thelamp Posted December 14, 2020 (edited) 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: Edited March 17, 2021 by thelamp : update 7 Share this post Link to post
Walter confetti Posted December 14, 2020 This map looks pretty unique from the screenshots 3 Share this post Link to post
JezChrist Posted December 14, 2020 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". 1 Share this post Link to post
thelamp Posted December 21, 2020 bumping for update, map02 and 03 were changed. new screens added https://www.mediafire.com/file/w9vesdyczakah32/skulltek_v3-2.wad/file 1 Share this post Link to post
thelamp Posted January 4, 2021 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 0 Share this post Link to post
thelamp Posted January 11, 2021 (edited) 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 0 Share this post Link to post
thelamp Posted January 14, 2021 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 0 Share this post Link to post
thelamp Posted March 17, 2021 (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. 1 Share this post Link to post