Doomkid Posted January 31, 2018 (edited) Hello Doomers, today I present you with the finished product: Doomed in SPACE! 13 Sci-Fi themed maps for ZDoom-based ports. Now on idgames! https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/d_space_v2 DOWNLOAD IT HERE: http://doomshack.org/wads/d_space_v2.zip The story: The year is 2088. The UAC's current goal is to remove the line that separates men from machines. Certain undesirables are sacrificed, analyzed and experimented on for the sake of progress. The promise to integrate more effective weaponry directly into the human body keeps the research funds flowing in. You are one of the UAC's victims - a genetically modified bounty hunter. You were stolen from your home colony as a child but proved harder to control than most of their young test subjects. Using your increased speed and strength, you managed to kill the men guarding your cell and escape in a stolen shuttlecraft. That was 18 years ago. Crime is the only means of survival you have ever known. Once again, you find yourself locked in a cell, at the mercy of the UAC. An armed medic comes through the door and into your cell. As he checks your vitals, you quickly grab his head and snap his neck. His body lies on the floor and the gun is now in your hand. It's time to escape!The rules: You MUST play with freelook ON. Jumping and crouching must be turned OFF. You must also turn the 'infinitely tall actors' flag OFF, as there are several 3D bridges used throughout. Difficulty levels have been very thoroughly implemented, so if you're finding the maps too hard or too easy, simply adjust accordingly. The maps: Map01: Escape! by Crunchynut44 Map02: Shuttle Maintenance by Doomkid Map03: Toxicity Control by Bootleg Guy Map04: Foreign Planet by Mosshopper Map05: Überraumstation by UberGewei Map06: Wheel in the Sky by Empyre Map07: Terra-6 Planetary Base by Fred512 Map08: Deep Space Installation by Doomkid Map09: Genetics Lab by Doomkid Map10: Command Station Zulu by Nevander Map11: Asteroid Refinery by Angry Saint Map12: Space Waste by Crunchynut44 Map13: The Speed of Skree by Pinchy The new stuff: There are a wide array of new enemies and weapons, lovingly borrowed and modified from a variety of sources. I don't want to give too much away - Play it to see how everything works and expect a few challenging changes that keep you on your toes! The credits: Obake (Wavegunner), Doom64, Duke Nukem 3D, Strife, Wolf3D, Star Wars: Dark Forces, area51.wad, equinox.wad, anubis.wad, skulltag.wad, Complex Doom, ChaosCore CTF (Map10 sky), Doomenator (title card). A very special thanks to Crusader No Regret, Obake and Liberation for playtesting and comments. The ports: This has been tested in ZDoom, GZDoom, ZDaemon, Zandronum and Odamex - works in each one. Sadly does not run in PrBoom+ as there is no railgun support. Spoiler ~ Special Info ~ Since you actually bothered to read this, I'll let you in on a couple secrets. In multiplayer, if you select the 'easy' or 'medium' difficulty levels, you will be faced with an entirely different arrangement of monsters, far more imposing! Hopefully this will allow your survival or co-op sessions to be fresh a second time around. There are also two hidden maps in this wad, at slots 31 and 32. They were created by myself and Joe-ilya. They are not a part of the official campaign and can only be accessed in game by cheating, but they seemed too good to simply discard. Just a little bonus for those of you who dig a tiny bit deeper than the others. DOONLOOD: http://doomshack.org/wads/d_space_v2.zip If you enjoy Doomed in SPACE, please be sure to let us know. I'm sure that everyone who worked to make this project possible would love to hear your feedback, positive or negative. Thanks! EDIT: Adding the soundtrack as I've gotten several requests for it now. Enjoy! Edited July 23, 2018 by Doomkid 34 Quote Share this post Link to post
Impie Posted January 31, 2018 Well I'm sure interested. I'll give it a whirl. 2 Quote Share this post Link to post
SOSU Posted January 31, 2018 Looks really cool,i will try it out :D 1 Quote Share this post Link to post
Doomkid Posted January 31, 2018 Hopefully you'll have fun with it. If you find any bugs or just have any comments in general I'd love to hear them. 2 Quote Share this post Link to post
Catpho Posted January 31, 2018 (edited) Yay! Edited January 31, 2018 by Catpho 1 Quote Share this post Link to post
Liberation Posted January 31, 2018 (edited) A very fresh doom experience, slightly tongue and cheek, good retro vibe and very awesome to play. The battles are excellent, projectiles are flying everywhere which just adds to the carnage. The mapping is nice, none of the levels are overly long winded, with perhaps the exception of the last map.... but that is just something else and it finishes the set nicely. I couldn't recommend this wad more, had a lot of fun playing it! Edited January 31, 2018 by Liberation 5 Quote Share this post Link to post
Keyboard_Doomer Posted January 31, 2018 Congrats on the release... and I hope I'm not going to ruin the mood too much. Seems like the plasma trooper doesn't work as expected in current GZDoom (3.2.5). See video here. In case there's going to be an update it would be nice to also add coop starts to MAP10 and MAP11 which currently don't have them. 1 Quote Share this post Link to post
Doomkid Posted February 1, 2018 Thanks very much, KD. Since it works in every other port as intended I'll assume this is a GZDoom bug for now, but I'll take a look and see if there's some way around this. I had a feeling a patch would be necessary. I appreciate the comments, it certainly helps! 0 Quote Share this post Link to post
Doomkid Posted February 1, 2018 (edited) Unfortunately, as I suspected, this appears to be a GZDoom bug. The plasma trooper enemy's attack should simply spawn an imp fireball (reskinned as a yellow plasma ball) but for unknown reasons it's calling a totally unrelated set of sprites, for whatever reason it happens to be the lost soul's death frames. I'm racking my brain trying to think of a potential solution but as it works in every other intended port, I'm really not sure what to do - this is the first time I've ever run across an enemy attack pointer summoning the wrong projectile altogether. Normally I'd assumed I just goofed up, but I don't think that's the case given it working correctly in most ports. Any help with this issue would be greatly appreciated. For the time being, for the intended experience, use Zandronum. Hopefully I can find some fix for this issue. EDIT: Just tested in GZDoom version 3.2.4, everything works as it should! There will still be a patch adding multiplayer starts to map10 and map11 (d'oh) and fixing a small HOM that I've found, but I'll sit on it for a week to see if any more bug reports come in. Edited February 1, 2018 by Doomkid 2 Quote Share this post Link to post
SOSU Posted February 1, 2018 (edited) Well this was great!I really love the theme,it's like an old obscure Doom-clone but this actually looks good and plays well.There is not a lot of detail but the good texture use makes up for it,i expecially like the use of silver textures giving it a 94 techbase map feel.Though the only thing i have a problem with is the large roster of monsters that shoot a projectile at you in a straight line but the cool flamethrower guy makes up for it :D Edited February 1, 2018 by SOSU 3 Quote Share this post Link to post
DoodGuy Posted February 1, 2018 Nice TC! Weapons and enemies are well made, enjoying it so far. My only issue is that there's very few shotgun shells. 2 Quote Share this post Link to post
obake Posted February 2, 2018 I like the way the Lost Souls work. You can't simply pistol or punch them to death, so you're forced to battle them in a different way. 1 Quote Share this post Link to post
MattGuy1990 Posted February 2, 2018 Played the first two levels thus far; admittedly it's pretty well done, maps, weapons and enemies design are perfect in giving a semi-Star Wars feeling. Plus the music is experimental, but catchy ^^. Gonna play more soon ;) 1 Quote Share this post Link to post
Doomkid Posted February 2, 2018 18 hours ago, SOSU said: it's like an old obscure Doom-clone but this actually looks good and plays well. So glad this is the vibe it gives off! That is exactly what I was going for, I had visions of fun old Doom clones in mind as I compiled the various graphics and such together. Thanks to everyone so far for the comments, that's the stuff I live for as a mapper. 1 Quote Share this post Link to post
Not Jabba Posted February 3, 2018 (edited) Just finished it. This is fun to blast through, has a nice retro feel. I think it reminds me of Tyrian more than anything, in terms of the tone of the story and such. I don't remember seeing any bugs*, but I noticed the textfile doesn't include the full maplist (i.e., who made what) or the list of music used. Are you planning to add those? *(edit: aside from the Skree) Edited February 3, 2018 by Not Jabba 1 Quote Share this post Link to post
Doomkid Posted February 3, 2018 That was a total oversight, thanks very much for mentioning it Not Jabba. Do you remember any of the bugs on the Skree in particular? 0 Quote Share this post Link to post
Not Jabba Posted February 3, 2018 3 minutes ago, Doomkid said: That was a total oversight, thanks very much for mentioning it Not Jabba. Do you remember any of the bugs on the Skree in particular? Haha, no, I was just referring to the shape of the level! I didn't notice any gameplay/progression issues. 1 Quote Share this post Link to post
antares031 Posted February 3, 2018 This feels like a good combination of classic doom, wolfendoom (Astrostein, for more precisely, thanks to those human soldiers), and a Sci-Fi movie with aliens. I'm enjoying this one so far, and the only problem I had is that it took me a little bit while to figure out the slot of the railgun. Maybe you can add an additional line to the text, like "You got the railgun (slot 1)", or a simple explanation in the text file. Congratulations on the release! :) Spoiler Also found a small typo there. 1 Quote Share this post Link to post
Doomkid Posted February 3, 2018 LOL Not Jabba, joke went directly over my head.. D'oh! antares031, thanks so much for catching that, and good suggestion with the Railgun. 0 Quote Share this post Link to post
Egg Boy Posted February 3, 2018 This is great, it feels like a 90s TC (with better level design, obviously) played a little last night on medium and got stuck on map06. 1 Quote Share this post Link to post
Cacodemon345 Posted February 3, 2018 (edited) Music names for the tracks that this wad uses? I remember Map04 using passport.mid. Anyways, nice mapset that will be memorable. It looks difficult for me through. Especially first intermission music. Edited February 3, 2018 by Cacodemon345 1 Quote Share this post Link to post
Doomkid Posted February 4, 2018 If you do find it too difficult, the easier skills were thoroughly implemented in a way that should still be just as fun. I'll also be releasing a bugfix and new text with additional credits where due in the next few days! 0 Quote Share this post Link to post
Catpho Posted February 4, 2018 Map 04 is really giving me motion sickness because of the sheer darkness :/,and its quite annoying to play because of it too But mapset is solid so far! 1 Quote Share this post Link to post
Doomkid Posted February 4, 2018 Hmmm... Maybe a secret or two with lite-amp goggles is necessary for that map. I'll consider it for the patch, a few others have mentioned the darkness in that map as well. 0 Quote Share this post Link to post
Egg Boy Posted February 4, 2018 (edited) Haven't played anymore of it, as of now, but I'll get back in soon. I just wanted to mention how much I like the enemy variety. I feel like I'm seeing a greater number of enemies than I'm used to early in a mapset. And while some of the sprite edits are a little standoffish, I think it adds to the charm. Edited February 4, 2018 by Egg Boy 1 Quote Share this post Link to post
valkiriforce Posted February 6, 2018 Hey, I really enjoyed this mapset - good fast-paced fun with some fun space weaponry and atmosphere. Well done everyone who worked on this project! One thing that threw me off was linedef 14496 on MAP12 - was that switch supposed to do anything or was it intended this way? Just wanted to ask about it. 1 Quote Share this post Link to post
Krawa Posted February 6, 2018 Yeah, let's play this weekend on ZDS #545 - Doomed in SPACE Survival! 1 Quote Share this post Link to post
obake Posted February 19, 2018 An important fix is needed for Pinchy's map: on lower difficulty settings, the teleport trap that leads into the conveyor belt with the crushers does not work. You teleport into the room, but cannot get back out. 3 Quote Share this post Link to post
valkiriforce Posted February 19, 2018 ^ Totally forgot about that one, that also happened to me when I was playing and I had to restart the map. 1 Quote Share this post Link to post
Doomkid Posted March 18, 2018 (edited) Hey people, just fixed a couple major game-breaking bugs, and added a whole new map to the middle of the campaign, created by UberGewei! Check it out, let us know what you think! http://doomshack.org/wads/d_space_v2.zip Edited July 16, 2018 by Doomkid 4 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.