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Shadowmaker

   (3 reviews)
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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]


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  • File Reviews

    • By stevenaaus · Posted
      Awesome megawad. Great gameplay and visuals. New monsters... super coherent. Cheers :)
    • By Walter confetti · Posted
      Not that crazy as you can think from the title, it's a interesting map with some cool design choices and some nice small puzzles as well. Fun to play and run swell.
    • By Walter confetti · Posted
      Conceptually a pretty cool map, have a nice retextures of wall using the ice floor, giving more context to the main theme of icy cavern present here, the layout is good, some room design are pretty good for the age it was done (especially the starting area) but it's unfortunately ruined by two things: excessive slippery floors and a no exit lava pit, as well as the random nature of switches placement that activates something... somewhere. Where is not given to you to known, the same things happens for a secret (mandatory) corridors areas that connect the said grave. But despite this, is not that bad, actually! 
    • By Walter confetti · Posted
      Meh, conceptually is not a bad map but in reality is really boring. Lots of squares and platforms, lacks of powerful guns and a boring gameplay. Also how the exit can be activated? The teleports are shitty as well.
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