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thelamp

Skulltek - Ep1 completed, first map of ep2 out!

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https://www.mediafire.com/file/dj8mztp0cvjy6cc/Skulltek_m9.wad/file

 

 

 

Quote

===========================================================================
Advanced engine needed : Limit Removing
Primary purpose : Single+Coop play
===========================================================================
Title : Skulltek
Filename : skulltek.wad
Release date :
Author : TheLamp
Email Address : the.lamp@gmail.com
Other Files By Author : n/a
Misc. Author Info : thirty-one year old canadian doomer

Description : A high ranking UAC communications technician travels to a
far-remote research base to investigate mysterious untracable signals.
Upon entering orbit your craft experiences massive guidance system failures.
After narrowly avoiding disaster you land safely--but what could have caused
such sudden failure? You proceed into the facility to investigate

Additional Credits to : Nicholas Monti, HAK3140,
===========================================================================
* What is included *
           
New levels : 8
Sounds : No
Music : doom.wad, tnt.wad, ICARUS.wad
Graphics : doom.wad, tnt.wad, plutonia.wad, OTEX_1.1, ICARUS.wad,
         retres.wad, NMNCorp2.wad, RomeroDoomDumpGore.wad
        
Dehacked/BEX Patch : Yes
Demos : Yes
Other files required : No
----------
* Play Information *

Game : DOOM2
Map # : Map01 - Map09
Single Player : Designed for
Cooperative 2-4 Player : Player starts, items, and monsters
Deathmatch 2-4 Player : Player starts
Difficulty Settings: Yes, primarily balanced with item placement. Some levels have identical
         monster placement on UV and HMP

* Construction *

Base : New from scratch
Build Time : 18 months on/off (mostly off)
Editor(s) used : Doom Builder 2, Doom Builder X, Slade 3, Whacked 4, Doom Writer,
Known Bugs : some slime trails
May Not Run With : Vanilla, Chocolate
Tested With : PrBoom++ 2.5.1.5

----------
Maplist                             Music
Map01 Hangar                        The End of Doom (D_VICTOR)
Map02 Distress                      The Imp's Song (E1M2)
Map03 Radio Silence                 Dark Halls (E1M3)
Map04 Egression                     Stomp (map11, ICARUS.wad)
Map05 Futility                      The Demons from Adrian's Pen (E2M2)
Map06 Patina                        Melting (map04, ICARUS.wad)
Map07 Beacon                        On the Hunt (E3M6)
Map08 Impotent Rage                 AimShootKill (MAP22, tnt.wad)
Map09 Arcology                      Ripsnort (map21, ICARUS.wad)
--------------------
Gameplay changes:
†Player starts with 0 bullets
soulsphere hp reduced to 80%
maximum hp overcharge increased to 400%
maximum armor overcharge increased to 400%
armor bonuses no longer counts toward item%
combat armor (blue) *does* count toward item%

Zombieman - tinted green, no other changes
Shotgun guy - tinted purple
Chaingunner - tinted red
Big Imp (Imp replacement, uses tinted Hell Knight sprite)
     throws two fireball with increased damage (1d8*6)
     hp increased to 200
     does not have a rotational frame for the second fireball (left arm)
     so it will appear to be attacking the player from any angle
     slightly faster (9)
Hell Squire (Hell Knight replacement, uses tinted Imp sprite)
     throws baron fireballs
     hp reduced to 48
Lost Soul
     hp reduced to 60
Cacodemon
     'spawn on ceiling' flag enabled, which also seems to also allow
     it to pass over high level geometry much faster
Arachnotron
     plasma bolt damage increased to 1d8*7
     'attack right back' flag enabled
Cyberdemon
     hp reduced to 2750
     'steps before attacking' flag enabled
Lost Soul Trap (Commander Keen)
     uses corpsepile sprite from RomeroDoomDumpGore.wad
     spawns lost souls when killed
     does not count toward kill%
----------
* Copyright / Permissions *

Authors may NOT use the geometry/architecture of this file as a base for
modification or reuse. Permissions have been obtained from original
authors for any of their resources modified or included in this file.

You MAY distribute this file, provided you include this text file, with
no modifications. You may distribute this file in any electronic
format (BBS, Diskette, CD, etc.) as long as you include this file
intact. I have received permission from the original authors of any
modified or included content in this file to allow further distribution.
----------
* Where to get the file that this text file describes *

The Usual:
Web sites:
FTP sites:

 

 

 

Map01.png

Map02.png

Map03.png

 

 

Map06.png

Map07.png

doom19.png

doom17.png

doom18.png

doom21.png

doom22.png

doom20.png

Edited by thelamp : update

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Looks like you have a sense of scale... I'll check that out as soon as I can.

I like the first image with the bridge. Its a pretty good use of Doom 2 limitations to make you believe there's an actual full 3D object, but you can't actually go on it or see it from above....... even if I'm not sure its a bridge... I cant see if on the left its just some UAC blue flat texture or if it is the sky box...

 

It looks pretty psychadelic and ..... high of a lot of stuff. I like the visual "parti pris".

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Numerous changes made to all maps, this is only a brief summary

 

MAP01 - more detail added

MAP02 - large room is less sparse, final trap made more interesting

MAP03 - minor adjustments to geometry for aesthetics and movement, mostly the same

MAP04 - more detail, less dark

MAP05 - progression changed to be more conventional, multiple entries to central court and base. almost entirely retextured

MAP06 - retextured for a more natural feel

MAP07 - mostly the same, final battle has less pain elementals

MAP08 *UNFINISHED* progression ends with a yellow key that goes nowhere

 

misc notes:

- replaced a lot of blood textures with water so it has a cleaner aesthetic overall

- backtracking should now be possible in all maps

- all levels have 4 coop and 4 deathmatch starts, with weapons and monsters added on multiplayer. not playtested

- simplified a lot of the geometry in map05, but you will still get some choppiness in PrBoom+ from certain views (mostly in the first area) it's still playable but some may prefer to play in zdoom
- not sure if map08 fits the definition of 'slaughter map' but it certainly has some similarities

 

https://www.mediafire.com/file/71qwpn9pi2bga5v/Skulltek_v4.wad/file

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OP edited, link for new file there. Finally got map08 finished as well as implementing a DehackEd patch that changes the gameplay as detailed below:

 

player starts with 0 bullets

imps throw baron fireballs, hp lowered to 48

arachnotron plasma bolt damage increased and 'attack right back' flag enabled

lost soul traps added (they appear as technopillars for now, try shooting one on map01!)

shotgun, ssg and plasma animations are now left-handed

soulsphere hp lowered to 80

maximum soulsphere health increased to 400%

 

I also tinted the imps and arachnotrons to let the player know they're a more dangerous now. I'm still looking for sprite replacements to use, but for now there's magenta/pink imps and blue arachnotrons

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Feels like it's getting close to finished! I've decided Map08 is a pretty good closer so I'm going to leave it at that. If I continue mapping I'd like to switch to Boom format because god damn... making stuff work the way I wanted with vanilla triggers was a bit of a chore. Probably one more update coming once I get things balanced for easy/medium. Anyway, link in OP for .wad and I posted what I've written so far in the .txt there as well

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Posted (edited)

Well, I changed my mind and decided to do another episode for this. Maps01-09 are finished and I have a couple more I'm working on! I've updated the OP with details about DeHackEd gameplay changes, but if you prefer a surprise you can always just jump right in

 

https://www.mediafire.com/file/dj8mztp0cvjy6cc/Skulltek_m9.wad/file

 

edit: oh I wanted to mention the title "Skulltek" is kind of a placeholder for now. I've changed my mind on titles about 100 times so idk what it'll end up being. The name is too close to "Skulltag", which this project is not related to.

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