entryway Posted September 30, 2011 This is a small preview of upcoming wad by Eternal. It uses steampunk and western themes. Requires support for HiRes textures, MBF code-pointers and MUSINFO lums. Version which is not disfigured by trilinear filtering: http://youtu.be/M_xwAbd2gcY?hd=1 0 Share this post Link to post
Katamori Posted September 30, 2011 Amazing video! I'll wait for the complete WAD. However, it doesn't seems Boom-compatible. No problem, I always play with GZDoom. :3 0 Share this post Link to post
RjY Posted September 30, 2011 Katamori said:However, it doesn't seems Boom-compatible. No problem, I always play with GZDoom. :3 I didn't see anything you couldn't do with Boom linedef specials and the kind of eye-popping trickery I've come to expect from Eternal's wads. I assume the moving train coming to a halt is a clever use of displacement scrollers, for example. Swinging doors are a long-solved problem, wads as far back as Dystopia3 had swinging doors as I recall. I'm more curious about the sliding doors but again I imagine it's some combination of displacement scrollers and moving invisible walls around. (Sometimes half the fun of an Eternal wad is figuring out how he's got them to work :-) ) 0 Share this post Link to post
Walter confetti Posted September 30, 2011 i already i can't go wrong with a eternal mapset.... and steampunk and western: awesome! 0 Share this post Link to post
Sigvatr Posted September 30, 2011 I like it how he slams an entire bottle of whiskey and doesn't even get tipsy. Is it the Doom guy? Because that would make sense. 0 Share this post Link to post
hawkwind Posted September 30, 2011 Awesome preview. I was just thinking the other day that it was about time for another Eternal masterpiece. According to the OP specs it should also run just fine with Risen3D. Looking forward to this one ... 0 Share this post Link to post
killer2 Posted October 1, 2011 Ah,another WAD from my favorite mapper. It looks like an interesting new style. When can we expect a release date? 0 Share this post Link to post
Vermil Posted October 1, 2011 Impressive looking, particuarly the textures; they look like they come from a more modern game. Though I wonder if Doom's bad guys will visually clash. Indeed, for some reason I'm reminded of the more modern game "Stalin Subway": http://www.youtube.com/watch?v=hpcxIBYorWE 0 Share this post Link to post
tempun Posted October 1, 2011 Will there be a new PrBoom+ release to play this wad with? 0 Share this post Link to post
Megamur Posted October 1, 2011 I suddenly have the strongest craving for a From Russia with Love mod.... 0 Share this post Link to post
Tango Posted October 1, 2011 looks great. i always wondered though why eternal doesn't post his own projects? i believe i've seen him making a few posts on the forums before, but it's always entryway who posts his projects. 0 Share this post Link to post
esselfortium Posted October 1, 2011 This looks really cool :) There's a couple of super-saturated/Doomy-looking textures in there (like the Doom-blue wall on part of the building after the player gets off the train in the video) that IMO detract from the otherwise very polished setting, though.. 0 Share this post Link to post
dew Posted October 1, 2011 Tango said:i always wondered though why eternal doesn't post his own projects? i believe i've seen him making a few posts on the forums before, but it's always entryway who posts his projects. i have two theories: 1- if they let eternal near an internet connection, he'd tell us "help! they keep me chained in a basement mapping around the clock!" 2- using the language module was taking too much of eternal's CPU cycles, so they took it out of him to focus on mapping processes. i love the atmosphere in the vid. alice music, right? 1 Share this post Link to post
skillsaw Posted October 1, 2011 I'm really looking forward to this. For the life of me I can't figure out how those sliding doors are done... 0 Share this post Link to post
jute Posted October 1, 2011 I love eternal's consistent use of unusual themes and settings. 0 Share this post Link to post
Clonehunter Posted October 2, 2011 That is pretty cool. Impressive stuff there. 0 Share this post Link to post
Lizardcommando Posted October 2, 2011 Wow, that looks really impressive! I can't to play this! 0 Share this post Link to post
vinnie245 Posted October 2, 2011 Looks awesome, giving me a sorta Blood vibe with the train ride, station and the caleb voice, hell maybe it is a Blood related project :P Guess he's a huge fan of the Alice soundtrack, used it on Hell Ground as well (Which fit the episode like a custom made glove) At any rate definitely looking forward to it. 0 Share this post Link to post
tempun Posted October 2, 2011 tempun said:Will there be a new PrBoom+ release to play this wad with? Well, I see in the changelog: "Support for 16 rotations for sprites." Which means that answer to my question is "yes". 0 Share this post Link to post
killer2 Posted October 2, 2011 dew said:i have two theories: 1- if they let eternal near an internet connection, he'd tell us "help! they keep me chained in a basement mapping around the clock!" 2- using the language module was taking too much of eternal's CPU cycles, so they took it out of him to focus on mapping processes. Haha,very funny! 0 Share this post Link to post
Katamori Posted October 2, 2011 skillsaw said:For the life of me I can't figure out how those sliding doors are done... Agree. 0 Share this post Link to post
entryway Posted October 2, 2011 tempun said:Well, I see in the changelog: "Support for 16 rotations for sprites." Which means that answer to my question is "yes". No. It was requested, but rejected, because it is incompatible with previous versions of prboom, because of this: if (frame >= 29 || rotation > 8) I_Error("R_InstallSpriteLump: " "Bad frame characters in lump %i", lump); But since I already implemented it (code is taken from zdoom) for testing I think I'll leave it. To be compatible with ports which do not support additional angles, you can put additional sprites into separate PWAD. 0 Share this post Link to post
fullmetalvaran33 Posted October 5, 2011 This certainly looks very different. I'm intrigued. 0 Share this post Link to post
tempun Posted October 7, 2011 entryway said:But since I already implemented it (code is taken from zdoom) for testing I think I'll leave it. To be compatible with ports which do not support additional angles, you can put additional sprites into separate PWAD. strange. prboom also doesn't support zdoom nodes, but it's apparently no problem. 0 Share this post Link to post
MegaDoomer Posted October 9, 2011 Looks very cool, but needs monsters. Is this a DM wad? Also should PRBoom+ or some form of (G)ZDoom be able to run this? 0 Share this post Link to post
Gez Posted October 9, 2011 MegaDoomer said:Looks very cool, but needs monsters. Is this a DM wad? Also should PRBoom+ or some form of (G)ZDoom be able to run this? entryway said:Requires support for HiRes textures, MBF code-pointers and MUSINFO lums. So, the latest versions of GLBoom+, ZDoom and Risen3D should all handle it. 0 Share this post Link to post