Mr. Freeze Posted July 23, 2010 Project: Kayin (real title forthcoming) is a in-development WAD for DooM II featuring a massive, malvolent, mechanical level. Instead of the typical DooM "running and gunning" gameplay, Project: Kayin is a platformer filled to the brim with instant death. Shooting sections do exist, but these firefights revolve around strategy and luck instead of firepower. FEATURES: -Quake II Textures for a dark, industrial design -One massive level. The finished version will be at least the size of Deus Vult MAP04, if not even bigger. -Remixed videogame music -Co-Op for up to 4 players Screenshots forthcoming in the next few days. 0 Share this post Link to post
Kira Posted July 23, 2010 It is likely to please me, I want to see more. 0 Share this post Link to post
Mr. Freeze Posted July 24, 2010 http://img294.imageshack.us/img294/4413/newbitmapimagegj.png The current size. The large section is a huge refinery/forge, complete with molten metal that must be avoided. The completed level will have not only the forge, but a chemical plant, shipping facility, human recycling, garbage dump and water treatment facility. What does this mean in gameplay terms? Expect to see a lot of varied environments. You might be wondering what those standalone rooms are doing? They are Boss Rooms, where your wits and reflexes alike are put to the test. I can't go too much into detail, but nearly every enemy will have their own unique Boss Room. 0 Share this post Link to post
Whoo Posted July 25, 2010 Mr. Freeze said:http://img294.imageshack.us/img294/4413/newbitmapimagegj.png I sure hope every room isn't giant and empty. 0 Share this post Link to post
Kira Posted July 25, 2010 Mr. Freeze said:human recycling Like in Quake II and IV? 0 Share this post Link to post
Mr. Freeze Posted July 25, 2010 Whoo said:I sure hope every room isn't giant and empty. Not a chance. Although extraneous detail isn't my expertise, the rooms will fill up. I'm getting the bare gameplay down first before detailing everything up, or else I get distracted :/ K!r4 said:Like in Quake II and IV? Exactly. Expect a couple conveyor-belt jumping areas. Here's the 9/10 finished starting area: The only thing left to do is decide where the lights go, if at all (the floor is molten metal- do you REALLY need overhead lights when the whole room is being lit from the ground?). Also, I really wish I had a caution-stripe floor texture that actually tiled ._. 0 Share this post Link to post
Khorus Posted July 25, 2010 Try using some shapes other than squares and rectangles. 0 Share this post Link to post
Mr. Freeze Posted July 28, 2010 Taking a small break from mapping and working on music. Currently remixing La Roux's "Bulletproof", but I might choose another track. Think industrial, scratchy, and pounding. 0 Share this post Link to post
esselfortium Posted July 28, 2010 Is there a single line in that map shot that isn't straight vertical or horizontal? :-\ 0 Share this post Link to post
Mr. Freeze Posted July 28, 2010 esselfortium said:Is there a single line in that map shot that isn't straight vertical or horizontal? :-\ In the map shot, no. Because, no. I am currently trying to design a outdoor, rocky area after a few indoor, square areas. You can't just beat people over the head with a single style for an entire map. Especially when said map is huge. 0 Share this post Link to post