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PLEASE NOTE: Winter's Fury has been updated as of the 6th of December, 2022. You can find new info and a download link in this thread.
The rest of this post will be retained as is.

This is a 15-ish map mod for GZDoom, split into 3 parts. I posted a beta of part 1 on here about 3 years ago, and just developed it slowly over the years. It's in a pretty finished state now, so, uh, here you go!

Also, here’s a quick rundown of what’s included:

-15 Maps:
3 Cinematic Maps
12 Gameplay Maps

- 7 New-ish Weapons!
(Not including the fist…)

- Icy Monster Variants!

- 7 Bosses!
(And 2 mini bosses!)

- Storyline!
(Complete with backstory, in game dialogue, and skippable cut scenes. Except for one and a half of them. Long story. :P)

~~~~~~~~~~~~~~~~~~~~~~~~

Unfortunately, it is in this projects nature to be quite the slide show of frames on slower machines. I recommend a decent powered computer which doesn’t have too much trouble running things like Tormentor 667’s ‘The Refinery’ or Ed_C’s ‘Putrefier’. If you can’t run those, feel free to try anyway. The lag has been extremely inconsistent within testing, and you might get lucky.
If you suffer from large slowdowns of your frame rate while playing, try turning off the 'Shaders for Dynamic Lights Option', or furthermore, turn off Dynamic Lights completely. Static light is implemented, so having the dynamic lights off doesn't change the way the game is played at all. It has been noted several times that turning off the dynamic lights can really help performance. Also, You can bind two keys in the control menu to turn off the snow effect and the torch effect, which also help performance, mainly on larger maps.

Anyway, remember to report back on any bugs, and complain about things that are too hard. :P

And now for a lot of screenshots:

http://i.imgur.com/rBNF8.png?1
http://i.imgur.com/T49GH.png?1
http://i.imgur.com/7N2TK.png
http://i.imgur.com/yYePs.png?1
http://i.imgur.com/V7s5H.png?1
http://i.imgur.com/ylKmx.png
http://i.imgur.com/UAmK7.png?1
http://i.imgur.com/nIy11.png
http://i.imgur.com/ouKRA.png?1
http://i.imgur.com/tLYVA.png
http://i.imgur.com/Ysdxv.png
http://i.imgur.com/bsoQ0.png
http://i.imgur.com/714pB.png?1
http://i.imgur.com/tn3p1.png
http://i.imgur.com/GKubd.png?1
http://i.imgur.com/3RS8V.png?1
http://i.imgur.com/VaTxA.png
http://i.imgur.com/Wvy5M.png
http://i.imgur.com/LvMSm.png
http://i.imgur.com/vrAdj.png
http://i.imgur.com/LMTJb.png?1
http://i.imgur.com/ztNED.png?1
http://i.imgur.com/q9D5T.png?1
http://i.imgur.com/YCuB8.png
http://i.imgur.com/RRL7q.png?1
http://i.imgur.com/nE8kR.png?1
http://i.imgur.com/f1Nju.png?1
http://i.imgur.com/9t1Zh.png
http://i.imgur.com/FrFgt.png
http://i.imgur.com/ZNXYD.png

Edited by Pieruskwurje

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Guest

I have been waiting for this forever.

This may be the best looking Doom mod I have ever seen.

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Looks awesome. Loaded it up and noticed a few minor things: You misspell Baphomet in the Title sequence.

In the Briefing with the Colonel at the beginning, have all the people of lower rank begin by calling him "Sir" and so on. Colonel's demand respect. Also, I'm not sure someone as high up as a Sergeant Major (E-9) would be taking on missions.

Just a few military plot points for you.

Looks great though!

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Memfis said:

Looks a bit... gray... and foggy... But I guess I'll have to try it before complaining.

You say it as if that's not awesome.
Some of the screenshots are in fact really pretty. Seems to actually have atmosphere instead of the usual horribly boring unreal tournament-style overdesign i see in such projects. Will definitely play later when i have time.

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Guest

Soooo, I'll have my cookies stuffed with $100 bills please.

I broke map 01.

Hit the switch at linedef 3292, run backwards off the lift, and voila. Locked out.

You're welcome. :)

My only other query would be why aren't the imps throwing some sort of ice/snow particle? THeir projectile seems to go against the whole cold thing. Even just a standard imp fireball recolored blue would look good imo.

Otherwise great stuff.

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people seem to really like that teal color. You'd think a wad like this would have more of a softer blue color ala the ice texture colors in hexen.

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The shots look fantastic and I've been keeping my eyes on this. But I have a hard time believing GZDoom will like running this map on my computer :P

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Mechadon said:

The shots look fantastic and I've been keeping my eyes on this. But I have a hard time believing GZDoom will like running this map on my computer :P


Your telling us you built all those wonderful maps on a computer that could be found in the dumpster behind a computer store? :D

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KiiiYiiiKiiiA said:

I broke map 01.


NOOOOOOOOOOOOOOOOO

...Fine... They're in the mail...

Thanks for finding this anyway. :P

40oz said:

people seem to really like that teal color. You'd think a wad like this would have more of a softer blue color ala the ice texture colors in hexen.


I understand what you mean. Really I only went with the teal as the new blue to offer some kind of interesting colour use, which otherwise would have blended too closely with the already monotonous grey, leaving little colour variation. I know it ain't very realistic, but then again the vegetation is a weird green colour instead of purple-ish and brown.

So rule-of-cool applies I guess?
Heh, cool. :P

Thanks for all the comments so far guys, I am taking notes for a 1.1 version sooner or later.

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It's not even loading.

I keep getting a decorate error:

Script error, "Winters Fury.wad:DECORATE" line 23936:
"INVENTORY.UNTOSSABLE" is an unknown flag

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Let this be a lesson to all those who say that GZDoom mods are all fur-coat-no-knickers. You have taken everything that is generally frowned upon in the Doom community and made them work together in one of the most beautifully crafted pieces of Doom modding I have ever had the privilege of playing. This is an aboslute shoe-in for the Cacowards on Monday. I'll be coming back to this one again and again. Well played, sir.

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Guest

Ok. Nitpicking.

-on map 4B
-Linedefs 184, 186, 187 and 193 need their lower unpegged flag removed to fix a minor misalignment.
-Linedefs 4390 and 4393 have a weird glitch going on at the base of the doors. Looks like what happens in DB when you get 2 different parts of a line overlapping.


Global nipticks.

-Double Barrel Shotty sound is a bit washed out. Needs more 'craaack' to it.

-I feel the weapon sprites could use a little polish. They are still not bad, but given how awesome everything else looks, merely having weapons that are 'not bad' makes them stand out by contrast. I like how the weapons handle, and how they behave in game, they are quite satisfying to use, but they just look a little pixelated and flat. THe fact that they are mostly black and white doesn't do them any favors either.

-The small text is generally hard to read.

But that said, everything else I have seen so far is simply superb.

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What last version I have to use for GZdoom? And where I can download it? My last "Official" version (Version 1.5.06) don't work with Winter's Fury. :/

BlazingPhoenix said:

Update your GZDoom to the newest SVN Version. You can find compiled builds here: http://svn.drdteam.org/gzdoom/


Oh, nevermind.

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franckFRAG said:

My last "Official" version (Version 1.5.06) don't work with Winter's Fury. :/


Last official version is 1.6.00, but Graf hasn't updated the website and it's obsolete already anyway (ZDoom 2.6.1 change in voxel handling not present).

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KiiiYiiiKiiiA said:

Ok. Nitpicking.

-on map 4B
-Linedefs 184, 186, 187 and 193 need their lower unpegged flag removed to fix a minor misalignment.
-Linedefs 4390 and 4393 have a weird glitch going on at the base of the doors. Looks like what happens in DB when you get 2 different parts of a line overlapping.


Global nipticks.

-Double Barrel Shotty sound is a bit washed out. Needs more 'craaack' to it.

-I feel the weapon sprites could use a little polish. They are still not bad, but given how awesome everything else looks, merely having weapons that are 'not bad' makes them stand out by contrast. I like how the weapons handle, and how they behave in game, they are quite satisfying to use, but they just look a little pixelated and flat. THe fact that they are mostly black and white doesn't do them any favors either.

-The small text is generally hard to read.

But that said, everything else I have seen so far is simply superb.


Nitpicking is good, any little issue is still an issue to be fixed. Thanks!

As for the weapons, I can probably find a better sound for the SSG, but I don't think I will be touching up the sprites. I am certainly not the best sprite artist in the world(hence the ridiculous amount of re-colours), and wouldn't quite know where to start.

I assume you mean that the way the small font is designed makes it hard to read. I have trouble too, the D and O end up looking pretty similar. Can anyone recommend a future style small font which goes well with the big font? Please and thank you!

But anyway, thanks for the comments guys. It means a lot for you to say that too, scalliano. Thanks for all your support!

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wow! i'm up to map 5 and so far its bloody epic. Gorgeous details and atmosphere and action packed fights. I'd agree about the double shotgun sound, on my pc speakers the reload noise actually sounds louder than the shot, but everything else is top notch.

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WARNING - MAY CONTAIN SPOILERS!
Impressive job here. I don't intend to nitpick since I'm not the one who cares much about small details. I've got something more serious instead: I've ran out of ammo on final boss (in his final "infernal" form). Of course, now I see a clear way to spare quite a bunch of munitions in one episode of this long and tiresome confrontation, but back then I was too lazy and bored to restart this mess so I just cheated. I'd suggest spawning more ammo along (or even instead) megaspheres since, you know, there are really many of them asses to kick and the progression isn't that obvious to care much about every single shot.

Subordination among the militaries was already mentioned before, and I dunno about the others, but those conversations between Baphomet and darkness (hi, Lost series!), as well as Baphomet and his servants, looked too... human for me. Needs more PATHOS. This floating smoke treats protagonist in the right way while treating Baphomet like a neighbour whose dog shits on his grass. Epic conflict indeed, haha.

But anyway - you rule. Outstanding, just needs to be polished a bit.

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This is one of the best WADs I've played this year, definitely! The atmosphere, architecture, gameplay, everything is great so far! However, I'm still on MAP01 because of one thing. The exit doors won't open. Is there a switch I have missed or are the polyobjects faulty?

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