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Project Slipgate: Remastered Edition Demo released!


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Project Slipgate: Remastered Edition is an enhanced, restructured mod of the original Slipgate that was created over 10 years ago. This new enhanced version is built using more modern tools that takes full advantage of the capabilities of GZDoom. Some of the many features in this remastered edition include: Decorate effects to enhance the environment and gameplay, 2k and 4k textures support, 3D structures, sloped environments, high quality sound and music, and various other gameplay mechanics to bring Slipgate into a much better vision than what was created in the original mod.

This mod was tested and verified to work fully with only GZDoom's latest version. Other source engines may work, but expect various graphic glitches, missing and or incorrect effects, or maybe a crash or two.

 

Pics:

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Download Project Slipgate: Remastered demo

 

Things to consider when playing this mod:

-Jumping is required.

-Crouching is required.

-Steve's Flashlight Mod is recommended but not necessary.

 

Special thanks go out to:

Graf Zahl, all of the Realm 667 crew, ID Software, Ketmar, and everyone else at Doomworld and ZDoom forums for support and providing resources for the creation of this mod.

Please give feedback, report bugs and suggestions!

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yay, yet another release from Gunrock! people, please, can you all slow down a little? i already lost all hope to make my "need to play it this year" queue empty for 2022!

 

Spoiler

no, don't listen to me, and don't stop. ;-) it's always great to see more from you, and your "remasters" looks more like "high-quality remakes", so they're always fun to play.

 

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Thanks ketmar. I apologize for making this mod only one source engine specific. Testing it out on multiple source engines and trying to find a middle ground for compatibility sake is a real pain sometimes;)

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54 minutes ago, Gunrock said:

I apologize for making this mod only one source engine specific.

hey, no problems at all! no need to apologize for creating new content, really. ;-) i understand that testing even in two sourceports is a PITA, and when sourceports are close in features, but very slightly different, it is a PITA cubed. i see you making maps k8vavoom-compatible as a nice bonus, not as a requirement, and it always better to have a GZDoom-specific map than no map at all. ;-)

 

i'm usually telling people about k8vavoom when it looks like they are unaware of its existance and features. but i never demand to support it, and have no hard feelings towards people who choose to stick with something else. people are doing things in their free time, and giving it to the community for free, and this is what really matters. everything else, as i said, is an optional bonus. ;-)

Edited by ketmar

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p.s.: also, i played the first 1.5 maps, and it works in k8vavoom. it may not look exactly as you designed it to look, but it is definitely playable. i can't ask for more! ;-)

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13 hours ago, Korozive said:

Played through the first map using GZdoom 4.6 and BrutalDOOM v21.10.3 had no problems at all. 

This is awesome btw. :o)

 

I'm glad it also works in BrutalDoom. Thats an added bonus;)

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