StormCatcher.77 Posted December 13, 2018 (edited) Game: Doom 2 Port: GZDoom Slot: MAP01 The year is coming to an end, and it is rather sad to observe how a map made at the very beginning of the year has been gather dust for so much time. I think now, on the eve of the New Year, this is a good time to share it. I have pretty harsh memories about creation of this map. It was a very not lucky announce of the contest, superimposed on another very important for me, only in the Serious Sam community. In the end, from the whole month I had only a week left to make the map for Vinecause DMC. I was exhausted by developing a map for Sam, but without the slightest enthusiasm I decided to join. It was a very stressful experience, because I worked in the "blind", i.e. until the very last days I didn’t know what the map would look like, and using only temporary textures. I thought: "Something is better than nothing" and quite expected to send the map in half-textured form :D. The last two days have been particularly tense. At one, I completely made the gameplay, for next (now and then glancing at the merciless timer), I started texturing. Only on this day, I felt that I was doing something worthwhile and sent the map late at night, 5 hours before the deadline ... It was cool. As it turned out later, the map was literally packed with bugs, even though it was generally passable. I want to special thanks for @ZZYZX for help in bugfixing and adjusting the balance. Now the map is in the most stable form. Since here are abundant using of portals, tangible lags are presents, but I hope this is doesn’t spoil the game. The balance is designed for an accurate player, so do not miss the chainsaw. It will be really useful to you. Special thanks to the authors of the resources I used: Ancient Aliens Texture Pack GothMash Texture Pack MIDI-Track: In The Universe Dreams by @Taw Tu'lki Sky Picture: @Mechadon's Sky Pack Download - Mediafire, 0.9 mb, ZIP Edited December 13, 2018 by StormCatcher.77 26 Share this post Link to post
elend Posted December 14, 2018 Yeah, actually... quite amazing. Backlogged! 1 Share this post Link to post
Solarn Posted December 14, 2018 It looks like a Quake 3 map, which is an amazing feat for Doom, even GZDoom. 1 Share this post Link to post
Tribal Posted December 14, 2018 Hi, I'm playing this map with ZRift (https://forum.zdoom.org/viewtopic.php?f=43&t=60811 ) a mod that replaces all the Doom enemies to Chasm enemies. But there are some Imps and Pinky Demons still in the map. These imps and demons are customized? 0 Share this post Link to post
StormCatcher.77 Posted December 14, 2018 Honestly, I don't know. I have not tested the map for compatibility with gameplay mods. I'll check it a bit later. 0 Share this post Link to post
Tribal Posted December 14, 2018 I just found out what's going on here. It' a ZRift bug, this mod doesn't replaces the model if you activate a trigger that spawn a enemy type that was previously used in the map... i think it's because of the NewTID the enemy gets when he spawns... and i dont think you can do anything about it. I'll report this bug to Pandut (ZRift's author), maybe he can fix this in the next release :/ 1 Share this post Link to post
Marcaek Posted December 18, 2018 Really cool stuff as usual mr tornado grabber, reminds me of some of the later Unreal games' multiplayer maps. 2 Share this post Link to post
KVELLER Posted December 18, 2018 (edited) I had some weird collision detection issues on some of the surface areas. Some enemies (mostly revenants) would become almost like ghost monsters; sometimes hits wouldn't register, but the rocket launcher's splash damage killed them without problem. The lighting on some of the enemies seemed to blink in and out of existance as well, and a few of the monsters even managed to get stuck in walls. I was playing with GZDoom 3.6.0. 1 Share this post Link to post