Turin Turambar Posted March 31, 2020 What comes first, Elementalism, Age of Hell or Mapwich 2? 0 Quote Share this post Link to post
Terminus Posted March 31, 2020 1 hour ago, Turin Turambar said: What comes first, Elementalism, Age of Hell or Mapwich 2? Seeing as Mapwich 2 is basically done and only needs to compiled, I'd say that one. Quality mustn't be rushed. Killer stuff as always Bridge ;) 2 Quote Share this post Link to post
Bridgeburner56 Posted April 4, 2020 Some good mapping this week 24 Quote Share this post Link to post
I_Punch_Demons Posted April 28, 2020 Is that last image inspired from a similar area in Eternal? 4 Quote Share this post Link to post
Bridgeburner56 Posted April 28, 2020 2 minutes ago, I_Punch_Demons said: Is that last image inspired from a similar area in Eternal? Not directly but there are a lot of parallels between my style and Doom Eternal (circular areas, repeating iterative elements, lots of stairs etc). Definitely a lot of half subconscious influence from Doom Eternal on that map. You'll be seeing some more deliberate attempts at using DE design in the near future. 5 Quote Share this post Link to post
Bridgeburner56 Posted June 26, 2020 (edited) Update Time! Big post covering off the concepts around the new weapons with some shots (haHA) of them in action Armoury Concept Much like the bestiary, the weapons in The Age of Hell were always going to be something new, but feel fairly close to the originals. The tropes set forward by classic Doom are good ones and it didn't make sense to go too outside the box. But like all good things, this idea evolved into something slightly more ambitious. This was in no small part due to the legendary Amuscaria/Eriance (of Hellforged fame) throwing his hat into the ring along with TheMisterCat lending his coding skills to make the armoury into something truly unique. New Found Power The BFG fulfills the same purpose as the classic version. Big, booming and always good for a crowd this bad boy will fulfill all your slaughtering needs. A few mechanic changes though, it now operates more like a modern equivalent with the tracers originating from the blast center. The downside now is that it will damage the player making it less suitable for close quarters To help beef up your close range power the new plasma rifle comes equipped with a small amount of aoe damage on the standard fire. New Tricks, Old Dogs One of the things that I always felt would be an improvement is to remove the obsolescence that you get with the classic Doom weapons. The super shotgun, chaingun and BFG render the single shotgun, pistol and plasma rifle redundant respectively once you get their bigger counterpart. Yes there are specific situations where the lesser variant is more useful but this is rare. One way this will be changed in The Age of Hell is the plasma gun and BFG will no longer share ammo. Another mechanic we have added is alt fires to all of the weapons. You wont be able to spam these attacks but they should add a purpose to each weapon that makes it better than others in certain situations Dragon Breath alt fire Plasma Grenade alt fire Baubles of Office And lastly, the various pick ups are getting a rework. Voxels will be used for the majority with the power ups being something a bit special to help draw the eye and make them stand out. Most of the pickups will have the same function as classic Doom but there will be some new power ups to add additional spice to the gameplay Heavy Armour Sanctifier Soulsphere One last treat. Meet Age of Hell Guy Edited June 26, 2020 by Bridgeburner56 38 Quote Share this post Link to post
General Rainbow Bacon Posted June 26, 2020 Yup, you just won the game of life with this. 3 Quote Share this post Link to post
DoomDork Posted June 27, 2020 On 6/25/2020 at 11:59 PM, Bridgeburner56 said: Update Time! Big post covering off the concepts around the new weapons with some shots (haHA) of them in action Armoury Concept Much like the bestiary, the weapons in The Age of Hell were always going to be something new, but feel fairly close to the originals. The tropes set forward by classic Doom are good ones and it didn't make sense to go too outside the box. But like all good things, this idea evolved into something slightly more ambitious. This was in no small part due to the legendary Amuscaria/Eriance (of Hellforged fame) throwing his hat into the ring along with TheMisterCat lending his coding skills to make the armoury into something truly unique. New Found Power The BFG fulfills the same purpose as the classic version. Big, booming and always good for a crowd this bad boy will fulfill all your slaughtering needs. A few mechanic changes though, it now operates more like a modern equivalent with the tracers originating from the blast center. The downside now is that it will damage the player making it less suitable for close quarters To help beef up your close range power the new plasma rifle comes equipped with a small amount of aoe damage on the standard fire. New Tricks, Old Dogs One of the things that I always felt would be an improvement is to remove the obsolescence that you get with the classic Doom weapons. The super shotgun, chaingun and BFG render the single shotgun, pistol and plasma rifle redundant respectively once you get their bigger counterpart. Yes there are specific situations where the lesser variant is more useful but this is rare. One way this will be changed in The Age of Hell is the plasma gun and BFG will no longer share ammo. Another mechanic we have added is alt fires to all of the weapons. You wont be able to spam these attacks but they should add a purpose to each weapon that makes it better than others in certain situations Dragon Breath alt fire Plasma Grenade alt fire Baubles of Office And lastly, the various pick ups are getting a rework. Voxels will be used for the majority with the power ups being something a bit special to help draw the eye and make them stand out. Most of the pickups will have the same function as classic Doom but there will be some new power ups to add additional spice to the gameplay Heavy Armour Sanctifier Soulsphere One last treat. Meet Age of Hell Guy EASILY the wad I am most eagerly awaiting...amazing work BB! 3 Quote Share this post Link to post
Pixel Fiend Posted June 28, 2020 This will be the best thing ever. 2 Quote Share this post Link to post
Biodegradable Posted June 28, 2020 This is probably going to be one of the community's Most Anticipated projects in recent years. I know I'm excited! 6 Quote Share this post Link to post
Endless Posted June 28, 2020 By this point this feels like a whole new game. I can already see the Cacoaward. 2 Quote Share this post Link to post
Insane_Gazebo Posted July 6, 2020 Some WIP from my future map for this lovely project. 28 Quote Share this post Link to post
Phobus Posted July 6, 2020 I'd have rotated those Candelabras so that they were facing outward from each pillar in that first shot, if they're models and therefore can be turned :P Obviously that's the worst I could think to say, faced with such gorgeous screenshots. I don't anticipate having a great time with this set, given the mappers making it, but I'm really excited to look at it "in the flesh". Maybe you'll surprise me and not stuff all of those beautiful spaces with monsters! 0 Quote Share this post Link to post
Bridgeburner56 Posted July 6, 2020 10 hours ago, Phobus said: I'd have rotated those Candelabras so that they were facing outward from each pillar in that first shot, if they're models and therefore can be turned :P Obviously that's the worst I could think to say, faced with such gorgeous screenshots. I don't anticipate having a great time with this set, given the mappers making it, but I'm really excited to look at it "in the flesh". Maybe you'll surprise me and not stuff all of those beautiful spaces with monsters! While there will be a lot of.... rather large fights in aoh, we will be putting a lot of effort into balancing for all difficulties. The plan is to try and make everything *feel* similar on all difficulties (ie slaughter feels like slaughter etc) but adjusting for skill levels. This means not just an obligatory reduction in mobs counts as that will result in some spaces feeling empty and potentially lacklustre. We will be doing traditional things like swapping higher tier mobs out for lower ones, increasing the number of power ups etc but because everything is new and zscript is magic there are many options for more meta based balancing. Changing aggression/speed of monsters, reducing the chance of special attacks, increase health ammo drops, power ups lasting longer are all ideas that will be explored. TL:DR the goal is to make aoh fun and playable by as many different player skill levels as possible. 7 Quote Share this post Link to post
Kristian Nebula Posted July 6, 2020 11 hours ago, Insane_Gazebo said: Some WIP from my future map for this lovely project. Man, if you aren't a level designer for an AAA gaming company yet, you definitely should be. :) 4 Quote Share this post Link to post
Ribo Zurai Posted July 7, 2020 Holly molly this architeture and patterns are just stunning. 1 Quote Share this post Link to post
Firedust Posted July 7, 2020 How many maps are already complete at this point? 0 Quote Share this post Link to post
Phobus Posted July 7, 2020 16 hours ago, Bridgeburner56 said: TL:DR the goal is to make aoh fun and playable by as many different player skill levels as possible. This sounds very promising. I'm already on your Discord, but perhaps I should volunteer my services for play testing lower difficulties when you're looking for that input! 0 Quote Share this post Link to post
MikeyScoots Posted July 7, 2020 17 hours ago, Kristian Nebula said: Man, if you aren't a level designer for an AAA gaming company yet, you definitely should be. :) Now whats I call a Nebula meltdown! 0 Quote Share this post Link to post
Budoka Posted July 8, 2020 On 7/6/2020 at 11:24 PM, Kristian Nebula said: Man, if you aren't a level designer for an AAA gaming company yet, you definitely should be. :) I would rather launch my own independent studio if I had Insane_Gazebo's skills in level design. 0 Quote Share this post Link to post
Bridgeburner56 Posted July 9, 2020 On 7/7/2020 at 10:53 PM, Firedust said: How many maps are already complete at this point? None are 100% due to assets still being created (last big thing to finish are the weapons) but I've got a half dozen or so maps in the 60%-80% complete range. The guest mappers are just starting to wind up (been waiting for the assets to be finished) so there should be a lot of progress over the next 6-8 months. On 7/8/2020 at 1:05 AM, Phobus said: This sounds very promising. I'm already on your Discord, but perhaps I should volunteer my services for play testing lower difficulties when you're looking for that input! I'll take you up on that mate if that's an offer. Definitely going to need testers for all difficulties :D 5 Quote Share this post Link to post
Bridgeburner56 Posted July 29, 2020 Not Age of Hell (yet) but a released map. A taster if you will 3 Quote Share this post Link to post
Insane_Gazebo Posted August 20, 2020 Still working away at my map, slowly. 28 Quote Share this post Link to post
Hunting4r2d2 Posted August 20, 2020 Easily some to the most impressive and exciting stuff I've seen done in Doom. Keep up the awesome work. 1 Quote Share this post Link to post
Red Recluse Posted September 2, 2020 On 4/26/2018 at 6:58 PM, CrazyDoomguy said: You are master!!! I like hell-gothic style maps :))) 1. You use new big boss. You have two option to make this: - Create dehack.txt and all compatible are happy. But dehack is not easy to understand how it work and create it... - Another way, you create custom boss on decorate.txt. It more easy but boom compatible will feel unhappy. On boom compatible you can make walktrought/demo. 2. You use slaughterfest style. 10.000 Monsters, chaos etc... 3. Some new icon of sin gameplay :)))) but it will bit boring. 0 Quote Share this post Link to post
Bridgeburner56 Posted September 4, 2020 New minigun is locked and loaded. Tentatively named The Judicator. Weapon sprite by @Amuscaria, coded by @TheMisterCat 9 Quote Share this post Link to post
MFG38 Posted September 5, 2020 Digging the green muzzle flash on the thing. c: 0 Quote Share this post Link to post
holaareola Posted September 9, 2020 On 8/20/2020 at 5:00 AM, Insane_Gazebo said: Still working away at my map, slowly. Fuckadoodledoo that looks incredible. I sometimes think about the work it must take to force this kind of architecture out of the Doom engine. Surely it's time for a full 3d map format to allow for better tooling? Hope it's not all so symmetric though. Mod looks great, love the new sprites too. Everything about this screams quality, right down to the monster spawn portal fx with the little parallax glimpse into the dimension they're harassing you from. Look forward to playing it! 1 Quote Share this post Link to post
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