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Bridgeburner56

The Age of Hell: FPS game for GZDoom - DEMO OUT

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I’m just in awe of these screenshots and that you’ve managed to create something like this using Doom! Looking forward to the final product

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Absolutely staggering works of Doom art. I might join Discord simply for the pleasure of playtesting this monster.

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Funny, the cracks on the floor remind me of Combine Forcefields:

 

Spoiler

gallery_9635_18_64002.jpg

 

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8 hours ago, Steve D said:

Absolutely staggering works of Doom art. I might join Discord simply for the pleasure of playtesting this monster.

Do it ;p
Gonna need testers next year

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Between this and Refracted Reality, 2020 looks to be an amazing year...not to mention Doom Eternal, of course.

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Hexstone Citadel is actually finished. Build time was a little bit under 3 weeks (although I have been on holiday). This was me attempting to make a small map in a short space of time and ... uh ... it is smaller than my usual stuff but yeah, she's still pretty thicc.

MAP15-at-2020-01-11-20-09-56-723-R3333.j

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Out of curiousity... if you're doing visuals/architecture first, then monster placement, wouldn't a lot of areas have to be reworked to accommodate different encounter setups? Surely, you are not just limiting combat to incidental fighting/enemies teleporting into areas?

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Even if I'm doing all layout first, then monsters I plan areas with combat mechanics in mind. This map has a fair amount of warp ins but there's areas that open up revealing enemies (there's one area with a couple hundred revs). Even with teleport in mechanics you can mix it up a lot. One arena has cacos look like they are flying in from above a window which is done with teleporters but it doesn't look like it. You can also have areas that appear empty from a distance but when you get into them and press a button use spawnspots to generate a battalion that reveals itself when walls lower/doors open.
One thing I haven't done in this map is use portals to create non euclidian geometry which allows for space for monsters to be created where none would be available in a less advanced port. That was a deliberate decision for this map but that will happen in other maps (I first started doing this in The Slaughter Spectrum. A good example is the last fight in Palace of the Black Singularity).

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The attacks and the 'he has a brother' bit make me think pretty strongly of Doom2016's Hell Guard, only with a visual design friendlier to the original games.

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I dunno about the others, but I feel the constant need to suppress a boner whenever new teaser material is posted about this project. This must be one of the best looking Doom mods ever.

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Pretty cool indeed, but I think it's a bit too grainy. I had a similar impression when the Cacovore was shown.

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On 3/7/2020 at 5:57 AM, Bridgeburner56 said:

even better
gzdoom_2020-03-07_23-20-10-38.gif

 

Woah! That's awesome!

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