Gunrock Posted December 10, 2021 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: 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! 13 Quote Share this post Link to post
ketmar Posted December 11, 2021 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. 0 Quote Share this post Link to post
Gunrock Posted December 11, 2021 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;) 0 Quote Share this post Link to post
ketmar Posted December 11, 2021 (edited) 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 December 11, 2021 by ketmar 0 Quote Share this post Link to post
ketmar Posted December 11, 2021 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! ;-) 0 Quote Share this post Link to post
Korozive Posted December 12, 2021 Played through the first map using GZdoom 4.6 and BrutalDOOM v21.10.3 had no problems at all. This is awesome btw. :o) 0 Quote Share this post Link to post
Gunrock Posted December 12, 2021 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;) 0 Quote Share this post Link to post
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