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IMPSCAPE: The escape from UAC [RC v1.4 - GZDoom - 7 maps]


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Posted (edited)
1 hour ago, LadyMistDragon said:

 

Aaaaaaaa thank you very much for playing!!!

Spoiler

When i've put the "use" sign above the barrel, i meant that you can grab the barrel by pressing the use key on it.

Edited by URROVA

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Posted (edited)

Update RC v1.1:

  • Improved map navigation on MAP03 and MAP05.
  • Added another ally monsters cage on MAP06.
  • Disabled the debug skip of the monster battle before the final boss battle.
Edited by URROVA

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Posted (edited)

Update RC v1.2:

  • Fixed the chainsaw marine sprites, the marine showed the default PLAY sprites insted of the custom ones
  • Fixed the error messages on startup on maps MAP02, MAP03, MAP04 and MAP05
Edited by URROVA

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This reminds me of a similar attempt 20 years ago that was so bad it won the Worst Wad Cacoward called Doom: Rampage Edition.

https://www.doomworld.com/11years/others.php

 

I only have seen the videos so far, but this seems to be an actually good version of the concept. The concept of freeing monsters to help you was a good one and matches the plot.  I can imagine the boss being a tank, or a UAC experiment with a demon. Will be interesting to see the new attacks the imp has. 

 

I could see this potentially winning a Machaward.

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Posted (edited)

Update RC v1.3:

  • Added a menu to change language without have to start the game again or change the CVAR in the console. Also for enabling/disabling fullscreen shaders.
  • Improved navigation at MAP03 ending part
  • Added the computer shader to the computer part on MAP06
Edited by URROVA

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  • 3 weeks later...

Update RC v1.4:

  • Added a new statusbar HUD that actually makes sense with the mod. Also edited the fullscreen hud to add the powerup timer. The alt-hud keeps having the old ACS based timer.

Screenshot_Doom_20240328_151405.png?raw=

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