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Sergeant_Mark_IV

ArmageDoom - It's back and now sucks 47% less!

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In first place, NO, this wad has nothing to do with Lord Mattus' ArmageDoom project. When I decided the name for this wad, I was still not active in the Doom modding community, and I didn't even knew about this project.

Well, everyone has to start somewhere (doesn't matter how low the starting point is), and here is where I started.
Back in 2009, instead learning how to map first, I decided to start with a big project. ArmageDoom was supposed to be the ultimate badass wad for Zdoom. It should be a 32 level megawad featuring epic combats with allied Marines supporting you, driveable Mechwarriors, Nuclear explosions, absurd epicness, over-the-top gore, over 30 new weapons and over 100 new enemies, and any other ridiculous gimmicky feature that I could put on it. I think that was too much to expect from a first wad, wasn't it? :P

Brutal Doom was born just as a "testing ground for gore and general sfx" to improve this wad. When Brutal Doom started to gain notoriety in early 2010, I just dropped out this project.
Two weeks ago, I found this old wad rusting on my projects folder. I decided to give it a try just to see how bad were my mapping skills 3 years ago, and I found it actually funny. So I decided to polish the gore and the weapons, and make something worth to play. I actually liked the results. This is my very first wad and I can't be ashamed of it. The starting street sector which you starts on was the first sector that I ever drawed in Doom Builder, so, this wad should totally see the light of day.
I still have plans to restart this project using Brutal Doom as base some day...


ARMAGEDOOM is a partial TC for Zdoom, GZdoom, Skulltag, or Zandronum.
It features 7 new levels, 12 new weapons, many new enemies (with older ones revamped), new gore, and many new stuff.


PLOT:
ArmageDoom is a sequel to Doom 2's plot.
Years after the invasion, demons continued to invade Earth. The surviving men from all parts of the world regrouped at the west coast of North America, somewhere near the desert of Mojave, and constructed a giant Fortress City called Metropolis.
Metropolis was built with a giant force-field protecting it. The ultimate hope of survival for humanity. UAC Marines could start a campaign to clean Earth's surface killing all demons while they could maintain a safehouse that would always be protected against anything.
But plans went not like expected. A new force powered by a greater evil never seen before created new portals, which allowed the creation of new portals, with new races of hellspawn. One of these portals opened behind Metropolis' Force Field. The demons have overrun the Nuclear Power Plant, and disabled the force-field. Metropolis have been facing a great siege that have been lasting for months. The defenses at the suburbs have fallen, and now the demons are marching towards the Downtown. The civilians have no way to evacuate, and humanity again faces its Last Stand.

You are Sergeant Stan "Sarge" Blazckowicz, a genetically-engineered Super Marine. Sarge was from the first generation of Super Marines: more powerful than any other kind of marine, but with grievous mental disorders. Sarge has incomparable strength and endurance, but he suffers from DNA degeneration. He is a heroine addict, and he constantly have strong headaches and hear voices in his head, and have been in jail for the last 2 years accused of murdering Marines and civilians. Now with the war begin lost, the Marine High Command have released him.
Sarge is the only marine badass enough to do such mission: break the siege, get into the Nuclear Power Plant, and turn the shields on again.

Captain Phobos and Lieutenant Crash, which are super marines from the Second Generation were assigned to the mission with Sarge with a couple of other Marines and formed the Bravo Squad. They were supposed to help Sarge to reach the Power Plant, but the group got ambushed in the streets of Downtown, and now they are separated. Your mission: regroup with Bravo Team, move into the Power Plant, and turn the shields on again.


GAMEPLAY:
You will constantly find yourself fighting against large clusters of monsters in ArmageDoom. You have very powerfull weapons like a full-auto assault rifle as starting weapon, and you might find semi-auto and full-auto shotguns, miniguns, heavy .50 cal machineguns, flamethrowers, and even nuclear weapons.
The most notable feature in ArmageDoom is the emergent gameplay. Most objects of the world can be used as weapons. Trash cans, flower pots, and even toilets can be used as weapons. Get near one of such objects, select the Fists, and punch these objects. You can do serious damage with them. You can easily kill a Demon with a trash can, and if you find a big enough flowerpot, you can even kill a Baron of Hell with it.
Theres also a very complex fire system. If you use the flamethrower or the incendiary grenade in an area with a high vegetation, the fire will spread, and set near trees and other near areas with high grass on fire. You can easily create some huge area-of-denial damage zones if you analyze the maps and use the right weapons in the right time.
Also, If you are playing coop, one player can crouch and make a step for another player to get into a higher place to grab a super armor or a megasphere.


Shit Got Serious... in the literal mean of the word.

OVERHALL:
If you are looking into a top-quality wad, you should skip ArmageDoom. This was my first wad ever made. You can expect lots of unaligned textures and stuff like that. But you can also expect lots of fun, some epic battles here and there, some linear maps, some non-linear maps with puzzles, etc. The only thing I can guarantee is one thing: This is going to be a funny and different experience.

DOWNLOAD:
http://www.mediafire.com/?ftz21fs5d2922y2

SCREENSHOTS:





Gameplay Video:
http://www.youtube.com/watch?v=okuPQo4D_J4



I hope you can have as much fun playing it as I had creating it.

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I still have plants to restart

Woo, 4/20.
Downloading, toilets got me all excited. This wad is the thing to play at 5AM.

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Your "most notable feature" doesn't work because most enemies are buffed ranged monsters, so all those chairs that you put on maps are waste of precious space. You did a right thing by focusing on Brutal Doom, these levels are... well, it wouldn't be a tragedy if nobody would ever see them, all fun comes from gore and weapons, all details from textures.
Map notes, if you will decide for some reason to keep working on them:
Sewers: needs more health. The imp ambush in B gallery can fall right on top of the player, needs better timing/triger. Also, map would benefit from more ambushes after clearing a gallery and grabbing a key, it's kinda lonely to run back to control room alone. But put more health at first. Put one of the night vision goggles closer to the beginning of the level.
Suburbs: you must use noclip if you jumped in front of that room with humans and a Hk, near the secret with 3 incendiary 'nades, you can't squeeze through windows into the room or jump back above fence. Slightly further, on the street with the school, there is an opening that let you kill all monsters on the other street. Door to the second toilet sometimes don't work.
Industrial zone: The player can lock himself in the cabinet with rad suits. The key in only one swim-out was extremely unfair idea. This zone is actually pretty ugly because of low lighting and visual glitches.

A HELICOPTER? Where did he come from? Also, you should change font color of the last story screen, now it's silver on silver background.

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Harmata said:

Your "most notable feature" doesn't work because most enemies are buffed ranged monsters, so all those chairs that you put on maps are waste of precious space. You did a right thing by focusing on Brutal Doom, these levels are... well, it wouldn't be a tragedy if nobody would ever see them, all fun comes from gore and weapons, all details from textures.
Map notes, if you will decide for some reason to keep working on them:
Sewers: needs more health. The imp ambush in B gallery can fall right on top of the player, needs better timing/triger. Also, map would benefit from more ambushes after clearing a gallery and grabbing a key, it's kinda lonely to run back to control room alone. But put more health at first. Put one of the night vision goggles closer to the beginning of the level.
Suburbs: you must use noclip if you jumped in front of that room with humans and a Hk, near the secret with 3 incendiary 'nades, you can't squeeze through windows into the room or jump back above fence. Slightly further, on the street with the school, there is an opening that let you kill all monsters on the other street. Door to the second toilet sometimes don't work.
Industrial zone: The player can lock himself in the cabinet with rad suits. The key in only one swim-out was extremely unfair idea. This zone is actually pretty ugly because of low lighting and visual glitches.

A HELICOPTER? Where did he come from? Also, you should change font color of the last story screen, now it's silver on silver background.


Thanks for your constructive criticism. As I said, I will completely remake this wad someday, but I'm still going to make a last update on this one before uploading to the archives, so, thanks for reporting bugs and giving suggestions.

The helicopter is piloted by zombies. I think that was noticeable when you see it dropping zombies.

What story screen are you talking about? The ending screen with text and credits? You can't see the ending screen with the marine and the destroyed helicopter?

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The helicopter is piloted by zombies. I think that was noticeable when you see it dropping zombies.

Hahaha, i thought helicopter was a monster like Cyberdemon and he was spawning other monsters like Icon. Hey, some games had living helicopters.

You can't see the ending screen with the marine and the destroyed helicopter?

No, the problem is in readability:
http://piccy.info/view3/3475668/366ccf2dcd94c32dc31df759c7abdd26/
One more bug:
http://piccy.info/view3/3475669/98e770e0a1cd1b8dcccff1c777673a70/
BTW, i had a save right before the helicopter, had to kill him again to take screenshot, nuked him 3 times, hah.

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Oh yeeeah, i totally forgot that i was playing in Zdoom, i've recently decided to use it as my main source port (instead of Skulltag), should've tune it up properly, my bad.

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I have did a final update. This update unmakes the bushes solid and make them interactive. It fix some bugs on MAP01 and MAP03, add some monster closets on MAP02, makes burnable objects don't vanish when burned but have a burned deaths state. I also added "add" translation type for imp, mancubus and plasma projectiles, and added dynamic lights for them.
Also more enemies are added if the player is playing in Raining Blood dificulty.
And one video added.

Check first post for download link.

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