FireSeraphim Posted September 14, 2009 I am well aware that my first mod did not please everyone because of its's difficulty. But my current project will be better then IOD by a longshot. Please note that this wad borrows quake monsters from AEOD and that I am fully intending on crediting the AEOD development team for the Quake 1 Monsters. But seriously, let's get on with the plot synopsis and screenshots already. Synopsis: It has been five years since the events of DooM2. Certain Scholarly Individuals within the US Goverment has been having strange nightmares involving the Demons of Hell and the lothsome spawn of Shub-Niggurath escaping their respective realms and overwelming the earth with their foul likeliness. at times the dreams have even driven Scientist, Scholar and Artists to the edge of insanity. Meanwhile, The UAC decides to investigate this phenomenon by building another portal to hell. They soon inform the DooM Marine of this plan and ask him to lead a group of soilders in an assault on hell ifself as a distraction while another group infiltrates the Tower of Babel to attain documents relating to any plans the demons may have (The Tower of Babel in this storyline is used in the same context as our own Pentagon). As the DooM Marine heads to bed, He soon wonder what tomorrow has in store for him. MAP01:??? http://i499.photobucket.com/albums/rr355/sora_030/Screenshot_Doom_20090914_125227.png http://i499.photobucket.com/albums/rr355/sora_030/Screenshot_Doom_20090914_125302.png http://i499.photobucket.com/albums/rr355/sora_030/Screenshot_Doom_20090914_125323.png MAP02:The Marine's House (No monster here) http://i499.photobucket.com/albums/rr355/sora_030/Screenshot_Doom_20090914_125412.png http://i499.photobucket.com/albums/rr355/sora_030/Screenshot_Doom_20090914_125420.png http://i499.photobucket.com/albums/rr355/sora_030/Screenshot_Doom_20090914_125424.png http://i499.photobucket.com/albums/rr355/sora_030/Screenshot_Doom_20090914_125434.png http://i499.photobucket.com/albums/rr355/sora_030/Screenshot_Doom_20090914_125441.png http://i499.photobucket.com/albums/rr355/sora_030/Screenshot_Doom_20090914_125503.png http://i499.photobucket.com/albums/rr355/sora_030/Screenshot_Doom_20090914_125508.png http://i499.photobucket.com/albums/rr355/sora_030/Screenshot_Doom_20090914_125510.png MAP03: UAC Slipgate Complex http://i499.photobucket.com/albums/rr355/sora_030/Screenshot_Doom_20090914_125541.png http://i499.photobucket.com/albums/rr355/sora_030/Screenshot_Doom_20090914_125545.png http://i499.photobucket.com/albums/rr355/sora_030/Screenshot_Doom_20090914_125556.png http://i499.photobucket.com/albums/rr355/sora_030/Screenshot_Doom_20090914_125607.png http://i499.photobucket.com/albums/rr355/sora_030/Screenshot_Doom_20090914_125631.png http://i499.photobucket.com/albums/rr355/sora_030/Screenshot_Doom_20090914_125637.png My project will be divided into three episodes as listed: -Brink of Madness -100%- (Six Maps) -The Lurking Fear -100% (Six Maps) -Nightmare Within -100% (Four Maps) Edit: final version can be downloaded here: http://www.mediafire.com/?sharekey=334bc739c1714f6d24a64199ac7f73e5e04e75f6e8ebb871 Comments and polite criticism would be greatly appreciated. 0 Share this post Link to post
pavera Posted September 14, 2009 I was somewhat pleasantly surprised by the functionality of your last masterpiece. In fact I really enjoyed it in sections (even with those goddamn overpowered raptors). However, my initial impression of this is "Quake?". Besides the (somewhat poor looking) quake monsters, the screenshots don't look like anything that would strike me as a Doom/Quake crossover. Quake is very brown and medieval, and Doom is very red, grey, and all kinds of wacky colors. When I think of a Doom/Quake crossover, I would think of a musty Doom techbase with lots of Quake textures around. Something dutch devil would make... With that said, I'm not going to judge this on looks alone, and I encourage you to keep working. I'm assuming the experience you've gained from your last project will help you in building this one. 0 Share this post Link to post
printz Posted September 14, 2009 Krispavera said:Besides the (somewhat poor looking)Actually, seeing former humans flanked by vicious knights was vicious. And it's Diabolus ex machina "the pinky demon from the car". 0 Share this post Link to post
FireSeraphim Posted September 14, 2009 @Krispavera:Thank you for the comments, man.I actually improved since my last project. and I assure you that I will make better usage of lighting in my maps. I am actually using GZDOOM this time. Edit:Demo removed because of bugs concerning the skybox in MAP01 0 Share this post Link to post
FireSeraphim Posted September 14, 2009 @printz:When I named my mod, I was going for meaning of "Machine of the Devil" in Ancient (Hellenistic) Greek. you should see the meaning of the word "Deus ex Machina" from which Diablo Ex Machina get its name. I also remember the Diablo is Spanish for Devil. if anyone can get me the correct set of Ancient (Hellenistic) Greek words for "Machine of the Devil" then I will credit them. 0 Share this post Link to post
Dutch Doomer Posted September 14, 2009 Align those star textures in map03. You might want to use the Quake textures or the Quake 2 textures. This shot is pretty much useless. http://i499.photobucket.com/albums/rr355/sora_030/Screenshot_Doom_20090914_125537.png 0 Share this post Link to post
FireSeraphim Posted September 14, 2009 @dutchdevil:do you mean "stairs". because if I recall correctly, the stars only appear in the sky on MAP01. 0 Share this post Link to post
pavera Posted September 14, 2009 Star textures as in the greyish techbase wall textures that are plastered all over your shots of map03. 0 Share this post Link to post
FireSeraphim Posted September 14, 2009 @dutch devil and Krispavera: It took me a few seconds to realize that. I fixed it now, But the fixes will be available in MAP03 in the next demo which I plan to release when I have episode 2 done. 0 Share this post Link to post
FireSeraphim Posted September 14, 2009 Be warned if you plan on playing the demo all the way to MAP06. you will need the Quake 1 textures pack wad for MAP06. 0 Share this post Link to post
printz Posted September 15, 2009 Keyblade Master said:@printz:When I named my mod, I was going for meaning of "Machine of the Devil" in Ancient (Hellenistic) Greek. you should see the meaning of the word "Deus ex Machina" from which Diablo Ex Machina get its name. I also remember the Diablo is Spanish for Devil. if anyone can get me the correct set of Ancient (Hellenistic) Greek words for "Machine of the Devil" then I will credit them. Well Deus ex machina is Latin (the Greeks say theos not deus) not Spanish or Greek. And it's diabolus in Latin. By the way, if it's called like that, why not make the player inevitably lose without any expectation? 0 Share this post Link to post
FireSeraphim Posted September 15, 2009 Edited because it no longer has any plot revelance 0 Share this post Link to post
Pirx Posted September 15, 2009 Krispavera said:However, my initial impression of this is "Quake?". Besides the (somewhat poor looking) quake monsters, the screenshots don't look like anything that would strike me as a Doom/Quake crossover. Quake is very brown and medieval, and Doom is very red, grey, and all kinds of wacky colors. When I think of a Doom/Quake crossover, I would think of a musty Doom techbase with lots of Quake textures around. Something dutch devil would make... it's obvious from screenshots like this one that doom and quake zombies don't mix well. 0 Share this post Link to post
Ralphis Posted September 15, 2009 I think it looks gr8 Torr, stop being jealous 0 Share this post Link to post
FireSeraphim Posted September 27, 2009 You may been waiting awhile and I did say that I would release demo 2 when I finished making episode 2. Demo 2 of my wad should be here in 9 to 18 minutes depending on how well my computer holds up. and as warning note you need to use gzdoom with openGL and make sure you have the Quake 1 texture package. Edit:Here is the second demo http://www.mediafire.com/?sharekey=334bc739c1714f6d24a64199ac7f73e5e04e75f6e8ebb871 0 Share this post Link to post
Woolie Wool Posted September 28, 2009 Keyblade Master said:@printz:When I named my mod, I was going for meaning of "Machine of the Devil" in Ancient (Hellenistic) Greek. you should see the meaning of the word "Deus ex Machina" from which Diablo Ex Machina get its name. I also remember the Diablo is Spanish for Devil. if anyone can get me the correct set of Ancient (Hellenistic) Greek words for "Machine of the Devil" then I will credit them. As some other people said, it's Latin, not Greek, and it means "Devil from a machine", and is a pun on "Deus ex machina" ("God from a machine"), used to refer to extremely contrived plot devices in stories. The original meaning of "Deus ex machina" came from Roman theater when an actor playing a god would suddenly appear on stage using hidden machinery to suddenly raise or drop him onto the stage, and immediately do something godlike to bail the heroes out, kill someone, or otherwise drive the plot in the desired direction. The actual Latin for "Machine of the devil" would be "Machina Diaboli". 0 Share this post Link to post
FireSeraphim Posted September 29, 2009 @Woolie Wool:Thank you. I actually find it amazing that you know a dead language that well. But of course I have now come to the realization that my mod need a new name that is alot beter than the current name(And yes it has to be in Roman Latin or Hellenistic Greek). I am now almost done with my mod due to the fact that the final episode that I am now working on will have four maps. 0 Share this post Link to post
Woolie Wool Posted September 29, 2009 Actually my Latin knowledge is very limited (I certainly couldn't write anything meaningful in it), but I understand some fundamentals of the grammar. Is there any reason why you're so adamant on a Latin title? It's not like there's any reason to use it aside from the cool factor and religious associations. You could probably name it the Latin for "Whorefucker Cock Shit" and no one would be any the wiser especially if you used older versions of those words (Roman profanity evolved over time, just like modern slang). 0 Share this post Link to post
FireSeraphim Posted September 29, 2009 @Woolie Wool:I do have a good reason for insisting on a meaningful latin (or greek) name for my mod. I happpen to notice that people in general tend to br more likely to play a real game or a mod that happen to have a latin or greek name that actually has a meaning and is (slighty) related to the plot. 0 Share this post Link to post
DuckReconMajor Posted September 29, 2009 The current name doesn't make want to play it at all. I doubt any other greek/latin name will do any better. 0 Share this post Link to post
FireSeraphim Posted October 10, 2009 The final version of My Project will be able in about three minute's time. In the meantime you may ask me any question you want about my project. 0 Share this post Link to post
FireSeraphim Posted October 10, 2009 Here is the download for the full final version of my project. a list of what you'll need to run it. 1.OpenGL setting 2.Gzdoom 3.Quake 1 Texture Package Here the download link. http://www.mediafire.com/?sharekey=334bc739c1714f6d24a64199ac7f73e5e04e75f6e8ebb871 I don't know how long I worked on this. but I know that i am finally finished with it. I have reason to believe that I stilll have a small bit more to learn. 0 Share this post Link to post
ArmouredBlood Posted October 10, 2009 Played up to MAP04, then got annoyed with the grenade throwing ogiers. All the maps so far have been way too cramped imo. If it wasn't at the bare minimum space to dodge it would be pretty nice I guess. The baby wailing in the first map though ... eugh. Disturbing. I guess it's supposed to be like a nightmare, but still =/ 0 Share this post Link to post