Only: https://amel.pw/trevie/DeathMarchV2.75.ipk3 Mapping Config: https://amel.pw/trevie/DeathMarchMapConfigV2.zip Original version (The one that i made in 7 days): Spoiler Game: https://amel.pw/trevie/DeathMarchStandalone.zip IPK3 Only: https://amel.pw/trevie/DeathMarch.ipk3 Mapping Config: https://amel.pw/trevie/DeathMarchMapConfig.zip Edited May 30, 2022 by sergeirocks100 5 Quote Share this post Link to post
Walter confetti Posted November 9, 2021 Looks cute! And congrats for the goal achieved! 2 Quote Share this post Link to post
sergeirocks100 Posted May 8, 2022 I'm happy to announce that Version 2 of Death March has been released. Changes: Spoiler The game now has music, which i didn't have the time to add in originally. I felt like the maps were too short, so every existing map has been expanded with new rooms and secrets. There's now explosive barrels placed in some maps. A new map has been added, with a new enemy lurking within. Some other improvements that i probably forgot. Hope you enjoy. 0 Quote Share this post Link to post
Suitepee Posted May 15, 2022 https://youtu.be/v2mqwigYZgs My playthrough starts at around 1:07:45. Not bad for a 7-day project, despite level 3 breaking with that one door. 0 Quote Share this post Link to post
sergeirocks100 Posted May 16, 2022 6 hours ago, Suitepee said: https://youtu.be/v2mqwigYZgs My playthrough starts at around 1:07:45. Not bad for a 7-day project, despite level 3 breaking with that one door. I thought i fixed the doors with the 2.5 update, but i guess i must not have. I went ahead and updated the 2.5 downloads with some fixes, because the third map had quite a few bugs, and the fifth map wasn't accessible without cheats because i forgot to define it properly in MAPINFO. 0 Quote Share this post Link to post
sergeirocks100 Posted May 30, 2022 After watching Suitepee's playthrough, i decided to put out a small update to to address some problems he brought up. Changes: Spoiler The key indicators on the HUD have been moved from the right side of the screen, to above the text readouts. The death sprites of the Cyborg have been changed slightly, so it's easier to tell if they're dead. An actor flag on the fists has been removed, as it was causing LZDoom to error out on startup. Hopefully, the next update after this will be version 3, which should be a pretty substantial update once it's finished. Hope you enjoy. 0 Quote Share this post Link to post
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