Doomlust Posted March 27, 2020 9 hours ago, Jaws In Space said: Would anyone be interested in making a secret map? I'd be willing to replace my own map with something better if somebody wants to give it a shot. Just let me know & I'll give you the details for what I'm looking for. I can try, tell me what to do. 0 Quote Share this post Link to post
Jaws In Space Posted March 30, 2020 Hey everyone quick update. 2 maps by Scorpius are being removed from this wad, one from episode 1 & one from episode 2. If anyone wants to fill in either of these spots let me know. 1 Quote Share this post Link to post
Doomlust Posted March 31, 2020 Reserve map 11 slot for me. Map name: "Sandstorm" 4 Quote Share this post Link to post
Jaws In Space Posted May 6, 2020 Hi everybody, just a quick update today. There's been lots of activity going on behind the scenes as far as development goes. For some sad news Soundblock has ask for The Divide to be removed from the project as he isn't completely happy with the map & felt the map doesn't capture that PG style. However Purist & A.Gamma have joined the team & have filled out the last 2 open spaces in the Egyptian episode. Wraith777 has joined the team & is very near to completing a map for the 2nd episode & that will be the last map needed for E2. Having just finished up the Egyptian map A.Gamma is now moving on to make a Mackey McCandlish map. 11 Quote Share this post Link to post
Jaws In Space Posted June 5, 2020 Hi everyone, another small update today. Quite a bit of mapping has been accomplished in the past month, as of today there are only 3 unfinished maps! A.Gamma is working on the last Mackey McCandlish map for E3. Also AD_79 has come onboard once again, but this time as a midi composer, currently he is going through the wad & picking out which maps he wants to make midis for. As far as maps 29 & 30 are concerned Eradrop still hasn't been on Doomworld for the past few months. As I said previously if has not returned by July I will re open up those 2 maps. 6 Quote Share this post Link to post
Jaws In Space Posted July 6, 2020 Hello everyone, it's time for another update. Today it's an important one! As of today we now have the first 28 maps of the wad completed :) Now all we need as far as maps are concerned is map 29 & 30 from @Eradrop. He has logged onto Doomworld recently & I have sent him a pm asking if he is still able to work on the final 2 maps, hopefully he is able to respond soon. In the meantime I have started contacting a few artists on Doomworld in regards to making a few Hell to Pay style CWILV graphics for the end of each map. I figure that this will add quite a bit of development time to the project, but this is something that needed to be done once all the maps were set in stone. I'm going to run through the wad a few times this week to make sure everything is polished & then next weekend I'll release an alpha of the wad for testing. 8 Quote Share this post Link to post
Jaws In Space Posted July 10, 2020 Alright everybody. Here's what we've been working on for the past 3 years. This alpha contains all of the maps except for maps 29 & 30. Also only a handfull of maps have midis, but this is currently being worked on. Perdition's Gate Resurgence Alpha 15 Quote Share this post Link to post
galileo31dos01 Posted July 11, 2020 (edited) Out of curiosity I loaded up map 01 and found these bleeding midtexes: I then tried map 08 and got to a fight with teleporting spectres, a pain elemental and chaingunners (oh, and one cacodemon long after everything else was dead). I didn't immediately drop into the fight so it quickly got flooded with infinite height and figured that waiting for the bars to reopen was my only chance. My bad in part, though by doing this not only I "locked" myself out of the fight but also trivialized it, so maybe that's worth looking at. That said, I'm very curious about the final product. Edited July 11, 2020 by galileo31dos01 2 Quote Share this post Link to post
Scorpius Posted July 11, 2020 Just played through the first 11 maps and it's good so far. A few noteworthy things to mention coming from my session: Spoiler MAP01: The gate/fence in ^ screenshot is not marked impassable and can be walked straight through. MAP05: You can strafe off the exit sign into an inescapable pit (sector 226). You can also skip the red key entirely using this method, intentional speedrunning trick? MAP09: The hanging body above the yellow key is blocking completely, it's not a major issue. MAP10: Linedef 1057 requires red key, but there isn't any indication of it. Quick side note: Spoiler This "bouncing" animated texture, is it an original PG texture or is it new for PGR? I really liked MAP04, MAP07 and MAP11. I'll be sure to try the rest of this out at some time. 0 Quote Share this post Link to post
dt_ Posted July 25, 2020 Just spent all morning streaming up to map21, and it seems like there's something wrong with my twitch setup No problems so far, aside from on some of the teleporter mid wad maps it's easy to fall into the water/void area around the map and remain stuck there 0 Quote Share this post Link to post
DukeOfDoom Posted July 26, 2020 The middle gate linedefs at the start of MAP01 are not flagged as impassable for some reason. 0 Quote Share this post Link to post
Scorpius Posted July 26, 2020 (edited) Sorry it took so long, just finished the second episode (11-20, 31, 32) and I personally think it's better than the first episode. A few noteworthy things to mention coming from my session: Spoiler MAP13: The beginning railing in front of spawn point "clips" into the ground, I would make a very thin HOM pit to hide this. The three pillars (sectors 88, 122) are not marked as monster blocking, meaning the imps/chaingunners can be knocked off the platforms. MAP14: Nothing major, but sector 11's ceiling is a tad too low, archviles and barons' heads are being cut off :D MAP32: Similar to MAP14, the cyberdemon can be knocked off its platform, allowing it to roam around. MAP19: The final switch in the exit room took me FOREVER to find. In retrospect, it's quite visible but I just didn't see it. I really enjoyed MAP14, MAP16 and MAP20. I'll try the last episode out soon. Edited July 26, 2020 by Scorpius 0 Quote Share this post Link to post
Pegleg Posted July 27, 2020 On 7/1/2017 at 4:48 PM, Jaws In Space said: Perdition's Rejects You have 14 (+2 secret) maps in the Reject pile, organized in some sort of rough order. Had you developed a plan for these maps? 2 Quote Share this post Link to post
Jaws In Space Posted July 27, 2020 18 minutes ago, Pegleg said: Had you developed a plan for these maps? There really is no plan for these maps. Of the 16 maps 6 are already intended for use in other projects. Of the remaining 10, five of them are mine & I have no intention of releasing them publicly. So really there are only 5 maps for a reject wad, I could just compile them together & release them, but I would suggest that the authors of those maps repurposed them for other projects instead. 5 Quote Share this post Link to post
Jaws In Space Posted August 3, 2020 Hey guys. So Eradrop has been missing from Doomworld for a few weeks again so I'm going to open up map 29 & 30. Does anyone want to make them? I'll leave them open for a little while longer, but if no one want's to I'll just make them myself. 0 Quote Share this post Link to post
Jaws In Space Posted September 5, 2020 Hey everyone just a quick update. It's unfortunate that this project & Switcheroom 2 are finishing at nearly the exact same time. I'm going to focus mostly on Switcheroom 2 for the time being as it's pretty much finished, that being said the CWILV graphics for PGR are being worked on as are some new midis. All 32 CWILV graphics will not be finished until December at the earliest so the project is at a standstill for the time being anyways. 4 Quote Share this post Link to post
Wereknight Posted September 16, 2020 Feel need to get this topic up for a while. Gut run trough few maps and I found what I've found quite good, also pretty challenging in times. I'll wait for whole .wad to be finished just to take a look at some nice things I heard were planned. 2 Quote Share this post Link to post
Jaws In Space Posted October 1, 2020 Hey everyone, the first round of CWILV graphics have been completed! Here's what each one looks like. We should have the next round of these finished in one month. Map 1 Map 2 Map 3 Map 4 Map 5 Map 6 Map 7 Map 8 Map 9 Map 10 Map 11 22 Quote Share this post Link to post
P41R47 Posted October 1, 2020 1 hour ago, Jaws In Space said: Hey everyone, the first round of CWILV graphics have been completed! Here's what each one looks like. We should have the next round of these finished in one month. Map 1 Map 2 Map 3 Map 4 Map 5 Map 6 Map 7 Map 8 Map 9 Map 10 Map 11 Holly molly! They are amazing, pal! This is going to be soo awesome :D 1 Quote Share this post Link to post
Endless Posted October 19, 2020 Niceee, pretty excited for this project, please keep at it! ;) 1 Quote Share this post Link to post
Jaws In Space Posted October 20, 2020 Next round of CWILV graphics from Wereknight is here! Map 12 Map 13 Map 14 Map 15 Map 16 Map 17 Map 18 Map 19 Map 20 14 Quote Share this post Link to post
P41R47 Posted October 20, 2020 (edited) 1 hour ago, Jaws In Space said: Next round of CWILV graphics from Wereknight is here! Map 12 Map 13 Map 14 Map 15 Map 16 Map 17 Map 18 Map 19 Map 20 Those are amazing patches, Jaws! Wonderful! Weteknight art style is really unique and awesome! Edited October 20, 2020 by P41R47 3 Quote Share this post Link to post
Wereknight Posted October 24, 2020 Yeah thanks, I appretiate kind word :) 2 Quote Share this post Link to post
Scorpius Posted October 30, 2020 On 10/20/2020 at 9:33 AM, Jaws In Space said: Next round of CWILV graphics from Wereknight is here! Map 15 Hot damn that looks good! Just in time to update my submission: shadows.zip Feedback is appreciated as usual. CHANGES Spoiler + Significantly updated yellow key arena. + Fixed cacodemons and elementals stuck. + Revamped red and yellow key adjacent corridor. + Slightly updated red key area, removed secret. + Improved texture alignment and usage. + Added (and replaced) new secret. + Updated access to secret exit. + Many other small changes! 1 Quote Share this post Link to post
TheMagicMushroomMan Posted November 2, 2020 @Wereknight those graphics are incredible dude 1 Quote Share this post Link to post
ChopBlock223 Posted November 2, 2020 This is pretty cool. I have a lot of very mixed feelings about Perdition's Gate, there's a lot of really cool ideas in there, but I also feel that gutting half of the levels out of the original would have improved it, as a lot of them are horrible cookie cutters which murders the pacing. Seeing these screenshots and the graphics being worked on, this makes me interested and excited, it looks kind of like what I was dreaming of what PerdGate.wad could have been. Looking forward to the finished megawad. 1 Quote Share this post Link to post
hooth00t65416 Posted November 27, 2020 I'm very excited for this project! From what I played from the Alpha it's pretty good, so I have high hopes for the finished Perdition's Gate Resurgence. Thanks for your hard work everyone! 1 Quote Share this post Link to post
Jaws In Space Posted December 6, 2020 The final round of CWILV graphics are now finished! Map 21 Map 22 Map 23 Map 24 Map 25 Map 26 Map 27 Map 28 Map 29 & 30 Guess you'll have to play the wad to see them :) In other news as of last month Wraith has started working on the final 2 maps for the project, outside of the 2 maps the only big need for this project right now is midi's, which I'm going to start pursuing in the coming weeks. If all goes well Perdition's Gate Resurgence will see it's final release by spring 2021. 7 Quote Share this post Link to post
P41R47 Posted December 6, 2020 awesome pics by Wereknight! They are stunning! 3 hours ago, Jaws In Space said: the only big need for this project right now is midi's, which I'm going to start pursuing in the coming weeks Bucket may want to lend a hand with this. He is quite active recently and working on different projects just for fun : ) 0 Quote Share this post Link to post
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