NeilForshaw Posted August 21, 2023 2 hours ago, Master O said: there are many, many programs to help create such levels, as well as https://www.doomworld.com/forum/3-doom-editing/ and its sub-forums.... Even with all these excellent tools this quality of mapping is still way beyond me. XD 1 Quote Share this post Link to post
Serathis Posted August 22, 2023 Oh wow just noticed you finished it. Feels very different from the demo. But holy crap it started out as bleak! 1 Quote Share this post Link to post
Peccatum Mihzamiz Posted August 22, 2023 Congrats dude, nice to see it's finally out there! Will be giving this a shot as soon as possible! 1 Quote Share this post Link to post
Jaska Posted August 25, 2023 (edited) Fun fact. Spoiler Idea to these weird spiky elements on buildings... came on playing "7 Days to die Alpha 20". From this base I built: On the middle level Tower wasn't always so intimidating More construction process Quite finished state Scenery from near for no reason. A barn I built A barn, farm and a tunnel entrance to the tower. Edited August 25, 2023 by Jaska Messed up images a bit. 10 Quote Share this post Link to post
Flyxolydian Posted August 25, 2023 Gave it a go... I'll be honest, it's not my cup of tea, as I'm your typical meathead Doomer shooter person. That being said, the visuals are next level. The lighting is sublime Jaska, I hope you're proud! 0 Quote Share this post Link to post
Jaska Posted August 26, 2023 11 hours ago, Flyxolydian said: Gave it a go... I'll be honest, it's not my cup of tea, as I'm your typical meathead Doomer shooter person. That being said, the visuals are next level. The lighting is sublime Jaska, I hope you're proud! Yeah. It is, what it is. If I would have wanted to do more Boom-stuff, I propably would. So this is a bit different. Maybe I just should have called this something else as people wouldn't then compare it to lost civ 1. Or if lost civ 1 was UDMF maybe it would be like this.. heh.. Thanks! 1 Quote Share this post Link to post
worldoffood Posted August 26, 2023 Was very impressed with the first Lost Civilizations, and the detailed natural vistas. Looking forward to exploring this one! 1 Quote Share this post Link to post
kvsari Posted August 26, 2023 Yippee! You've made my day! I'm going to savor this. 1 Quote Share this post Link to post
MarcinC Posted August 27, 2023 (edited) I've gone through and it looks like it's going to be a really good sequel to Lost Civilization 1. While playing I felt relaxed and enthralled especially with the look of the levels and every place lacking repetitiveness. In my opinion You will go in the right direction going in that of the Lost Civilization part 2 in which the first memorable for me level I liked the most which feeling of lost. The one where you sailed into a beautiful but plunging by disease city in France with abandoned Cafe and at the end there were elegance beach resort. I see this mod as something like Lost Civilization part 2 or Unreal 1, i.e. exploration of wonderful majestic levels, open areas, PDA reader, items, different paths, extended levels and fighting with various enemies. What I personally liked: -continuation of the architecture atmosphere and style from Lost Civilization 1 in many places -the ability to destroy the environment, walls etc. they greatly improve the style of gameplay -the background sounds e.g. the sounds of birds in the forest or city, the sound of the sea are wonderful to listen -the look and style of all levels, especially 3 "The town" -lights and shadows -items to use -nice feeling -no monotony in levels, MANY various decorate elements -realistic places -the tranquility, not in every place fight -the necessity of exploration, thinking as in the level "vacation?" -lots of different paths and places -additional tasks -sky titles are astonishing -maturity in this mod, fashion the direction as in the first Lost Civilization: decency and class, the lack of modern pathology, vulgarity or political correctness gives the impression of a style from the years after World War II in western Europe -objects and interactive elements -transitions between levels: day to night -PDA reader -lots of nature elements e.g. animals, water, lush vegetation -secret places -robots in tech areas and their interesting work -doomguy is doomguy good, decent normal guy What's not so much: -for me it would be better if the whole mod wasn't a continuous horror -some weapons, but here You are just working on it -short levels -lack of vast areas with more enemies -hope that in the future there will be more levels not just 7 -music in the bar -maybe better not too many personal elements of the protagonist -us, personifying him Thanks Jaska and many joy in creating this Lost Civilization. :) Edited August 27, 2023 by MarcinC 1 Quote Share this post Link to post
Laser Doom Posted August 27, 2023 stunning visuals, thanks for that 1 Quote Share this post Link to post
Jaska Posted August 27, 2023 Thanks @MarcinC for the feedback! That is just what I like. What is good/bad and why. I'm not planning to add more maps, unfortunately. This is propably the last doom-mod even. 1 Quote Share this post Link to post
MarcinC Posted August 27, 2023 Well unfortunately only 7 levels.:( In Lost civilization 1 there were as many as 20 different levels. Maybe levels will be longer? The second part is short, I passed it quickly. 0 Quote Share this post Link to post
Jaska Posted August 27, 2023 2 minutes ago, MarcinC said: Well unfortunately only 7 levels.:( In Lost civilization 1 there were as many as 20 different levels. Maybe levels will be longer? The second part is short, I passed it quickly. Yeah.. I'll propably just fix the bugs / finetune some details and that's it. 0 Quote Share this post Link to post
MoiraHeart Posted August 27, 2023 3 hours ago, Jaska said: Thanks @MarcinC for the feedback! That is just what I like. What is good/bad and why. I'm not planning to add more maps, unfortunately. This is propably the last doom-mod even. Considering in the OP you're stating that you would like to work in the game industry... Why not go with what you are familiar with and give a shot at making a GZDoom game? 0 Quote Share this post Link to post
dasho Posted August 27, 2023 7 minutes ago, MoiraHeart said: Considering in the OP you're stating that you would like to work in the game industry... Why not go with what you are familiar with and give a shot at making a GZDoom game? I think the idea is to be paid for doing so. 2 Quote Share this post Link to post
ax34 Posted August 27, 2023 (edited) Is "Lost Civilization 2 part 1" a part of this wad? Edited August 27, 2023 by ax34 0 Quote Share this post Link to post
Chogron Posted August 28, 2023 May be a dumb question but what am I missing when I start the game a ton of textures are smily faces and im using the most up to date gzdoom with the nashgore pack. 0 Quote Share this post Link to post
Goldar Posted August 28, 2023 (edited) Jaska...Just when I think if, when, and how you could possibly out-do yourself, you bring us this. I did a quick playthrough to get a feel for it with the intention of opening it again for full exploration, but this is precisely the kind of game I love to play. I thoroughly enjoyed being able to explore the vast expanses of the worlds you built at my leisure, having a wonderful time simply moving through the architecture rather than engaging in any intense combat, and the horror elements were truly unnerving. I only wish it could've been longer but considering the obviously heavy work put into this, i'm only too happy to accept anything you're kind enough to offer! It's funny - I opened the first Doom yesterday for the first time in years and thought it quite primitive and dull (here come the tomatoes). There was no way of knowing how much could be done with this game. Your work is a wonderful example of how far it can be pushed, and how the Doom world is only limited by imagination. This deserves a Cacoward for sure. Edited August 28, 2023 by Goldar Additional info about what I liked about the wad 0 Quote Share this post Link to post
Jaska Posted August 28, 2023 13 hours ago, ax34 said: Is "Lost Civilization 2 part 1" a part of this wad? No. It was meant to be the base of the project. Just couldn't figure out how the progression would have gone, so started with different approach. It became too big.. Should have to cut it to smaller maps or something. Easier just to start over. Kinda sad some work/ideas is/are wasted there. 8 hours ago, Chogron said: May be a dumb question but what am I missing when I start the game a ton of textures are smily faces and im using the most up to date gzdoom with the nashgore pack. Sounds very odd. So you drag&drop both to GZdoom.exe? Or do you use launcher? @Goldar Thanks for your kind words :-) 0 Quote Share this post Link to post
MarcinC Posted August 28, 2023 Will this enemy - robot with the appearance of a blond woman with a braid from Lost Civilization 2 part 1, the introduction appear? 0 Quote Share this post Link to post
LVENdead Posted August 28, 2023 I played about an hour of this so far (unfortunately not a ton of time to record Doom these days) and was very intrigued by what's on offer so far. My favorite parts are when it's very calm and meditative, allowing you to explore and take things in. I also really like the more surreal and nightmarish aspects; it very much reads like a denunciation of the overly corporate and material aspects of modern life, emphasizing the struggle of even living day to day. I do find it maybe a bit on the nose, but that's not really a detraction for me. It's all still pretty engaging. What I'm not completely sold on are some aspects of the combat. I think their absence might be missed (ie if this was entirely a walking simulator) but I also feel like there's room to tweak it or incorporate it a bit more with the rest of the mod. The modified weapons I could take or leave, and they seem like they provided you an opportunity to experiment with making custom weapons and monsters. Overall I respect the hell out of the experimental nature of this project and not just going for a rehash of Lost Civilization 1, even though I'm sure a lot of people still really want that. I'm definitely going to finish this up to see how it ends. Here's a video of my playthrough up to the village level: 3 Quote Share this post Link to post
Jaska Posted August 29, 2023 On 8/28/2023 at 12:14 PM, MarcinC said: Will this enemy - robot with the appearance of a blond woman with a braid from Lost Civilization 2 part 1, the introduction appear? No. On 8/28/2023 at 7:01 PM, LVENdead said: I played about an hour of this so far (unfortunately not a ton of time to record Doom these days) and was very intrigued by what's on offer so far. My favorite parts are when it's very calm and meditative, allowing you to explore and take things in. I also really like the more surreal and nightmarish aspects; it very much reads like a denunciation of the overly corporate and material aspects of modern life, emphasizing the struggle of even living day to day. I do find it maybe a bit on the nose, but that's not really a detraction for me. It's all still pretty engaging. What I'm not completely sold on are some aspects of the combat. I think their absence might be missed (ie if this was entirely a walking simulator) but I also feel like there's room to tweak it or incorporate it a bit more with the rest of the mod. The modified weapons I could take or leave, and they seem like they provided you an opportunity to experiment with making custom weapons and monsters. Overall I respect the hell out of the experimental nature of this project and not just going for a rehash of Lost Civilization 1, even though I'm sure a lot of people still really want that. I'm definitely going to finish this up to see how it ends. Here's a video of my playthrough up to the village level: Thanks for the video. I like the tittle of it. There is always things to fix, seems, heh. Yeah, there could be more combat.. While when I tested it .. it felt ok being so long without action but when watching a video its a bit different. I was thinking one difficulty level would be "doom2 monsters only" (as it was in the intro/demo) but don't know still if I have energy to implement it. Too many options just distract and don't know how many would play it twice, huh.. 1 Quote Share this post Link to post
Catpho Posted September 1, 2023 The money and dried leaves flying in the air feel so poetic. Come for the big vistas, stay for the way light streams through a window. 2 Quote Share this post Link to post
Kalsonic Posted September 2, 2023 I can't believe I missed this. Yay! 0 Quote Share this post Link to post
Fraston Posted September 10, 2023 All the portals are broken. they read as "PORTAL" textures. I am playing on the corrrect GZdoom version. 0 Quote Share this post Link to post
Jaska Posted September 10, 2023 17 hours ago, Fraston said: All the portals are broken. they read as "PORTAL" textures. I am playing on the corrrect GZdoom version. Is gl_portals cvar set to 0? Is there any other thing which could explain it, don't know. If using software renderer .. it should affect to models not showing up and sector portals being messed up, line portals should be just fine. 0 Quote Share this post Link to post
CortexReaver Posted September 11, 2023 (edited) As an environment artist I can appreciate the work you've done, have added it to my "to do list" :) Edited September 11, 2023 by CortexReaver 0 Quote Share this post Link to post
ginc Posted September 12, 2023 (edited) Had a relaxing time playing this the other night. Today I tried adding the waterfall fog spawner objects to something I'm working on... and discovered that those things are performance destroyers. Look into the ZScript code for them if you want to know why - they spawn a set of sprite objects every single tic, and each one gets a random velocity and is affected by gravity. For real though, if you just deleted them from MAP02 you'll probably get 33% more FPS. Go ahead and test it. Alternatively, you could just make the sprites fade more quickly by changing A_FadeOut(0.02); to A_FadeOut(0.08); Edited September 12, 2023 by ginc 0 Quote Share this post Link to post
Jaska Posted September 12, 2023 7 hours ago, ginc said: Had a relaxing time playing this the other night. Glad to hear :-) 7 hours ago, ginc said: Today I tried adding the waterfall fog spawner objects to something I'm working on... and discovered that those things are performance destroyers. Look into the ZScript code for them if you want to know why - they spawn a set of sprite objects every single tic, and each one gets a random velocity and is affected by gravity. For real though, if you just deleted them from MAP02 you'll probably get 33% more FPS. Go ahead and test it. Alternatively, you could just make the sprites fade more quickly by changing A_FadeOut(0.02); to A_FadeOut(0.08); Slowly fixing some stuff and also noticed that. Used "profilethinkers +t" and it really is resource intensive. Already just deleted them but propably will check your fix out. Kinda strange, I must have tried deleting them before but somehow didn't notice the difference. That map is badly constructed as you can see everything from everywhere but I liked it too much like that so accepted bad fps.. But there aren't too much linedefs etc to fps be that bad so.. Spoiler There hasn't been any too big bugs. Fixed by 12.9 -Old removed script activation on map03 -Debug print on map02 -Dialog at the end of map05 -Map02 skybox fixed (it was broken as I changed the skybox very late on development.. it hadn't the bottom side) -Made more clear where to go on map02 after gen. activation. 0 Quote Share this post Link to post
Fraston Posted September 17, 2023 On 9/10/2023 at 2:42 PM, Jaska said: Is gl_portals cvar set to 0? Is there any other thing which could explain it, don't know. If using software renderer .. it should affect to models not showing up and sector portals being messed up, line portals should be just fine. Gl_portals is set to 1. Turning it off and on makes floor and ceiling portals stop and then work again, but doesn't change the real issue of the line portals. Models are fine and sector portals are fine, but line portals appear to just be broken for me. 0 Quote Share this post Link to post
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