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BooTheJudge

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  1. I will try to make new sprites myself when I have the time. Maybe will redraw other humanoid enemies as well, so they fit the plot better (they are not actually supposed to be zombies). I'll try to keep their general appearance intact though, so they stay easily recognizable during fights. If my drawing skills don't allow me to do it properly, then I'll look for alternatives.
  2. Quite recently I felt an urge to finally complete my old mapset, which I started making all the way back in 2004 (I was 11 years old at the time). Unfortunately, after finding the WAD on my old PC, I realized that those maps are even worse than I remembered them. So I decided to recreate everything from scratch, keeping just the general storyline. A great inspiration to start making maps again was Decino's Youtube channel with all of his playthrough videos. So a huge thanks to him! This is still a work in progress, so anything in the WAD may be changed at any point in the future. By now, maps 1 to 8 have been implemented, but the final goal is to replace all 32. Storyline Gameplay I'm trying to make each map feel unique in terms of gameplay. However, most of them can probably be described as slaughter maps. The difficulty curve is rather steep, with the third map already having over 300 enemies on Ultra Violence (and there will probably be thousands in some of the late-game levels). Lower difficulty levels are also being implemented, though I haven't playtested them as much yet. Multiplayer items are being added too, but again, haven't had a chance to playtest the multiplayer yet. The beginning area of almost every map is a copy of the exit area from the previous map. This creates a somewhat seamless transition between levels, like you are actually walking a long path, not just teleporting to various locations. Technical stuff By now, maps use Doom format, however some of them have Boom and MBF specific linedef types for advanced features, like silent teleporters or sky transfers. I'm testing the WAD in PrBoom Plus and GZDoom. So far everything works fine for me. Custom map names and text screens only work in ZDoom based ports (because they are defined MAPINFO), but I'm planning to make them work in Boom-compatible ports as well, when I have the time. New content I'm mostly trying to stick to the vanilla content, but sometimes I add new textures and replace existing sprites when I really need something special, that cannot be achieved by using Doom's stock graphics. For example, I made a special door texure to mark the doors which need to be opened remotely. I also brought back some textures from Doom 1 which are absent in Doom 2 for some reason. Music is left mostly untouched, with the only exception of "Countdown to Death" track being replaced by "Demons on the Prey" from Doom 1 (because I needed something epic for map 3). Maybe I will use some other custom music in the future, but I'm definitely not making my own tracks. I also played around with the palettes to achieve better-looking effects. Now bloody screen doesn't leave the player almost blind after taking heavy damage, and just looks better in my subjective opinion. Screenshots So that's it for now. Have fun playing! And of course, feel free to report any problems you encounter. Download the WAD here
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