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

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

There are no reviews to display.

  • File Reviews

    • By NuMetalManiak · Posted
      this is a strange wad, with assets similar to Darkest Hour and other Star Wars-themed wads, many of the maps focus on small killings, as most of the maps are actually small. Pinchy's finale sure makes this worth it. oh yeah, quite a few custom stuff was done. the flamethrower marines were quite annoying, while other monsters gained multiple attacks, new ones, it's all so zany. the maps are pretty well done overall and this is worth a try.
    • By Doomkid · Posted
      Okay, I get it, it's a megawad mainly for speedrunners who are intricately familiar with the mechanics of the game down to the nitty-gritty. A series of challenges/obstacles that, for the most part, seem to be possible but are generally ludicrous (and sometimes outright laughable, in a good way).   This was is not a "pile of junk" as a few have said however it's really, really lacking in a lot of ways. I get that the wad is meant to have a fun-and-not-serious tone despite it's overall extreme difficulty but the texturing looks like the insides of a toilet bowl after a Taco Bell buffet. Seriously, these maps are jealous of how beautiful and futuristic maps like UAC_DEAD look. The DWANGO series looks like fucking Ancient Aliens compared to this.   The MIDIs are lighthearted, silly and fun, which adds a layer of appeal for me personally. I loved seeing Patrick Stewart at the intermission too, rofl   I had some fun with this IDCLEVing through the whole wad and giving each map a try or 2 before moving on to the next but I seriously doubt I'll ever be back. The same idea with better texturing and overall taking itself just a tiny bit more seriously would warrant a higher rating. Ass-ugly texturing, silly MIDIs and a silly titlepic/interpic are fun in their own right so don't take me the wrong way but a lot of it crossed into "looks like the authors gave 0 fucks" category and I just have to take points away for that.   Also,   lol wtf is this bullshit is this a terrywad or somethin i mean jeeeezus   Overall, this is worth a peek just for some fun but unless you're a highly skilled speedrunner that also doesn't mind looking into a crapchute map after map, this probably doesn't really have much for you.
    • By mArt1And00m3r11339 · Posted
      If it were renamed "Garbage Dump," I would have given it a better rating.
    • By StormCatcher.77 · Posted
      A large, but not very prolong map, which is interesting to explore. I liked the author's strategy to place strong weapons in well-protected places. To get them the player need to pass a kind of test. The difficulty depends on the player's luck. It is important not to miss the shotgun at the very beginning, otherwise entangled corridors can lead the player to a situation in which he will be easy prey, left without ammo. Visually, the map looks neat, another good example of using standard textures.
×