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what are you working on? I wanna see your wads.


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Working on a beat 'em up/retro parody game as a standalone total conversion for Zandronum. Only three levels so far, but there will be much more content by the final release!

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Check out my original Doomworld post here, and feel free to grab a download on ModDB or Itch.io!

Please leave feedback on my original thread of contact me on Discord! Keep crankin' out the sick mods Doom community!!

Edited by An00bus

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On 1/2/2021 at 6:27 PM, skaarjman said:

TerraniuxScreenshot_Doom_20210102_192609.png.150bfaa01453c7dcf7ba9a77fadc544c.png

 

nice. given your name, that unreal look is hardly surprising.

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Reflective floors and ceilings are pretty when you've got dynamic lights.

Also I used a voodoo doll + conveyor + silent teleporter to make wall traps that shoot baron green fireballs into the room repeatedly when you grab the key.

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4 hours ago, SkeletronMK666 said:

 

mando wip.jpg

 

 

*shooting imps trying to eat grogu*

 

go ahead. this is the way.

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Flirting with the Idea of reposting an old community project that I tried to lead (Didn't turn out due to my own incompetence) and asking for someone to step in and revive it since it's a cool project with finished maps. Also because zandronum engine-based co-op wads don't really exist (At least not so much in the time around 2017/2018, Hopefully, that's changed though?)

 

Would it even be worth it? would anyone besides me want to play a Co-op wad utilizing modern game mechanics (Jumping, 3D floors, MP3 music etc.) With vanilla style Doom Gameplay? I have to be the only person who would want this judging from the looks of things. The links should still work in the thread, if not well I'll see if I have any backups. 

Another part of why I tried to keep the gameplay elements mostly vanilla is so that it can be 99% mod compatible, an absolute blessing for multiplayer I would think, combined with modern engine features, it still has the potential to outshine and be cool as hell.

 

4 maps that are finished, but anyway, I'm only thinking about how to revive and give someone else a project lead on this, I may not do that and disappear again for another few months... Lol

I should mention that I did make a music pack containing tracks that may be.... copyrighted (I'd hope not), but it fit the maps feel I think.

 

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Started to experiment around in vanilla Doom map format. This is the first area, I have just started it. Maybe I'll try and make a map with it. Hopefully visplane overflows don't annoy me too much.infiltratormap.png.e3c1fc64ad46965b776d90ca15f1f3cd.png

(Screenshot taken with PrBoom+)

Edited by Valhen

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9 minutes ago, Valhen said:

Started to experiment around in vanilla Doom map format. This is the first area, I have just started it. Maybe I'll try and make a map with it. Hopefully visplane overflows don't annoy me too much.

I'm not sure why'd you aim for vanilla format except for hating yourself, but it looks pretty good.

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2 hours ago, ViolentBeetle said:

I'm not sure why'd you aim for vanilla format except for hating yourself, but it looks pretty good. 

Well, I usually work with Boom, so I decided it's time to mix things up and try a challenge :)

(Let's see how long it takes for the limitations to screw me over)

Edited by Valhen

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1 minute ago, Valhen said:

Well, I usually work with Boom, so I decided it's time to mix things up and try a challenge :)

I mean, you don't have to make yourself worry about visplanes just because you want to do Doom actions.

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MAP01 From "last year"

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MAP01 This Year

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I took @HAK3180's suggestions regarding texture variety and more curvature for terrain/rocks/grass and it came out much better than I initially anticipated.  This also means that the standard of approach towards all maps for this project will now have to meet this standard (Which basically means redo everything again, heh).

 

Edited by Mr. LBN

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On 1/7/2021 at 9:24 AM, whybmonotacrab said:

Got sick of making semi-grounded locations. Decided to go for something more alien.

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love the colors a lot :) !

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