Graf Zahl Posted December 2, 2019 8 hours ago, Bauul said: However, to give you a taste of what they have in-store for you, here is a glimpse of the Test Arena with the Fire Boss unleashed in all its glory. We can't wait to show you more when its ready! Seeing that I couldn't help but think about that guy who recently let off that tirade about being inconsiderate when mapping for "too high" hardware standards... :D Niiiice screenshots, btw. Can't wait to play this. 0 Share this post Link to post
Master O Posted December 2, 2019 On 10/5/2019 at 9:00 AM, Bridgeburner56 said: "Here is wisdom. Let him that hath understanding count the number of the beast: for it is the number of a man; and his number is Six hundred threescore and six." - Revelation 13:18 2 Share this post Link to post
MFG38 Posted December 2, 2019 11 hours ago, Bauul said: Elementalism will now release in two phases: Phase 1 and Phase 2 [...] Phase 1 is well underway: approximately half of the 15 maps are mostly complete, with all the others seeing good progress. I love the sound of that! Rest assured that I'll be playing Phase 1 the minute it launches, however far it is from now. c: 1 Share this post Link to post
Bauul Posted April 8, 2020 (edited) Update: April 8th 2020 A new HUD... Many great megawads come complete with a custom status bar, be it a simple sprite replacement or a full-blown overhaul. For Elementalism, we wanted to create a HUD that was modern and in-keeping with the theme of the mapset, but still provided all the information you'd expect from playing Doom in a quick and easy-to-read format. Conceptualized by the whole team, designed by @Clay and programmed by @Remmirath, we're excited to present our new HUD! Featuring all the information you'd expect to see in a Doom map, but with added swishy graphics! While we've ultimately kept the functionality the same as the normal HUD, we have slipped in a few new features: "Overcharged" bars to show when health and armour have passed 100% Blue or Green colored armour bar to easily see which type you currently have equipped Icons for having skull keys, key cards, or both. Interpolated numbers on health and armor for extra swishiness Space for our new ultra-weapon, the Elemental Wand, and its ammo Can be scaled in-game to fit any resolution from 640x480 up to 4K and beyond Actually uses fewer resources per tic than the standard Doom status bar. Every little helps! In practice, it looks pretty nice I think. However, if all of this doesn't float your boat and you're just thinking "I prefer the original", well, we got you covered too! Presenting the original Status Bar, now with room for our one new weapon! You'll be able to flip between both the new HUD options with just a press of a + or - button. ...and a new HUB. Also like many megawads, Elementalism is episode based. However, I wanted to go one better than most other wads. Usually, once you start an episode you're locked in until you either finish it, or quit and start a new one. But not so in Elementalism: you'll have the option of jumping to a different episode at any time without having to re-do any completed maps! In order to easily facilitate such a system, we needed a Hub. Introducing the Temple of the Elements: This will be your base of operations during the campaign, with each of the portals leading to an episode. Once you complete a map, the portal will update to the start of the next map. This means that you don't have to do an entire episode in one go: if you want to hop to a different one half way through, you can at your complete leisure. A boss map proving too hard? Bounce over to a different episode and come back to it. Want to do all the Map 1s before going any further? Go right ahead. Returning to the Hub is easy and can be done at any time using an option on the Main Menu, and automatic pistol starts for all maps ensures no chance to imbalance any of the levels. What's more, the Hub will slowly unlock lore and secrets as you progress through the mapset. Be sure to check back once in a while to see what might have changed! Because there may be more going on in this level than initially meets the eye... And finally, screenshots! It wouldn't be an Elementalism update without some screenshots, so here's a few from the now-complete second Earth level, Beneath the Thicket. And a few from the second Fire map, F2, which has become a collaboration between Clay and Dragonfly: Up next I'll be tackling the Water boss, and I have a fiendish idea brewing for this unpleasant character. I hope no-one suffers from scolopendrphobia! As always, everything here is WIP and is subject to change. Edited April 8, 2020 by Bauul 63 Share this post Link to post
MFG38 Posted April 8, 2020 Hype levels have once again risen by about 666%. Why do the best things take so much time? ;_; 1 Share this post Link to post
AD_79 Posted April 8, 2020 I'm getting massive Dark Souls vibes from those recent screenshots, especially with the mapname showing up on screen the way it does. Absolutely love it! 1 Share this post Link to post
plums Posted April 8, 2020 I can already picture my laptop catching fire trying to run this :p Any idea about minimum specs required? 1 Share this post Link to post
NightFright Posted April 8, 2020 Whenever I check this thread for updates, I am never disappointed. 1 Share this post Link to post
AwakeOnPhobos Posted April 8, 2020 Everything about this is looking so ridiculously good, it's unbelievable. Just putting the hub map shots side by side with the starting point of E1M1 and thinking about how far Doom has come is awe-inspiring. Thank you to everyone involved in this project for proving that this game can still leave me speechless after 25 years of playing it. 0 Share this post Link to post
seed Posted April 8, 2020 Man now this is noice. I absolutely love the new HUD as well, it reminds me of NC HUD for some reason though. 0 Share this post Link to post
VGA Posted April 8, 2020 Wow those pics and gifs are out of this world! 0 Share this post Link to post
Turin Turambar Posted April 8, 2020 Ohh I like it. Will you release the hud as mod later? 0 Share this post Link to post
Mordeth Posted April 8, 2020 Now that is one nice HUD. Love the new screenshots too. 5 Share this post Link to post
Redneckerz Posted April 8, 2020 These projects really are an artform by itself. Looks absolutely bonkers. 0 Share this post Link to post
AwakeOnPhobos Posted April 8, 2020 I just noticed that the HUD is the exact same shape and design as that thing hanging from the ceiling in the hub map. Not sure if it has any significance beyond that, but that's a cool little detail! 4 Share this post Link to post
Dragonfly Posted April 8, 2020 21 minutes ago, AwakeOnPhobos said: I just noticed that the HUD is the exact same shape and design as that thing hanging from the ceiling in the hub map. Not sure if it has any significance beyond that, but that's a cool little detail! Observant eye you have there. ;) 5 Share this post Link to post
Phobus Posted April 8, 2020 Very nice HUD, and incredible screenshots. The sequence with the portals and all the colour is awesome. 1 Share this post Link to post
Big Ol Billy Posted April 8, 2020 (edited) Like everyone says, this looks incredible. The HUD seems really cool and functional, but it also looks noticeably "higher-res" than the standard STBAR graphics. I guess this is something that can be changed with resolutions anyway (or abandoned in favor of the modified classic status bar, which is a cool touch). But to be *incredibly* nitpicky, it looks a little off to me to have the high-res HUD with its fine details and smooth curves, but then have those chunky, pixel-y classic status bar numbers floating above it, for example in the lower left part of the HUD in the first screenshot. I'm sure this will blow people out of the water regardless, though! 2 Share this post Link to post
MFG38 Posted April 8, 2020 10 minutes ago, Big Ol Billy said: it looks a little off to me to have the high-res HUD with its fine details and smooth curves, but then have those chunky, pixel-y classic status bar numbers floating above it I dunno, I sorta dig it. But I can see where you're coming from. It might be a good idea to have an alternate high-res font - something that would aesthetically fit the rest of the HUD. 0 Share this post Link to post
Bauul Posted April 8, 2020 6 hours ago, AD_79 said: I'm getting massive Dark Souls vibes from those recent screenshots, especially with the mapname showing up on screen the way it does. Absolutely love it! Not going to lie, the Soulsborne series is my favorite after Doom, and a lot of the team are big fans of it. I have always seen a lot of parallels between the way Doom and Dark Souls present their stories: a little bit in written text, but mostly in environmental story-telling. We're shooting for a similar vibe here: while the mapset itself has no "story" in the sense of a plot that progresses as you play, every single episode has a full premise and history, and it all ties together into an overarching theme. If you want to just blast through the levels you can go right ahead, but for people who enjoy environmental story-telling there'll be little touches you can appreciate. And yes, my love of Dark Souls may extend to the bosses to this mapset too... 6 hours ago, plums said: I can already picture my laptop catching fire trying to run this :p Any idea about minimum specs required? By design Elementalism pushes the boundaries of UDMF and GZDoom, so at the very least you'll need a modern enough PC to take advantage of the OpenGL features we use. But we're not being flippant about system requirements: we want as many people as possible to enjoy this. While currently we don't have a "minimum" system spec, we do have a target rig: my GTX 1060 laptop runs Doom 2 Map01 at 180 fps, and using the same rig (and the same graphical settings) we are targeting 60fps on average for Elementalism, with an absolute lowest acceptable frame rate of 35fps if the scene really warrants it. 36 minutes ago, Big Ol Billy said: But to be *incredibly* nitpicky, it looks a little off to me to have the high-res HUD with its fine details and smooth curves, but then have those chunky, pixel-y classic status bar numbers floating above it, for example in the lower left part of the HUD in the first screenshot. We were thinking of updating those too to be honest. We we torn between just showing numbers with a higher-res font and a graphical approach, but I'm thinking numbers would just work fine. On that note, we're also planning on inserting a whole new hi-res font, so any on-screen messages will match to the hud-font too. 3 hours ago, AwakeOnPhobos said: I just noticed that the HUD is the exact same shape and design as that thing hanging from the ceiling in the hub map. Not sure if it has any significance beyond that, but that's a cool little detail! Indeed, keen eye you have! This may be a recurring reference to something we've not yet shown off. 7 Share this post Link to post
boris Posted April 8, 2020 Good thing you didn't release the images of the hub on April 1st, nobody would have belived them to be real. 4 Share this post Link to post
maxmanium Posted April 8, 2020 How much of this is done? I'm glad it's not being rushed but holy crap I want to play it. 2 Share this post Link to post
blkndsludgeguywholovesdoom Posted April 8, 2020 Alright. This looks too good to be true! Now I have something to look forward to in this dark world! That HUD looks strange at first but I am glad you gave an explanation as to how it works. I get it. Nice! 1 Share this post Link to post
waverider Posted April 8, 2020 This project really looks super promising and I truly can't wait for the finished product! 1 Share this post Link to post
mattjoes Posted April 8, 2020 My brain melted from the absolute awesomeness of those screenshots. Now I don't think I have the mental capacity to actually play the WAD. I don't know if I should thank you or sue you, haha! 0 Share this post Link to post
VGA Posted April 8, 2020 Will this work fullspeed on Doom Legacy or an arbitrary prboom version from 2011? Asking for a friend. 0 Share this post Link to post
3saster Posted April 8, 2020 24 minutes ago, VGA said: Will this work fullspeed on Doom Legacy or an arbitrary prboom version from 2011? Asking for a friend. The mod states this is a GZDoom mod (NOT a ZDoom mod), so you'll have to use the upstream GZDoom versions. That is, you'll either have to use GZDoom, or, if you're lucky, it'll work on LZDoom, but no guarantee on that one. If neither of those work well, I imagine tough luck :( 0 Share this post Link to post
VGA Posted April 9, 2020 37 minutes ago, 3saster said: The mod states this is a GZDoom mod (NOT a ZDoom mod), so you'll have to use the upstream GZDoom versions. That is, you'll either have to use GZDoom, or, if you're lucky, it'll work on LZDoom, but no guarantee on that one. If neither of those work well, I imagine tough luck :( It wasn't a serious question, I was making fun of someone :D 0 Share this post Link to post