Bridgeburner56 Posted November 2, 2019 (edited) Testing death animations for the new mob Hollow, @TheMisterCat's handy work Edited November 2, 2019 by Bridgeburner56 7 Quote Share this post Link to post
Firedust Posted November 2, 2019 You might wanna tone down that rocket pushback lmao They flying back like 15 meters 1 Quote Share this post Link to post
reflex17 Posted November 2, 2019 So when is the "Michael Jackson's Thriller" fork going to happen??? Seriously though the new zombies look really cool, the walk animation is on point. More zombies is never a bad thing. 2 Quote Share this post Link to post
Bridgeburner56 Posted November 11, 2019 Screenshot volley time. Been delving deep into the weird brutalism on the final map of episode one. All very WIP but it's taking shape And then here's one of the new weapons that Amuscaria has cooked up. 33 Quote Share this post Link to post
NightFright Posted November 11, 2019 This is a quality level where it normally starts being justified if you charge for it. Definitely on par with commercial releases from the looks of it! 3 Quote Share this post Link to post
AwakeOnPhobos Posted November 11, 2019 I really like how cold these screenshots feel, for lack of a better word. The grey brutalist architecture and ice blue highlights make for a unique combination. The new weapon looks absolutely badass, which should come as no surprise from the author of Hell-Forged. When you say "one of the new weapons", does that mean the entire arsenal is getting the Amuscaria treatment? 1 Quote Share this post Link to post
Bridgeburner56 Posted November 11, 2019 @AwakeOnPhobos indeed it does. The plan is to have a complete new arsenal of holy themed weapons. 3 have been made so far 5 Quote Share this post Link to post
Scorpio Posted November 11, 2019 (edited) Judging by the pictures, this is an incredible job. I, as a perfectionist, look forward to the release. I hope it will be something excellent :) Edited November 11, 2019 by Kuleshoff 2 Quote Share this post Link to post
Darkpixel Posted November 19, 2019 (edited) The guy who made a wad called Hell-Forged doing weapon sprites for a wad made by the guy who owns a discord server called The Hellforge, heh. Spoiler EDIT: OH NO I BUMPED IT, I JUST SIGNED UP I DON'T KNOW HOW THIS WEBSITE WORKS AAAAAAAAA Edited November 19, 2019 by Darkpixel 4 Quote Share this post Link to post
warman2012 Posted November 19, 2019 What's the gameplay direction of this mapset? Slaughter? Vanilla? I'm interested in testing maps if they have difficulty levels implemented. 1 Quote Share this post Link to post
Bridgeburner56 Posted November 19, 2019 6 hours ago, Darkpixel said: The guy who made a wad called Hell-Forged doing weapon sprites for a wad made by the guy who owns a discord server called The Hellforge, heh. I actually named the discord server before I even knew of Hell-Forged's existence. I was amused at the irony too. 3 hours ago, warman2012 said: What's the gameplay direction of this mapset? Slaughter? Vanilla? I'm interested in testing maps if they have difficulty levels implemented. A mixture of gameplay styles but with the likes of Insane Gazeob, No Reason and myself making maps, slaughter will definitely feature. With a completely new bestiary and armoury it's going to be interesting to see how it all pans out. Difficulties will definitely be implemented with UV difficulty being somewhere around Stardate 20x6 levels of hard. Thew goal is to have this accessible for just about all player skill levels so we will be putting a decent amount of effort into balancing all difficulty levels. If you (or anyone else) is interested in helping with testing, this will be run through my discord, hopefully starting early next year. Link in the OP but here it is again https://discord.gg/fp2espG 4 Quote Share this post Link to post
Gideon020 Posted November 21, 2019 (edited) *Curls up on the ground, overwhelmed.* EDIT: Serious question tho, when everything is released, will there be a standalone version of the weapon mod as well? I'm a sucker for new weapon mods to go with old maps. :D Edited November 22, 2019 by Gideon020 Additional info 2 Quote Share this post Link to post
Bridgeburner56 Posted November 22, 2019 On 11/21/2019 at 10:34 PM, Gideon020 said: EDIT: Serious question tho, when everything is released, will there be a standalone version of the weapon mod as well? I'm a sucker for new weapon mods to go with old maps. :D We are planning to release a standalone mod with that replaces weapons and monsters so you can play with your favourite wads, much like Tango's supercarger 4 Quote Share this post Link to post
Bridgeburner56 Posted November 25, 2019 Work from the last 2 weeks. 19 Quote Share this post Link to post
Terminus Posted November 25, 2019 This map is so pretty I'm having serious doubts that this is even Doom anymore. You keep doing you my man ;) 2 Quote Share this post Link to post
CBM Posted November 25, 2019 Holy m.. of... those are some nice looking maps 2 Quote Share this post Link to post
Octillion Posted November 25, 2019 As always, these look unbelievably amazing. Are we perhaps gonna see an undead hell or a thorn hell map since you're working on multiple directions for hell? 2 Quote Share this post Link to post
Firedust Posted November 25, 2019 Are you doing layouts with no mons for now? 0 Quote Share this post Link to post
Bridgeburner56 Posted November 25, 2019 (edited) Thanks everyone 😁 7 hours ago, Octillion said: As always, these look unbelievably amazing. Are we perhaps gonna see an undead hell or a thorn hell map since you're working on multiple directions for hell? Episode 2 will have a death theme. Lots of skulls and green and black mausoleum style architecture. I'm planning on doing at least one ruined crypt style map as well. 5 hours ago, Firedust said: Are you doing layouts with no mons for now? At the moment yes. With a full remake of the bestiary under way I've held off on too many monster placements on the last couple of maps. The areas have been made with gameplay in mind though, got some fun planned for you all 😉 9 hours ago, Terminus said: You keep doing you my man ;) Roger that o7 Edited November 25, 2019 by Bridgeburner56 3 Quote Share this post Link to post
Firedust Posted November 25, 2019 Will the bestiary be completely reworked or will you be keeping the old mons too? 0 Quote Share this post Link to post
NightFright Posted November 25, 2019 Maps almost look too good to be abused as combat arenas. It's postcard material. 2 Quote Share this post Link to post
Bridgeburner56 Posted November 25, 2019 17 minutes ago, NightFright said: Maps almost look too good to be abused as combat arenas. It's postcard material. Just wait till its covered in the blood of your enemies >:D 1 hour ago, Firedust said: Will the bestiary be completely reworked or will you be keeping the old mons too? Originally I was gonna keep the OG mobs but in order to get better consistency visually and mechanically the old mobs are getting replaced with new versions. The mobs replacing existing ones will largely similar so they can be used the same way in encounters. (They will have some new tricks though). It's an evolving work front but the game play will still be the same fast paced combat that doom is known for. 4 Quote Share this post Link to post
CBM Posted November 26, 2019 I hope that I one day will be able to make maps like this. Are those maps really made just by using doombuilder? 1 Quote Share this post Link to post
Bridgeburner56 Posted November 26, 2019 18 minutes ago, CBM said: I hope that I one day will be able to make maps like this. Are those maps really made just by using doombuilder? Yup GZDB-bugfix. The torches are are 3dmodels, the flames are a custom sprite, the textures are 98% OTEX (greatest texture pack everrrr) and then there's a bit of GZdoom magic. 3d floors, the odd portal, a full skybox and dynamic lights. (There's also a couple thousand hours of UDMF mapping since Feb last year behind this as well) 4 Quote Share this post Link to post
CBM Posted November 26, 2019 (edited) 2 minutes ago, Bridgeburner56 said: Yup GZDB-bugfix. The torches are are 3dmodels, the flames are a custom sprite, the textures are 98% OTEX (greatest texture pack everrrr) and then there's a bit of GZdoom magic. 3d floors, the odd portal, a full skybox and dynamic lights. (There's also a couple thousand hours of UDMF mapping since Feb last year behind this as well) Well, I must say that what can be done in modern doom ports and their tools is quite an improvement compared to the MS-DOS level editor and DeHacked tool I used in the late 90s :) It seems I need to educate myself quite a bit about what can be done in modern doom maps, such as 3D floors, slopes etc :) Edited November 26, 2019 by CBM 0 Quote Share this post Link to post
zen4040 Posted November 26, 2019 if this is still WIP, it would be nice if you made that more clear 0 Quote Share this post Link to post
MFG38 Posted November 26, 2019 6 minutes ago, ([zen3001]) said: if this is still WIP, it would be nice if you made that more clear You mean to say that screenshots of things being worked on aren't enough indication? 0 Quote Share this post Link to post
zen4040 Posted November 26, 2019 usually the titles of these threads have the word "WIP" in them 1 Quote Share this post Link to post
Bridgeburner56 Posted November 26, 2019 1 hour ago, ([zen3001]) said: usually the titles of these threads have the word "WIP" in them I think it's pretty clearly a work in progress but thanks for coming 1 Quote Share this post Link to post
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