Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Shadowmaker

   (3 reviews)
Sign in to follow this  

Guest

About This File

This is my first attempt on making an Invasion map, hopefully it meets up to standards and expectations of a traditional invasion game. This map contains seven waves, in which the player will have to fight through mounds of demons and hellspawn. To spice the waves up a bit, I have included different music to play through every few waves. Moreover, this is a contribution submission to Zandronum's Community project: Invasion Unleashed [ https://zandronum.com/forum/viewtopic.php?p=43155#p43155 ]

Furthermore, I will note that the light house - isn't exactly the way I imagined. The light house just doesn't seem like a light house without some sort of halo or a strong indication of the source hosting an actual light. When the player is in side the light house, the point light is enough to demonstrate that the light house's light source is active, but from a-far - it isn't as it is simply way too dark. There has to be a better way to make the light house actually seem like a light house, but I am unsure as to how. If anyone has a solution, feel free to make it happen.

In addition, do note that the SkullTag Resources is required to play this map. With that said, the load order has to be specific. Load Order must be the following: SkullTag_Contents.pk3 shdwmkr.pk3 The link to the SkullTag Resources is provided below under "Other files required".

Why is this map called Shadowmaker? Primarily from this song by Apocalyptica: Shadowmaker [ https://youtu.be/MtUU5AP4XZg ]



VIDEO RENDERER NOTES ------------------------- OpenGL _IS_ required when playing this map. This map utilizes dynamic lighting as a source for lights and effects, as well as 3D Slopped Floors.



PERFORMANCE NOTES ------------------------- This map might be rather resource and rendering intensive on various systems abroad. Here is a few Console Variables that could help a bit by disabling some special features based on the Zandronum [GZDoom] engine: Line Mirrors (Software Renderer) R_DrawMirrors [True|False] Line Mirrors (OpenGL Renderer) GL_Mirrors [True|False] Sector Reflections GL_Plane_Reflection [True|False] Dynamic Lights GL_Lights [True|False] Render translucency effects R_DrawTrans [True|False] Toggle Rendering Precision GL_Render_Precise [True|False]


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

There are no reviews to display.

  • File Reviews

    • By Raith138 · Posted
      Map 01: The whole map is one big fight, and I personally really liked it. I enjoyed running around the map using the artifacts littered around in order to kill the swarms of baddies. My only real complaint would be having to kill all the enemies to progress which could be pretty annoying if one of them hides in a really obscure spot.   Map 02: Pretty classic hexen map. It was good but it was the most forgettable map in the wad due to the relatively generic theme. Also the swamp key segment was probably the worst part of the wad due to the amount of stalkers and lack of health. It also fell into the trap of over using slaughtaurs which got annoying pretty fast.   Map 03: ...The idea behind this map and the atmosphere was extremely cool. I personally loved the puzzle with the 5 switches near the start and it was probably my favorite part of the wad. But... The lack of railings made falling off a very common occurrence and the layout got confusing at times. I don't know if it was intentional but in order to get to Yorik's statue I had to jump on the pillars used as decoration. The main complaint would be the over use of wendigos at the start and a pretty anti-climactic boss fight. The sublevel was really fun to explore too.   General: It seems common for hexen wads to do this but there was no 4th weapon. The 4th weapon is the funnest weapon to use and while it could break the difficulty in some sections I think it would be worth it because the majority of the time you are stuck hitting things with your second weapon which feels repetitive.   Overall: While I was pretty negative in this review I still gave it four stars for a reason and that is because this wad is a lot of fun. You could tell every room had thought put into it and the entire wad is just gorgeous. If you can look past the small problems this wad is a amazing experience with a solid story as well. Must play for any hexen fan.
    • By video_ouija · Posted
      1998. Nice Heretic map with a good flow. Resource management required. I had a lot of fun learning/playing this one.
    • By Akagi666 · Posted
      Very good. I prefer Map 23 on to the early stuff tbh. I only didn't give it 5 stars cause I think Speed of Doom takes a similar style and does it better.
    • By MeriMemesX · Posted
      This is the Alpha of Doom... I mean, we are not going to fool ourselves that it is not bad, it is very bad, mainly due to the lack of many things in the HUD   so honestly I didn't like it, for an Alpha it's fairly good at that time, but even so it didn't provoke anything since I wasn't there at that time at all
    • By MeriMemesX · Posted
      Rizera would have surely enjoyed this map, it's just not for me, I find it tedious, but 100% Rizera fan   (also i figure out how softlock me)
×