ThreeStripes Posted May 25, 2023 (edited) 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! Edited May 31, 2023 by ThreeStripes Update 10 Quote Share this post Link to post
Bri0che Posted May 25, 2023 (edited) This definitely has a weird atmosphere combination of Blood and Hexen/Heretic. Surely an unique charm :p Edited May 25, 2023 by Bri0che 2 Quote Share this post Link to post
NaliSeed Posted May 26, 2023 Looks good, but it's also a good reminder why I never use texture filtering, lol. 3 Quote Share this post Link to post
ThreeStripes Posted May 26, 2023 Decided I'm gonna go through with expanding this wad. Will be adding levels, enemies, etc. 1 Quote Share this post Link to post
Amiga Angel Posted May 26, 2023 this looks really cool and I cant wait to try it once its finished 1 Quote Share this post Link to post
ThreeStripes Posted May 27, 2023 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) 0 Quote Share this post Link to post
Wo0p Posted May 27, 2023 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 :) 1 Quote Share this post Link to post
ThreeStripes Posted May 27, 2023 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. 1 Quote Share this post Link to post
Wo0p Posted May 27, 2023 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 :) 1 Quote Share this post Link to post
Wo0p Posted May 27, 2023 (edited) 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 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: Small sector here to the right with a wrong light level according to its surroundings: Missing wall texture in the tomb (Possibly a missing linedef due to a sector it belong to was deleted): Also do you mind if I tidy up the intermission text? There's a few typos in there :) Edited May 27, 2023 by Wo0p 1 Quote Share this post Link to post
ThreeStripes Posted May 27, 2023 (edited) 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 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: Small sector here to the right with a wrong light level according to its surroundings: Missing wall texture in the tomb (Possibly a missing linedef due to a sector it belong to was deleted): Also do you mind if I tidy up the intermission text? There's a few typos in there :) 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 May 27, 2023 by ThreeStripes 1 Quote Share this post Link to post
ThreeStripes Posted May 27, 2023 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 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: Small sector here to the right with a wrong light level according to its surroundings: Missing wall texture in the tomb (Possibly a missing linedef due to a sector it belong to was deleted): Also do you mind if I tidy up the intermission text? There's a few typos in there :) Also in regards to 12% kills on MAP02, you are not designed to achieve more than 12% kills on that map. 0 Quote Share this post Link to post
Wo0p Posted May 27, 2023 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 :) 1 Quote Share this post Link to post
ThreeStripes Posted May 27, 2023 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. 1 Quote Share this post Link to post
Wo0p Posted May 27, 2023 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! 1 Quote Share this post Link to post
ThreeStripes Posted May 31, 2023 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 0 Quote Share this post Link to post
CortexReaver Posted September 11, 2023 Bump. Any news on this project? 0 Quote Share this post Link to post
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