Terminus Posted January 28, 2019 (edited) Hello everyone. Today I decided to start an official topic on the wad I've been working on since November that started as an experiment of NaNoWADMo, Endless Night. I aim to create a short mapset for GZDoom consisting of 9 maps + 1 secret, using custom assets and plenty of mapping tricks that I've learned recently. The general theme will involve the night, as you start off on earth in your cabin through a jouney to hell and back on a night that doesn't seem to end. The maplist: MAP01 - Moonlit Stroll [100% complete] MAP02 - The Night Shift [100% complete] MAP03 - Transition MAP04 - Caving Into Fear [100% complete] MAP05 - Night of Knights [100% complete] MAP06 - Night Crawler MAP07 - No Sign of Morning MAP08 - Zero Hour MAP09 - Imperishable Night [Secret map not started yet] With 4 maps out of the bag, I believe starting a thread will help me get motivated to push this out. IMPORTANT EDIT December 15 2020: This project is currently on hold. At least for the time being. I'm releasing a public Alpha with the completed four maps: Download here! (Public Alpha 0.1) This will work only with GZDoom or Zandronum. Zandronum might crash on Map05. Have some screenshots! Some more in here: Some notes: - This will not work on anything other than GZDoom or Zandronum. Even Zandro might crash at Map05. Please don't try to run it on any other source port! - The map slots used are 01, 02, 04 and 05. I was contemplating whether to add the incomplete Map03 but I decided against it. Beating Map02 will send you straight into Map04, so don't worry. - Pistol start is recommended. - Some gameplay mods might not work with this as there are custom enemies included. I haven't playtested this mapset with any gameplay mod and it is not intended to be played with one. - There's no credit file yet but I will make sure to compile one very soon! A short list of Credits can be seen right below: Credits: - Scwiba for hosting NaNoWADMo, helping me push this out of the bag. - Jimmy for the music tracks of Map01 and 02 and the fantastic difficulty setting graphic edits. - CageTex 1+2, GothicTX, Gothic's Extended Texture Pack, CC4-Tex and ZoonTex for the textures used. - Paul Corfiatis's 2002 A Doom Odyssey for the intermission picture and music. - Bridgeburner, Nevanos, Scwiba, Major Arlene, wario and kyle88 (please lmk if I got your name wrong, it's been quite some time lol) for playtesting. Music Credits: - Title: A midi rendition of "The Night" by Disturbed, found in Jumpmaze 2. - Intermission: Intermission Music from 2002 A Doom Odyssey, by Paul Corfiatis and co. - Map01: "The Night Guard", by Jimmy - Map02: "Prototype", by Jimmy - Map04: A midi rendition of "Das Boot" taken from Doom 3: Smiley Head's Safari. - Map05: "The Game Never Ends" by Stratovarius, transcribed by Eris Falling Edited January 16, 2021 by Terminus 37 Share this post Link to post
Gaia74 Posted January 28, 2019 3 hours ago, Terminus said: MAP09 - Imperishable Night I understand the reference looks nice the project! :P 1 Share this post Link to post
Tango Posted January 29, 2019 looks awesome indeed; a great variety of themes on display in those screenshots. excited for quality GZDoom maps :D 2 Share this post Link to post
Terminus Posted January 29, 2019 Thank you all for your kind replies :) I'm currently working on finishing up the detailing of MAP05. Here's a progress screenshot from today. A day of progress left for me to finish this map and then work on MAP03 will begin. 4 Share this post Link to post
Terminus Posted February 3, 2019 (edited) MAP05 is shaping up fantastically. I'm almost done with it at this point, been busy the past week but progress should be much faster now. :) Edited February 3, 2019 by Terminus 5 Share this post Link to post
Terminus Posted February 4, 2019 MAP05 - Night of Knights is completed. :) Tomorrow work on MAP03 will begin. (Sorry for multiple posting, I hope this is allowed in your own thread...) 5 Share this post Link to post
Gaia74 Posted February 4, 2019 have this new monsters?, nice! :P and second in only for gzdoom? :P 0 Share this post Link to post
Gez Posted February 5, 2019 On lundi 28 janvier 2019 at 7:00 PM, Terminus said: Colors are kinda clashing here. I'd suggest either using replacing lava with fireblue, or replacing fireblue with lava, to unify the accents. Also that red light should probably use some gray stone upper side texture instead of brown, to make it more visually cohesive with the rest. 1 Share this post Link to post
PopeRigby Posted February 8, 2019 Does the level design support jumping and crouching, or will that break things? 1 Share this post Link to post
Terminus Posted February 8, 2019 On 2/4/2019 at 11:56 PM, Gaia74 said: have this new monsters?, nice! :P and second in only for gzdoom? :P This wad indeed uses new monsters. All are from R667 and I won't be going too overboard with them. As for GZDoom only - It should run on Zandronum as well. Won't work on anything below that. On 2/5/2019 at 3:37 PM, Gez said: Colors are kinda clashing here. I'd suggest either using replacing lava with fireblue, or replacing fireblue with lava, to unify the accents. Also that red light should probably use some gray stone upper side texture instead of brown, to make it more visually cohesive with the rest. I'll look into the colors of the lights, but for now I prefer to keep the Fireblu with the lava walls. They're animated as well (would showcase in a gif if I knew how to make gifs, heh) so it looks very pleasing, at least in my opinion. 38 minutes ago, lumbo7332 said: Does the level design support jumping and crouching, or will that break things? Jumping and crouching are disabled by default via Mapinfo. Freelook is okay. -------- Work has begun on MAP03 - Transition. It's going to be another map where I apply new things I've learned, and by what I have planned for it, it's going to turn out somewhat large. Here's a heavy WIP screenshot of the most recent room I've made in the map. 4 Share this post Link to post
Terminus Posted December 15, 2020 Hello everyone and happy holidays. As much as I tried to convince myself to finish this mapset over the past couple of years, I realized I'm probably not going to. Not anytime soon, at least. So as a nice Christmas gift, I've decided to release the four maps that are already completed. Download here! (Public Alpha 0.1) I've let a handful of friends playtest these maps on streams and there should hopefully be no bugs that I don't know of, but I'd love to see some the public's insight and playthroughs! Of course If you do find any oddities, please let me know. Some notes: - This will not work on anything other than GZDoom or Zandronum. Even Zandro might crash at Map05. Please don't try to run it on any other source port! - The map slots used are 01, 02, 04 and 05. I was contemplating whether to add the incomplete Map03 but I decided against it. Beating Map02 will send you straight into Map04, so don't worry. - Pistol start is recommended. - Some gameplay mods might not work with this as there are custom enemies included. I haven't playtested this mapset with any gameplay mod and it is not intended to be played with one. - There's no credit file yet but I will make sure to compile one very soon! A short list of Credits can be seen in the OP. Am I going to complete this map set one day? Who knows. But for now, enjoy these four maps that I worked on during November of 2018. Playtime of all of them together should be around the one hour mark. Have fun! 3 Share this post Link to post
Suitepee Posted December 24, 2020 https://www.twitch.tv/videos/848910370 My playthrough starts at about the 1:02:00 mark. 1 Share this post Link to post