The successor of "The City of The Damned", a ZDoom map featuring resources from the Monolith game "Blood", this time featuring dynamic lights and other nifty sourceport additions in GZDoom. Expect a moody, dark and scary city filled with zombies, cultists and evil demons.
Credits:
& Special Thx id Software for Doom Monolith for Blood Textures, sprites, music & sounds Graf Zahl for GZDoom Capcom for Resident Evil Ingame music & sounds Konami for Silent Hill Bethesda Softworks for Daggerfall Some sprites for ingame decoration Neoworm/Wildweasel Fence texture in outdoor areas Cutmanmike for help with acs & pushable actors Enjay Some Dark Project textures from his "Thief" GZDoom effort SnowKate Technical ACS Assistence Mechadon for the ingame smallfont and bigfont Shtbag555 for web decorations´ Scuba Steve for the dead scientist sprites & some useful tipps on how to enhance the gameplay Eriance for Apprentice, Death Incarnate, Hell Hound, Nightmare, Vulgar, Wraith, Cultist Neoworm for Ethereal Soul & the dual pistol code and sprites Vader for Soul Harvester, Shadow DBThanatos & Jimmy91 for Thamuz KeksDose for all the new actor GLDEFS again as well as testing and development feedback. TheDarkArchon, HotWax & Graf Zahl for help and tricks with the custom weapons code. Zippy for special help and fixes with the custom weapons code. Nash for Nash Gore effects Chaoscentral for the script that forces OpenGL ZBlood for several Blood resources I was too lazy for ripping myself Hotwax for help with sound for pushable objects WildWeasel for a little sprite out of his WWHC-DIAZ weapon mod (pistol ammo) and help with the CustomPunch melee sound. Neoworm & Eriance for the flying pitchfork sprites Enjay & Gez for help with monster infighting & random script help Risen & Graf Zahl for random script help Skippy for correct english grammar and improving the text files all over the place Jekyll Grim Payne for helping me to improve the special editon by adding numerous gameplay fixes and tips Everyone else I forgot and who helped me in the public beta test phase. Thx guys, you made this so much better!
Base:
From Scratch
Build time:
From September 29th till November 1st approx. 1 month
Editor(s) used:
Adobe Photoshop, DoomBuilder, ACC, WinTex, XWE, DecX, SlumpEd