Tiger Posted July 6, 2014 Abandoned Misery is only a single map focused on the Deathmatch genre. This map does, however, requires the GZDoom's OpenGL renderer engine. Thus, anyone that utilizes the software engine provided in the ZDoom engine is out of luck as it can not yet render sloped 3D Objects. This map does work on Zandronum aswell, but requires version 3.0. I do hope everyone likes this map and possibly see this very map in other projects [just give me some credit for it ;)] Images Downloadsamisery [Using /idgames] 0 Share this post Link to post
Walter confetti Posted July 7, 2014 this looks pretty cool... also looks really large for a dm map... 0 Share this post Link to post
Tiger Posted July 15, 2014 Just an update, incase for those that do not check the Development Blog Here's another update - up to revision 964: IMAGES ARE NO LONGER AVAILABLE! 0 Share this post Link to post
Tiger Posted July 17, 2014 Here is even more screenshot updates (up to revision 670). In addition, I have begun planning on the Dependencies. More news on this later... Anyone is free to share some input on the dependencies and the general developments. IMAGES ARE NO LONGER AVAILABLE! 0 Share this post Link to post
Tiger Posted July 20, 2014 Here's another round of screenshot updates (up to revision 984). Getting close to finishing this map.... IMAGES ARE NO LONGER AVAILABLE! 0 Share this post Link to post
DoomRenegade Posted July 22, 2014 I'll help you with any future projects you have, I'm trying to put together a Doom Deathmatch Team. Here is most of my work - https://www.dropbox.com/s/6hp3qtuwxbxwafe/AllWads2014.zip?m= Have a nice day :) 0 Share this post Link to post
Tiger Posted July 31, 2014 Within a couple of days, I will be uploading a new revision of the 'Abandoned Misery' map for gameplay testing. Thus, everyone will be able to test out the latest map revision and share feedback. I will post more information later on.... DoomRenegade said:I'll help you with any future projects you have, I'm trying to put together a Doom Deathmatch Team. Here is most of my work - https://www.dropbox.com/s/6hp3qtuwxbxwafe/AllWads2014.zip?m= Have a nice day :) Thanks! Good luck with your project! 0 Share this post Link to post
Doomkid Posted July 31, 2014 What you've made looks excellent, Tiger - very atmospheric, especially for Deathmatch turf. I hope you see success with this! 0 Share this post Link to post
Tiger Posted August 4, 2014 I have uploaded a preview of Abandoned Misery (revision 1008), do remember to grab the latest texture package. Everyone is free to take a peak at it and send feedback of the map. As the map currently has no items\weapons, the map can not really be played as is without needed additional resources. For those that want to test out the map by themselves or with friends, I would recommend on using Zandronum 2.0 [140723-1716] and enable the buckshot modifier until the map contains items and weapons. Enjoy! 0 Share this post Link to post
Tiger Posted August 10, 2014 Abandoned Misery Preview 2 is now available (revision 1033) for everyone to try and share feedback. I think it is time for me to start working on the outside areas now.... IMAGES ARE NO LONGER AVAILABLE! 0 Share this post Link to post
Tiger Posted August 18, 2014 I have recently uploaded Abandoned Misery revision 1047; this revision merely contains lighting and a few other minor changes. I have tested this map with GZDoom 2.0.01 beta build and immediately noticed how generally smooth the map plays - even with the dynamic lighting and expensive features that ultimately put GZDoom 1.8.6 and previous version to its knees. I hope others enjoy the changes thus far! As always, share feedback and feel free to test drive this map. Spoiler http://tigersfiles.webs.com/Hosted/DoomWADs/TGRDM3/Pictures/AbandonedMisery/AbandonedMisery-r1047_00.png http://tigersfiles.webs.com/Hosted/DoomWADs/TGRDM3/Pictures/AbandonedMisery/AbandonedMisery-r1047_01.png http://tigersfiles.webs.com/Hosted/DoomWADs/TGRDM3/Pictures/AbandonedMisery/AbandonedMisery-r1047_02.png http://tigersfiles.webs.com/Hosted/DoomWADs/TGRDM3/Pictures/AbandonedMisery/AbandonedMisery-r1047_03.png http://tigersfiles.webs.com/Hosted/DoomWADs/TGRDM3/Pictures/AbandonedMisery/AbandonedMisery-r1047_04.png http://tigersfiles.webs.com/Hosted/DoomWADs/TGRDM3/Pictures/AbandonedMisery/AbandonedMisery-r1047_05.png http://tigersfiles.webs.com/Hosted/DoomWADs/TGRDM3/Pictures/AbandonedMisery/AbandonedMisery-r1047_06.png http://tigersfiles.webs.com/Hosted/DoomWADs/TGRDM3/Pictures/AbandonedMisery/AbandonedMisery-r1047_07.png http://tigersfiles.webs.com/Hosted/DoomWADs/TGRDM3/Pictures/AbandonedMisery/AbandonedMisery-r1047_08.png http://tigersfiles.webs.com/Hosted/DoomWADs/TGRDM3/Pictures/AbandonedMisery/AbandonedMisery-r1047_09.png More screenshots available here 0 Share this post Link to post
Tiger Posted August 25, 2014 Just letting everyone know of the current developments going on; I am taking a break from Abandoned Misery map, but I am currently slowly working on the inner-core of the project instead. The inner-core contains MapInfo, OpenGL lighting, Decorate items, and the like. For those that want to try-out an early alpha version of the inner-core and send feedback, check out this topic. 0 Share this post Link to post
Tiger Posted August 28, 2014 Here is a testing build that contains the entire TGRDM3 build as-is. The only maps that are playable is only 'map04' (Abandoned Misery). With this build, Abandoned Misery now contains weapon placements, which now users are now able to play the map. Feel free to play around and send feedback. I am going to try to stay away from this project for now before I ultimately drop this project. Have fun Download 0 Share this post Link to post
Tiger Posted August 29, 2014 This project has been locked; more news later. Development Blog 0 Share this post Link to post
Tiger Posted August 30, 2014 The TGRDM3 project development has been cancelled for GZDoom; the project is going to shift over to another engine away from Doom. The forum moderators are free todo what they wish with this entire topic. 0 Share this post Link to post
Springy Posted August 30, 2014 It's a shame to see this is on hiatus at the moment and away from Doom? Judging by this, I gather that it will be a TC? It's understandable that there are other things that you have to do. I cannot wait too see this finished as it looks good judging by the shots. I just hope that the game play is on par with the detail. 0 Share this post Link to post
Tiger Posted September 2, 2014 Springy said:It's a shame to see this is on hiatus at the moment and away from Doom? Judging by this, I gather that it will be a TC? It's understandable that there are other things that you have to do. I cannot wait too see this finished as it looks good judging by the shots. I just hope that the game play is on par with the detail. I don't quite understand.... The project wasn't a 'Total Conversion' from another game or works, but perhaps my meaning of this word is not accurate? The map, along with others has been very much open for several years now, though very recently I started adding 'life' (details, textures, etc) to the map named Abandoned Misery. In addition, going by the replies I have gotten from Zandronum, ZDoom, DRDTeam, and here, there is real no need to bother pushing myself to get these maps done. Simply, no one is really interested and I don't want to waste more time into a project that will get ignored and never played -- managing over 500 3D Objects isn't exactly easy. Moreover, the gameplay could have been judged already using the latest testing build. The testing build actually provides weapon placements, weapon changes, and a much more recent version of Abandoned Misery. Though, I never got any feedback. When I did a private testing session with Qent (Zandronum community member), we didn't have any issues with gameplay. The map played as I wanted it when I first designed in in graphing and grid paper, decent gameplay. TGRDM3 might still happen in the far future with some plain 2D maps, but the current maps I have worked on will be recreated elsewhere. 0 Share this post Link to post
Springy Posted September 3, 2014 Oh, I assumed it was going to be a TC now as you said that you're moving away from Doom or something. That made me think that you are going away from Doom DM style (be it art, complete game play etc), but still be made for a different Doom engine, perhaps even a personal one you may have just made. Just a misunderstanding. 0 Share this post Link to post
Tiger Posted September 10, 2014 After receiving some feedback from Edward850 (a known member in the ZDoom Community), I am going to try to better organize my posts and revision news-flashes and see how it well goes from there. Though, it will take me awhile to start the development again as I have been extremely busy with other tasks lately.... 0 Share this post Link to post
Tiger Posted October 21, 2014 Still working on the outside area in Abandoned Misery; here's my work so far: Note: click on the images to see it larger. Before:IMAGES ARE NO LONGER AVAILABLE!After:IMAGES ARE NO LONGER AVAILABLE! 0 Share this post Link to post
Tiger Posted October 23, 2014 Here's another nice update; there's still a lot of work to be done - mainly making the 'cutoff' from translucent water to non-translucent water less noticeable, and then add in the skybox along with other environment settings. I am going to take a small break from this project and start working on some introduction projects, so the next update will take a little while. Anyways, enjoy the pictures. IMAGES ARE NO LONGER AVAILABLE! 0 Share this post Link to post
Tiger Posted October 28, 2014 Now I have added in the rocks, now there is no more cut-off from mirrored water and non-mirrored. Doesn't this seem more natural now? IMAGES ARE NO LONGER AVAILABLE! 0 Share this post Link to post
Tiger Posted October 28, 2014 I have just uploaded a new public beta build of Abandoned Misery [r1186]; there is an abundance of changes so I hope everyone likes the changes thus far. Most notable changes in revision 1186:Actual work on the outside of the map! Added water Added placements for Doom 2 Weapons Added placements for Doom 2 Ammo Added placements for Doom 2 Health and Armor bonuses General map updates and fixesGrab it here 0 Share this post Link to post
Tiger Posted October 30, 2014 This map has been officially released; please check the main topic for more details. 0 Share this post Link to post
Tiger Posted December 7, 2014 For the past several weeks, I have been thinking about re-continuing this project. I tried to grow thick skinned and kill the project as I have various other tasks going on that needs my attention, but - then I feel awful that these maps wont be available for anyone to play and enjoy. Despite the lack of interest on Abandoned Misery, I still firmly believe that these maps are - really good. I have tried at my best ability to follow Deathz0r's multiplayer guide (was available on the SkullTag forums), but also bring in the concept of 3D objects while using my own mapping rhetoric. I am unsure as to what exactly I am going to do, but I have already started looking at free (and publicly available) repository services and wondering if I want to use a different project name or keep everything the same. I'd figure I would share my thoughts as to what might happen. EDIT: Its over. 0 Share this post Link to post
Tiger Posted June 24, 2016 Just to let everyone know that I will be uploading a new revision of Abandoned Misery to /idgames soon, and should be available for everyone within a few hours or 24hours. Here's the list of changes:Revision Update (23 June. 2016) This is a revision update from the last known release. Updates: This update addresses several issues and minor changes that were resolved in the TGRDM3 project and has been imported onto this project. Imported the maps from TGRDM3 to AMISERY: Abandoned Misery and Abandoned Misery [Lite]. This is an updated version of the maps previously released back in 2014. Notable fixes: Jump Pads, Camera Textures, 3D Teleporter support Various and minor changes are also included. Any specialized TGRDM3 features that were not present in AMISERY were excluded. For example, Jump Pad sparkles, various sounds, ring spawners, and others, were excluded. Fixed the Grenade's bouncing sound. Previously, this did not work as intended. Grenade now inherits from the Grenade Class defined in ZDoom. Updated the Performance Note Updated the texture credits. 0 Share this post Link to post