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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 Somniac · Posted
      I'd heard of this, but wasn't sure if I'd played it. Being a big fan of the much earlier Classic Episode, I knew I had to try. Jan Van der Veken gives us a really well made E1 replacement that recalls KDITD in a familiar and fresh way, one of those iterations on the original theme that is a bit bigger, more complex, and more challenging, but still just reeks of classic Doom. A touch of E2 and E3 can be observed in the later maps, adding to the variety. Really fun to blast through this, it gets a little more tough near the end but for the most part is fun, easygoing classic Doom. I didn't like E1M8 so much, but the rest was great. Great architecture and flow.   Best: E1M3, E1M5, E1M6, E1M7
    • By CUTWEST · Posted
      Fantastic work, music and all and literally MY personal favorite wad of all time. Forget all the Jurkoffs at the bottom with the negative reviews they have no real taste in wads honestly speaking. Play this wad from start to finish you will have no regrets. 5 Stars.
    • By fnord · Posted
      This is probably the most perfectly ammo balanced map ever on HMP. Pretty damn good.
    • By fnord · Posted
      Yet another example of a relatively enjoyable map ruined by a pointless and incomprehensible teleport maze. There is only ever one real result with this type of garbage - user irritation often resulting in game quits and file deletion. Why do people do this? Do you assume your being "creative"? No, your being lazy and stupid. Future mappers - don't do this if you want people to leave nice comments.
    • By Walter confetti · Posted
      Found this again thanks to Er\IWA, it's a overall good and fun deathmatch mapset made of speedmaps by various users from Zandronum forums, the mapset have it's high and lows and really shows them (looking with disappointment at MAP21) and lots of maps are inspired by the great classics (Greenwar, Memento Mori, even Eternal Doom -or is better say Eternal DM?) and with some weird fetish for pyramid structures in the main arena. Fun megawad overall.
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