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Unholypimpin
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Posts: 476
Registered: 03-11


http://i1020.photobucket.com/albums/af324/unholypimpin/GD27.png

THIS WAD IS NOW COMPLETE!!

===========================
Please note I will be uploading this wad to idgames in a few days so if your hurry and test this wad out and give me feedback I will put your name into the final credits that show up once you beat all the maps.
============================

LINK TO COMPLETED WAD
http://www.doomworld.com/idgames/?f...g-i/gde1roh.zip

This is a single player wad that iv been making for a while.
Its a wad that requires the latest zdoom(NOT GZDOOM NO 3D FLOORS)
=================================================================>>




===================================================>>
This wad will have alternate endings per episode and some maps will have 2 exits leading to 2 totally differant maps.
heres an example of such a map.
http://i1020.photobucket.com/albums/af324/unholypimpin/oom2.png
and heres 3 videos showing how map01 can exit to two differant maps
http://www.youtube.com/watch?v=E_lLRNueKvw
http://www.youtube.com/watch?v=DR2rHjIHA3Q

=====================================>>
If you like this project then check out my other projects at
http://unholypimpinprojects.enjin.com/forum
=====================================>>


finished maps
==================
-Rude Awakening
-Ancient Tomb
-Blood Chasm
-Storage Inc
-Imp Spawning Grounds
-Demonic Complex
-Unholy Conversion
-The Warehouse
-Broken Burrow
-Outer City
-Distribution Inc
-Urban Corruption
-Forgotten Plains
-Dark Origins
========================


mappers and contributers
========================
-ALwaysdoomed-----project manager/mapper/tester
-Jack101------------Tester/project balancer sound and music guy
-merlin86-------------Tester
-Chronoseth----------Tester
-H3llraich ------------Tester
-FuzzballFox----------Tester
==================================>>
If anyone wants to help test and or become a mapper please let me know.

======================================>>
and now for the screenshots
http://i1020.photobucket.com/albums/af324/unholypimpin/GlobalDeath/Screenshot_Doom_20110316_102035.png
http://i1020.photobucket.com/albums/af324/unholypimpin/GlobalDeath/Screenshot_Doom_20110316_101950.png
http://i1020.photobucket.com/albums/af324/unholypimpin/GlobalDeath/Screenshot_Doom_20110316_101820.png
http://i1020.photobucket.com/albums/af324/unholypimpin/GlobalDeath/Screenshot_Doom_20110316_101628.png
http://i1020.photobucket.com/albums/af324/unholypimpin/GlobalDeath/Screenshot_Doom_20110316_102316.png

Last edited by Unholypimpin on 06-25-14 at 10:19

Old Post 03-16-11 21:01 #
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omegamer
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Posts: 330
Registered: 02-10


Looks cool but remember if you want a classic feeling dont add toooo much new contend.
Also seen on the screens you have some custom weapons.
Dont use to much of them or you wonŽt get the classic doom-feeling.
Also I would like to be a tester, the idea with the 2 or more exit sounds great!!!

Old Post 03-16-11 21:15 #
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Unholypimpin
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if you wish to be a tester then keep in mind i want indepth reports on each map mainly bugs and balancement issues, suggestions are open as well.

i just dont want stuff like oh that map was cool or it sucked or its too hard. if the map was cool then name a few examples on how it was cool or good, if it sucked tell me what sucked about it so i can fix it. if it was too hard then tell me which parts were too hard and ill replace or remove monsters or add more items and or powerups.

Old Post 03-16-11 22:19 #
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omegamer
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Posts: 330
Registered: 02-10


yeah tommorow I will send you critics for map1.
sorry that im so slow im just workin on a wad myself.
IŽll write you a single message for each level because I write them right after I played it.
Just took a little look.
Looks cool.

Old Post 03-18-11 16:35 #
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magicsofa
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Posts: 1385
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that chaingun looks like a big fucken dildo

otherwise, looks cool! :)

I like the idea of multiple pathways through the episodes...anyway I might be interested in playtesting, but if not I will of course look forward to release

Old Post 03-18-11 16:44 #
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Unholypimpin
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magicsofa said:
that chaingun looks like a big fucken dildo



LAWL!!! your the first to say that =P

wait your intested in becomming a tester or you just want to merely give the wad a spin?

Old Post 03-18-11 20:22 #
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Unholypimpin
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Posts: 476
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I will be putting out a 11 map public demo test of this wad in 2-3 days

the demo will consist of the first 10 maps of episode 1
((Ruins of Humanity)), and the first map of episode 2
((plains of Forbodding)).

The final skill level Veil of Death is unfinished and wont be in the demo version.

Old Post 09-14-11 21:49 #
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Unholypimpin
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I have desided to release a 12 map beta of Global Death.

Anyone who gives me a good amount of feedback in this thread will be permenantly added to the end game credits.

so far episode 1 has 10 finished maps and episodes 2 and 3 have 1 finished map.

Three different classes have been added to this wad and +1 new skill level. Read the top Page to get a better understanding on each class.

This wad requires the latest version of zdoom to run, NOT SKULLTAG COMPATIBLE!!

Heres the link to the beta http://www.mediafire.com/?o8qw8z3pyycofn0

Please note there will probably be some unbalancement in this wad, so please give me your feedback so I can Balance this wad better.

Thank you in advance for testing/playing Global Death.

Old Post 12-12-11 22:39 #
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General Rainbow Bacon
may have been DoomHero85 at some point


Posts: 2708
Registered: 01-10


Okay. So I played a little of it. First the good: I love the new difficulty settings. Your mapping skills are very good too as far as architecture goes. The ambient noise is cool too, although I personally like music in the background. I also like the different classes you can choose from. Maybe in a future update you could have a whole separate 7 weapon arsenal for each class.

The stuff that I'd like to see changed:

I wish you'd use some of the bestiary monsters that we don't see a lot of and give some of the others a rest. I know for a fact there are a bunch of monsters I haven't seen used EVER. Try some of those out.

Stuff that if you don't change people will be upset:

The exit to map 02 and map 02 itself are wayyyyy too dark. Zdoom doesn't do a good job of graduating darkness like prboom does and I couldn't see anything upon entering the cave towards the ancient tomb. Also I noticed a few inescapable pits that don't kill you fast enough for them to be acceptable. The main one I'm talking about is in map 01 with the jumpy blood pool going towards the exit.

So far good job. I look forward to seeing more of this. How many maps do you plan on making? I warped around and noticed the second episode starts on GR20, and 3rd on GR30. Can I assume you will have more than 40 maps then? :)

Old Post 12-13-11 00:47 #
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Unholypimpin
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Posts: 476
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as for how many maps episode 1 will have, hell idk.
Episode 2 and 3 will have a little more maps since i love making other themes than tech bases **.

The map numbers are just placeholders since episode 1 could have up to 20 maps when finished.
Around gd09 i was thinking of splitting the maps down 2 different paths which lead to 2 separate bosses.

Ya ill probably be making the exit to ancient tomb much lighter than it currently is.

As for monsters, i know ill be adding alot more monsters which will include torm monsters that arnt very used and also my own creations.

1 such monster of my own creation is the mancubwar which is a mancubus with 750 health and a machinegun attack. His sprites are still WIP so atm he just looks like a larger more red mancubus.

Im glad you liked what you played so far, and I hope you enjoy all the maps you havnt played yet.

Im sure ill eventually get around 50-60 maps into this since there will be alot of nonelinear map exits. Probably each episode should have 10-15 maps worth of normal gameplay progression((this means all the exits you choose to take)).

Theres no way you can play all the maps with 1 playthrough, which adds for reply value if you want to see all the maps in 1 episode.

Last edited by Unholypimpin on 12-13-11 at 01:07

Old Post 12-13-11 01:01 #
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General Rainbow Bacon
may have been DoomHero85 at some point


Posts: 2708
Registered: 01-10


That's cool that there are gonna be so many maps. May I suggest you have a "Marathon" gameplay mode where you do play all the maps. Supposing you beat the maps the correct way and take all the paths you unlock it after beating each boss once on UV or something. I find adding unlockables adds replay value to a game.

I think maybe some unlockables could be like the players get something from beating each episode on hard, also something from beating them on very hard. Then they get something from beating the whole game on very hard, but of course you'd need some way for zdoom to keep track of the fact that one player has used all the paths. Maybe have a super hard map unlocked after everything else is unlocked that allows the player to earn some super-gun.

Last edited by General Rainbow Bacon on 12-13-11 at 04:15

Old Post 12-13-11 04:09 #
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Unholypimpin
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I guess if many people agree i could add a traditional map progression episode without multiple paths.

Old Post 12-13-11 05:22 #
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Unholypimpin
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Posts: 476
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soo... 26 downloads and only 1 person has any feedback on my wad =[

so im guessing gameplay is flawless? maps are flawless?

Common people help me out here.

Old Post 12-17-11 20:30 #
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fiend-o-hell
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Posts: 332
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I sympathize with you dude. It's just slower than normal is all. I'm sure it'll pickup.

Now for your wad, I only had a short amount of time to play with it, so I'm sorry to say I will not be providing a comprehensive review. I just played roughly 4 levels and zipped through the rest to see what you have. Here are my thoughts...

The good...
+AWESOME intermission screen
+e2 and e3 look spectacularly promising
+Classes are creative

Overall
1.Texture alignment and transition.I noticed a lot of locations laden with odd texture and flat transitions.
http://img27.imageshack.us/img27/273/oddtex.th.png
http://img534.imageshack.us/img534/43/oddflat.png
METAL, SUPPORT1 & 2 is everyone's bread and butter transition texture, so use it as much as you can.

2.specify settings. I don't play a lot of zdoom maps, so It took a while to figure out that I should be jumping to beat the level. Its a minor annoyance, but that and any other port specific settings you should be addressed in your readme (which wasn't included with your beta).

3.Differentiate the classes more. I would start with giving them different starting weapons. Maybe each should have their own item pickup types.

4.Marine Buddies? Why?. They are kinda just thrown their without any pretext or anything. Consider adding some kind of radio up link or something with a mission structure.

3.Unbalanced. Never enough ammo, health, and all other basic necessitous. I think this was the most frustrating aspect of your wad. I only played as HS, but I would imagine a pshche class would have a tougher time.

5.Other quirks:
-heavy specialist picks up chaingun as standard then switches to doom version
-DoomGuy face missing from HUD
-Ghost imp enemy is very frustratingly annoying!
-mixed bag of quality. Later levels feel a lot more better than the early stages.

e1 (general)
Its unbalanced, uneven, and underdeveloped. Right off the bat I can see atmosphere is your top priority and that's fine, but the ambient tracks just feel inappropriate for the kind of levels you have now. If your sticking with stock textures, make the levels darker and rely on point light sources emitted from LITEX tex or lamps.

map e1m1
-Death pits exit unmarked
-lower the dmg from blood pools
-over reliance that horrendous SP_ROCK1 texture
-Cave area is way to dark and swarming with monsters

map e1m2
-felt underdeveloped and lackluster
-death pit! Oh noooo!

map e1m3
-Getting better. Address problem 4 above.

map e1m4
-got stuck in the beginning somewhere. Couldn't get a door open.

Looking back, I threw a ton at you. But you know what, this looks very promising and I'd like to encourage you to finish it Alwaysdoomed, so keep it up. Also, your style of mapping reminds me a lot of my style!

__________________
Links to FoH Project threads:
Fight On!, Wonderland, WIP page, Standalone Series, PANOPHOBIA

Old Post 12-18-11 09:52 #
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Unholypimpin
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Thanks for the feedback fiend-o-hell. I hope you get to playing more of the maps and then give even more feed back.

As for the insufficiant ammo and supplies i gotta ask what skill level you were playing on?

The ghost imps your refering to are the nightmares right?

I probably will be swopping out the music with something else in the near future.

I look forward to more feedback from you if u continue to play the maps.

Old Post 12-18-11 11:41 #
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Seeker_of_Truth
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Posts: 335
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I'll take a look at this, but I don't know if I'll get much done until after Christmas.

Old Post 12-18-11 21:04 #
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fiend-o-hell
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Posts: 332
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Alwaysdoomed said:
Thanks for the feedback fiend-o-hell. I hope you get to playing more of the maps and then give even more feed back.

As for the insufficiant ammo and supplies i gotta ask what skill level you were playing on?

The ghost imps your refering to are the nightmares right?

I probably will be swopping out the music with something else in the near future.

I look forward to more feedback from you if u continue to play the maps.



I had diff set to 3 mostly as the heavy class. Just noticed a general lack of ammo as I was going through it. I'll play the the rest of the levels in more depth in the next coming days and get back to you.

I just want to reiterate that the music was OK, it just didn't go along with your levels. I feel you either need to do an atmospheric touch-up, or like you say, migrate to a more doomish sounding score. But I can see you are striving for that sort of condemned vibe, so I recommend you go for the touch-up.

And yes, i was referring to the nightmares (speaking of which they gave nightmares last night. Nooooo! I'm stuck in one and I can barely kill it!)

Old Post 12-18-11 22:39 #
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Unholypimpin
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Posts: 476
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This wad is still alive and I am working on it, I was just busy with other things so I couldnt work on it till now. I have made alot of changes to this wad, like I took out the player classes but kept the class weapons.
It is confirmed that episode 1 has 2 boss maps however you can only go to one per playthrough.
GD07 - Unholy Conversion now has another map exit which goes to a brand new map I made. I made this decision because episode 1 had too many maps with only one exit, which goes against what this wad is suppose to be about. atm episode 1 now has 4 maps that you will always see and 8 maps that depend on what exit you take.
I'm shooting for a beta that can be ready in 1 week, so I'm going to try to keep to that.

And now for some screenshots.

http://i1020.photobucket.com/albums...eath/gd2_88.png
http://i1020.photobucket.com/albums...eath/gd2_89.png

Old Post 06-14-12 20:32 #
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Unholypimpin
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Episode 1 is now complete!!!!

Since episode 1 is now complete I shall be releasing it to the public now.

Here is the link to the full episode 1 beta.

http://www.mediafire.com/?ustgb7uj4yoyjtc

Please note that this is still a beta and there will be balancement issues and a chance at there being a bug or 2.

Please help me polish this project by giving your feedback on the wad.

Thank you in advance and I hope you enjoy this beta.

Old Post 09-23-12 11:09 #
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Darsycho
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Posts: 98
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Awesome work man, the bosses were really hard... but thats probably because i did pistol starts from a few levels before. :P

Old Post 09-25-12 00:36 #
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Pure Hellspawn
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Posts: 891
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Great screenshots.

One suggestion:

The one with the black sky (the pillars), I think it would look awesome if you added a sky that was like the one here: http://www.doomworld.com/idgames/index.php?id=12227.

Old Post 09-25-12 05:03 #
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kmxexii
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Posts: 1257
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Just wanted to say that conceptually this is one of the most prominent projects in my mind due to that Castlevania III branching paths layout and I'm really looking forward to the end product. Keep it up!

Old Post 09-25-12 05:10 #
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Unholypimpin
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Pure Hellspawn said:
Great screenshots.

One suggestion:

The one with the black sky (the pillars), I think it would look awesome if you added a sky that was like the one here: http://www.doomworld.com/idgames/index.php?id=12227.



I was actually going to do something like that, but since i was going to finish episode 1 at the time. I postponed the sky for episode 2 till
I finished episode 1.

Now since episode 1 is complete I can now dive into episode 2 which will be all void based maps.

Anyone else have some feedback? I mainly need balancment feedback and or bugs, but suggestions are always welcomed.

Old Post 09-25-12 07:52 #
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Unholypimpin
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FINALLY FINISHED!!!!

HERES THE LINK TO THE COMPLETED WAD!!

http://www.mediafire.com/?e0800hq6e43036b

Old Post 11-02-12 07:19 #
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Darsycho
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Here's a updated version I did.

http://www.mediafire.com/?si0axxvt93vonao

Changes:
Fixed up the music.
Marine beacon inventory icon misalignment fixed.
Changed "The_afrit" to jack101 in credits.

Old Post 11-02-12 20:10 #
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Unholypimpin
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Ah thanks dude, i keep forgetting you changed your name.

Please dont be afraid to leave your thoughts about this wad in this thread. I know mapping is personal enjoyment but Id atleast like some feedback from some of the people that have played this wad.

Any feedback at all will help me become a better mapper. Im accepting both positive and negative feedback with open arms.

Last edited by Unholypimpin on 11-04-12 at 08:33

Old Post 11-03-12 00:22 #
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Unholypimpin
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I will be uploading this wad to idgames tonight so if anyone still wants to be put in the wads credits please give me your feedback now.

Also iv been hearing that people are getting confused with the new guns and items so let me clarify what these new things do.

The beacon (is a small homing beacon looking item that when used summons 3 friendly marines that either have a shotgun or machinegun that will fight by your side until they die. When they die or if you decide to kill them because they outlived their usefulness, they drop a backpack.

Explosive Shells (a new shell type that the shotgun can use. This new shell type shoots out a barrage of explosive pellets that deal high damage and do some explosive damage too. You can use explosive shells by using your altfire with the shotgun. These explosive rounds can hurt you so dont get close to their impact.) PLEASE NOTE explosive shells wont show in your inventory unless you lower your hud to just show ammo and health numbers. ALSO PLEASE NOTE The SuperShotgun cannot use explosive shells.

The Plasma Cannon (A replacement to the plasma rifle and bfg9000. This gun does the highest damage out of every gun dealing 125 damage per bolt. Cells are a rare ammo so dont use the Plasma Cannon unless your in big trouble.)

The Minigun (Replaces the chaingun and attacks faster but at the same time deals less damage per bullet. Also the minigun is very accurate. )

The SuperChaingun (This weapon consumes a ton of ammunition and is inaccurate at long range, however this weapon does alot of damage and can mow through lesser demons with ease and still take down the nasty ones pretty fast too. This gun should only be used when you have atleast max bullets for it uses 2 ammo per shot and fires quickly also.)

There is a glitch atm that makes it so rockets and cell wont show up in the ammo part of the hud, unless you hide the hud and only show the numbers.

Old Post 11-04-12 20:58 #
Unholypimpin is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
General Rainbow Bacon
may have been DoomHero85 at some point


Posts: 2708
Registered: 01-10


Okay, I played it. It's really good, but....It's actually only the first episode right? Technically not done then :P

Old Post 11-05-12 00:26 #
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Unholypimpin
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If i ever do the other episodes then ya, but atm its a complete wad till then since the maps wont continue over to the next episode anyways.

Old Post 11-05-12 01:18 #
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Unholypimpin
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stuff

Last edited by Unholypimpin on 06-25-14 at 10:22

Old Post 11-11-12 23:27 #
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