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Final Carnage v0.1A


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  • 2 weeks later...

The preview screenshot really reminds me of the final scene from Quake 4's Waste Processing Facility ;)

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Just finished this wad with Project Brutality, very good work. Im waiting for 2nd episode ☺️

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  • 3 weeks later...

Greetings everyone, thank you all for your comments, I'm glad you enjoyed this little campaign. A few days ago I updated to version 0.1A with some fixes and better decorations, no new levels however (for now).

 

V 0.1A

-Added a few more corpses (dead security guards and boxers guys) around some levels, they are now also destroyable

-Added clothes thrown on the floor of the changing rooms (map01, map02, map03 and map31)

-Map03 has more decorations in some areas

-Added a new kind of big tree and stalagmite in Map05

-Added plates and cutlery in the cafeterias of Map02 and Map03

-Added more variety of small monitors in almost all levels

-Added sitting scientists in Map03 and Map08

-Added more decorations in the previous room before Hayden's office (Map08)

-Hayden's office has now a unique door

-Replaced the priest statues with Night Sentinel statues in Hayden's office

-Radios are now destroyable

-Added towels in the showers of Map01

-Improved red palette for the blood in the walls that fits better with the Doom style

-Added Cherubs and Wraiths in some tank labs of Map03 and Map31

 

imagen.png.106bc5765fef2e8dcaca2366b2d4e5dd.png

Edited by Onox

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  • 4 weeks later...

Sadly the D4T Death Foretold mod has an issue with keys. Sometimes D4T has custom keys on a corpse and monster closets triggered by picking up a key won't activate if it is a corpse key.

Edited by Rex705

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On 9/4/2023 at 10:54 PM, Rex705 said:

Sadly the D4T Death Foretold mod has an issue with keys. Sometimes D4T has custom keys on a corpse and monster closets triggered by picking up a key won't activate if it is a corpse key.

 

I noticed this by watching your gameplays! I can fix this by having the script activate when the player steps on the area where the keycard is instead of having it activate when you pick up the card, making sure the script makes the monsters appear or lowering the walls where they are hiding.

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  • 1 month later...
  • 1 month later...
On 12/14/2023 at 10:46 AM, Wardriver said:

hi!! i have just finished playing this mod after reading about it in 2023 cacowards!! good job with it, are you planning a sequel? would be cool to see with maybe some harder gameplay!

 

Many thanks! Yes, I'm actually working in an update with the next 5 levels plus a secret map that continues the events after going to Phobos base with the teleport. The difficulty will keep to increase but always taking into account that it can be finished with mods or zdoom vanilla.

Pain Elementals, Archviles and Spider Masterminds will also appear since they were absent in the previous levels, also the Phobos Base levels will be heavily inspired by Doom 64 with an eerie atmosphere. I think it will feel great as a temporary change of scenery.

 

doomgallery.png.250ab7345afac777901423c96278fcf2.png

 

 

Edited by Onox

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