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[Ongoing Project] Shadow Crusade


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2c3e3e49b0ba362d22b9f2c474f8812b.png.2979c62b4db49dc0a4c0da513a27814b.png

 

Shadow Crusade is an ongoing medieval fantasy pk3 for doom. Featuring new enemies, stories, unique puzzles, and more!

 

Features: 5 Levels

                New Enemies

                New Weapons (Bow, Mace, and a secret weapon)

                New Graphics

                New Music

Let me know what you think!

 

===========================================================================
Engine                  : GZDoom
Mode                    : Singleplayer
===========================================================================
Title                      : Shadow Crusade
Filename                : Shadow Crusade Beta.pk3
Release date          : May 25th, 2023
Last Updated         : May 31st, 2023
Author                  : ThreeStripes


===========================================================================
* What is included *

New levels              : 5
Sounds                  : Yes
Music                     : Yes
Graphics                 : Yes
Dehacked/BEX Patch: No
Demos                    : No
Other                      : No
Other files required   : None

* Construction *

Build Time               : 11 Days
Editor(s) used          : Ultimate Doom Builder
Tested With             : GZDoom
 

Latest Version: Download

 

Change log:

Spoiler

May 31st, 2023

-Added MAP04 Cathedral

-Added MAP05 The Deal

-Added new enemy Shadow Wizard

 

 

May 29th, 2023

-Fixed end condition for MAP02

-Added new weapon Skull Staff

-Added MAP03

 

May, 27th, 2023

-Improved mace animations

-Using altfire with mace activates heavy attack

-decrease bow damage slightly, more arrows are given on quiver pickups
-Added MAP02 Labyrinth
-Fixed textures in MAP01
-Added Story filler between MAP01 and MAP02
-Added new title screen and logo
-Improved optimization (Decreased size from 14mb to 4mb)

May, 25th, 2023
-Beta Release
-Map 01 Awaken
-Three new enemies
-Three new weapons
-New music
-New graphics
-New textures

Credits:

Spoiler

---------------------
Daggerfall Textures
Conversion: Ceeb
Author: Bethesda Softworks
Submitted: Ceeb

Source: Realm667
---------------------

Stained Glassed Windows Textures

Author: Raven Software, Raccoon, ItsNatureToDie
Submitted: Raccoon
Additional Credits: RaVen-05 for textures from Hexen Beta

Source: Realm667

----------------------
ShadowCaster Textures
Conversion: Gez, RaVeN
Author: Raven Software
Submitted: RaVeN
Source: Realm667
---------------------

Acolyte Monster

Submitted: Tormentor667
Code: Eriance, Ghastly Dragon (ZScript conversion)
GLDefs: Ghastly Dragon
Sounds: Raven Software, Eriance
Sprites: Raven Software
Sprite Edit: Eriance
Idea Base: Hexen Dark Bishop, Hellstorm Acolyte

Source: Realm667

-----------------------
Butcher Monster
Submitted: Mr.Green
Decorate: Mr.Green
GLDEFs: Ghastly Dragon
Sounds: Monolith
Sprites: Raven Software
Sprite Edit: Rolls
Source: Realm667
---------------------
Cultist Monster
Decorate: Eriance
GLDEFs: Dreadopp, SandyPaper (Brightmaps)
Sounds: Monolith, Eriance
Sprites: Raven Software
Sprite Edit: Eriance
Idea Base: Hellstorm Cultist
Source: Realm667
---------------------
HornBeast Monster

Submitted: Mr.Green
Decorate: Mr.Green
GLDEFs: Ghastly Dragon
Sounds: Monolith
Sprites: Raven Software
Sprite Edit: Rolls
Source: Realm667
-----------------------
Bow Weapon
Submitted: Gothic
Decorate: Gothic
GLDefs: Gothic
Sprites: Bethesda Softworks, Raven Software, Monolith Productions, DonaldDuck
Sprite Edit: Gothic
Sounds: Raven Software
Source: Realm667
-----------------------
Necronomicon
Submitted: Lucario
Decorate: Froon, Ghastly_Dragon, Lucario
Sprites: Raven Software, Lucario
Sounds: Raven Software, ID Software
GLDefs: Ghastly_Dragon
Sprite Edit: Froon
Idea Base: The books from Hexen II
Source: Realm667
-----------------------
DEAD/SWAMP TREES
Submitted: Gothic
Decorate: Gothic
Sprites: Raven Software
Source: Realm667
-----------------------
FIRE PILLARS (HEXEN)
Submitted: zrrion the insect
Decorate: zrrion the insect
GLDefs: zrrion the insect
Sounds: N/A
Sprites: Heretic, Hexen
Sprite Edit: zrrion the insect
Idea Base: N/A
Source: Realm667
-----------------------
Cleric Mace (HEXEN)
Submitted: Neoworm
Source: https://forum.zdoom.org/viewtopic.php?f=37&t=15908&start=345
-----------------------
CHANDELIER PACK
Submitted: TODM
Decorate: TODM
GLDefs: TODM, bravo (worked of his original)
Sprites: Raven Software
Sounds: Petrilla Entertainment
Sprite Edit: TODM
Idea Base: bravos Original Entry
Source: Realm667
-----------------------
Monster Scouter - Show Enemy Health
Submitted: Spaceman333
Source: https://forum.zdoom.org/viewtopic.php?t=56838
-----------------------
Music - Title Screen: Eternal Quest  - Valor and Villainy Music Pack
           Level 1       : Uncharted Path - Valor and Villainy Music Pack
Composer: Joel Stuedler
Rights were acquired to use this musical piece, No copyright infringment!

Screenshot_Doom_20230531_140333.png.5f2fd17b00e7102997d9707038bcb995.png

Screenshot_Doom_20230525_102640.png

Screenshot_Doom_20230525_102832.png

Screenshot_Doom_20230525_102920.png

Screenshot_Doom_20230525_103014.png

Screenshot_Doom_20230525_103206.png

Edited by ThreeStripes
Update

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This definitely has a weird atmosphere combination of Blood and Hexen/Heretic. Surely an unique charm :p

Edited by Bri0che

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Update! View changes here:

 

Change log:

Spoiler

May, 27th, 2023
-Added MAP02 Labyrinth
-Fixed textures in MAP01
-Added Story filler between MAP01 and MAP02
-Added new title screen and logo
-Improved optimization (Decreased size from 14mb to 4mb)

 

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Hello there, just finished playing the first map. I love the atmosphere but there are a few things that perhaps should be changed in regards to gameplay. It's your map, so you decide of course but:

 

  • If you hold down the fire button for the Mace it never reaches its damage state, thus you just stand there waving the mace at enemies like a fool while they murder you. I imagine it's an issue of where the A_Refire state is in the attack sequence.
  • Since you can't pick up the arrows you fire, perhaps increase the number of arrows you get per pickup? Or perhaps I just used them too liberally because of aforementioned problem leading me to not rely on the mace at all, or very little.
  • Are the first ambush by the shadowbeast and the cultists meant to be an ambush? Or is it a result of a lack of Sound Blocking lines? Or is the sound of them waking up near the Tomb's entrance meant to be a lure that gets you to investigate the woods?

 

So erm yeah. If the gameplay can be ironed out a bit, I'd love to see more because as I said. I dig the atmosphere a lot :)

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4 hours ago, Wo0p said:

Hello there, just finished playing the first map. I love the atmosphere but there are a few things that perhaps should be changed in regards to gameplay. It's your map, so you decide of course but:

 

  • If you hold down the fire button for the Mace it never reaches its damage state, thus you just stand there waving the mace at enemies like a fool while they murder you. I imagine it's an issue of where the A_Refire state is in the attack sequence.
  • Since you can't pick up the arrows you fire, perhaps increase the number of arrows you get per pickup? Or perhaps I just used them too liberally because of aforementioned problem leading me to not rely on the mace at all, or very little.
  • Are the first ambush by the shadowbeast and the cultists meant to be an ambush? Or is it a result of a lack of Sound Blocking lines? Or is the sound of them waking up near the Tomb's entrance meant to be a lure that gets you to investigate the woods?

 

So erm yeah. If the gameplay can be ironed out a bit, I'd love to see more because as I said. I dig the atmosphere a lot :)

Thanks for playing! I've just updated the pk3 to include much better mace animations along with binding alt fire to a heavy attack thats slower but deals more damage. Quivers also give you more ammo. The issue regarding the ritual area of map01 is likely soundblocking lines issue and I will look into it and fix it.

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10 minutes ago, ThreeStripes said:

Thanks for playing! I've just updated the pk3 to include much better mace animations along with binding alt fire to a heavy attack thats slower but deals more damage. Quivers also give you more ammo. The issue regarding the ritual area of map01 is likely soundblocking lines issue and I will look into it and fix it.

 

That sounds great, I'll give the maps another shot at some point and get back to ya :)

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Played on GZDoom 4.10.0

 

Alright, just finished playing the update and it's definitely an improvement, but it still feels kinda janky to me. Like the hit is delayed or... I dunno maybe it's just not my cup of tea. The bow is great though and the increased arrows feels more balanced to me in my playthrough.

The 2nd map is quite the mindfuckery. It's ambitious for certain but I managed to get through it with 12% kills done, 100% items, 100% secrets so I must have missed a giant room or monsters somewhere. Felt very empty. But it seems to work as intended? I didn't get stuck or anything so that's great. Oh and the Shadow/Hornbeasts' damage seems very random. They seem to either one-shot you or plink at you for a few points of damage.

 

Spoiler

Screenshot_Doom_20230527_171539.png.d667e98d55dba51e1a7f88d5514fe0f6.png

 

Ran out of bounds here behind the altar. The spot where you can get through the cliffs is behind the backmost left pillar if you look at the altar from the center of the canyon. 

Here:

Screenshot_Doom_20230527_172505.png.5ca2d6b7122b91ff7700fc1edbb0ac2d.png

 

Small sector here to the right with a wrong light level according to its surroundings:

 

Screenshot_Doom_20230527_172034.png.e031fd850b6dc8c6253879a1e2f8a9da.png

 

Missing wall texture in the tomb (Possibly a missing linedef due to a sector it belong to was deleted):

 

Screenshot_Doom_20230527_172236.png.b423ebf49db1e99086f1df2e9e6d24b3.png

 

Also do you mind if I tidy up the intermission text? There's a few typos in there :)

 

Screenshot_Doom_20230527_173031.png

 

 

Edited by Wo0p

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18 minutes ago, Wo0p said:

Played on GZDoom 4.10.0

 

Alright, just finished playing the update and it's definitely an improvement, but it still feels kinda janky to me. Like the hit is delayed or... I dunno maybe it's just not my cup of tea. The bow is great though and the increased arrows feels more balanced to me in my playthrough.

The 2nd map is quite the mindfuckery. It's ambitious for certain but I managed to get through it with 12% kills done, 100% items, 100% secrets so I must have missed a giant room or monsters somewhere. Felt very empty. But it seems to work as intended? I didn't get stuck or anything so that's great. Oh and the Shadow/Hornbeasts' damage seems very random. They seem to either one-shot you or plink at you for a few points of damage.

 

  Hide contents

Screenshot_Doom_20230527_171539.png.d667e98d55dba51e1a7f88d5514fe0f6.png

 

Ran out of bounds here behind the altar. The spot where you can get through the cliffs is behind the backmost left pillar if you look at the altar from the center of the canyon. 

Here:

Screenshot_Doom_20230527_172505.png.5ca2d6b7122b91ff7700fc1edbb0ac2d.png

 

Small sector here to the right with a wrong light level according to its surroundings:

 

Screenshot_Doom_20230527_172034.png.e031fd850b6dc8c6253879a1e2f8a9da.png

 

Missing wall texture in the tomb (Possibly a missing linedef due to a sector it belong to was deleted):

 

Screenshot_Doom_20230527_172236.png.b423ebf49db1e99086f1df2e9e6d24b3.png

 

Also do you mind if I tidy up the intermission text? There's a few typos in there :)

 

Screenshot_Doom_20230527_173031.png

 

 

Good call on the out of bounds area on the altar! I was confused because I seen that texture before in the starting area from someone else who played and thought I had already fixed it. Turned out my sector light mode on GZDoom was on a different mode causing it to blend in the background on my end. So the issue is purely of brightness level of the wall. Def feel free to tidy up the intermission text if you want to!

Edited by ThreeStripes

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8 minutes ago, Wo0p said:

Played on GZDoom 4.10.0

 

Alright, just finished playing the update and it's definitely an improvement, but it still feels kinda janky to me. Like the hit is delayed or... I dunno maybe it's just not my cup of tea. The bow is great though and the increased arrows feels more balanced to me in my playthrough.

The 2nd map is quite the mindfuckery. It's ambitious for certain but I managed to get through it with 12% kills done, 100% items, 100% secrets so I must have missed a giant room or monsters somewhere. Felt very empty. But it seems to work as intended? I didn't get stuck or anything so that's great. Oh and the Shadow/Hornbeasts' damage seems very random. They seem to either one-shot you or plink at you for a few points of damage.

 

  Reveal hidden contents

Screenshot_Doom_20230527_171539.png.d667e98d55dba51e1a7f88d5514fe0f6.png

 

Ran out of bounds here behind the altar. The spot where you can get through the cliffs is behind the backmost left pillar if you look at the altar from the center of the canyon. 

Here:

Screenshot_Doom_20230527_172505.png.5ca2d6b7122b91ff7700fc1edbb0ac2d.png

 

Small sector here to the right with a wrong light level according to its surroundings:

 

Screenshot_Doom_20230527_172034.png.e031fd850b6dc8c6253879a1e2f8a9da.png

 

Missing wall texture in the tomb (Possibly a missing linedef due to a sector it belong to was deleted):

 

Screenshot_Doom_20230527_172236.png.b423ebf49db1e99086f1df2e9e6d24b3.png

 

Also do you mind if I tidy up the intermission text? There's a few typos in there :)

 

Screenshot_Doom_20230527_173031.png

 

 

Also in regards to 12% kills on MAP02, you are not designed to achieve more than 12% kills on that map.

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Oh ok, that might confuse many people though and encourage them to play it again to try and get more kills but only find frustration. I don't know if you can do anything about it, just thought I'd mention it.  :)

 

Typo-fixed and word corrected:

"A thousand years he laid imprisoned. A millenium without the noble wanderer: the Hellish energy we so conjure weeps at his return. Though one calls such a man brave. I call him foolish."

 

How I would write it, personally:

"For a thousand years the only man to stand victoriously against evil was entombed. Now he is returned and Hell quakes at his coming. A symbol of hope and defiance to most; a fool to me."

 

The sentencing seemed a bit awkward to me so I rewrote it but that's just because I have a stick up my bum when it comes to linguistics. Yours is fine as is: it's understandable but it just seemed more cryptic than it had to be. I understand you're going for that fantasy dramatised speak and I love that shiet, but sometimes a bit of perspective can be constructive and make the end product the best version it can be: and that's what I want this to be for you :)

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5 minutes ago, Wo0p said:

Oh ok, that might confuse many people though and encourage them to play it again to try and get more kills but only find frustration. I don't know if you can do anything about it, just thought I'd mention it.  :)

 

Typo-fixed and word corrected:

"A thousand years he laid imprisoned. A millennium without the noble wanderer: the Hellish energy we so conjure weeps at his return. Though one calls such a man brave. I call him foolish."

 

How I would write it, personally:

"For a thousand years the only man to stand victoriously against evil was entombed. Now he is returned and Hell quakes at his coming. A symbol of hope and defiance to most; a fool to me."

 

The sentencing seemed a bit awkward to me so I rewrote it but that's just because I have a stick up my bum when it comes to linguistics. Yours is fine as is: it's understandable but it just seemed more cryptic than it had to be. I understand you're going for that fantasy dramatised speak and I love that shiet, but sometimes a bit of perspective can be constructive and make the end product the best version it can be: and that's what I want this to be for you :)

Thats a good point regarding the kill counter, I believe I can simply just exclude them from the completion count via UDB. In regards to the formatting changes I am 100% okay with any and all forms of criticism, feedback, and suggestions! In writing that intermission text between the two levels I was going for a more cryptic feeling towards it as well as the player questioning who the narrator is. I may go back and change it at some point I would just need to think on it some.

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Coolbeans, glad you're so open to it :)

 

Anyways, yeah use whichever you want. It's your project, after all :) 

I'll be lurking around, happy mapping!

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Update bump! Changes since last bump

Changes:

Spoiler

May 31st, 2023

-Added MAP04 Cathedral

-Added MAP05 The Deal

-Added new enemy Shadow Wizard

 

 

May 29th, 2023

-Fixed end condition for MAP02

-Added new weapon Skull Staff

-Added MAP03 Favor

 

May, 27th, 2023

-Improved mace animations

-Using altfire with mace activates heavy attack

-decrease bow damage slightly, more arrows are given on quiver pickups

 

Screenshot_Doom_20230531_140333.png

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