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DILDOMASTER666

Deliverance: ONI Facility (1 map, ZDoom)

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/idgames: https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/f-f01-s2

The /idgames version has been updated to version 1.2.

A hopefully-final version with even more bugfixes and more secrets is now available.

f-furry01.zip (version 1.2) (5.59 MB)
f-furry01.zip (version 1.1) (5.59 MB)
f-furry01.zip (version 1.0) (5.59 MB)



Screenshot 1
Screenshot 2
Screenshot 3

This is a one-level release for ZDoom/GZDoom, though it does not make extensive use of ZDoom-specific features. The map by itself is mostly vanilla, but in the scope of the project it will be included in (furry.wad), it would effectively be ZDoom-specific anyway.

Included:
-1 map
-New player sounds
-A few new textures

Additional credits:
-SargeBaldy for d1gfxd2.wad
-Konami for music
-Ubisoft for sound effects
-Bashe for playtesting

The map should take around 3 to 5 minutes to complete, depending on which of the 3 exits you pursue. Please inform me of any bugs.

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Oh, you're the guy who's making that wolf and fox mod, right? I'm pretty interested in how it's going!

I'll give this a whirl later.

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Albertoni said:

Oh, you're the guy who's making that wolf and fox mod, right? I'm pretty interested in how it's going!

I'll give this a whirl later.


A lot of time and effort has gone into a few unique gameplay mechanics, namely non-lethal takedowns, CQC and enemy combat preferences to make them seem a little more like real soldiers. It's far from even a proof-of-concept release, but in the mean time I figured at least one map release would be good to remind people the mod is still in active development

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Glad to hear it's not dead. I'm not good with techbases and stuff, but if you want some more abstract maps hit me up, I'd love to lend a hand.

Made an FDA for GZDoom 2.2: https://dl.dropboxusercontent.com/u/36933307/temp/furrydemo.lmp
After finding the second exit I go on a wall-sniffing journey trying to find secrets, it lasts a bit. I did found the red exit by the end of it though. And a teleporter that doesn't work near the first exit I found.
Also, not a fan of not being able to exit the red door area after you get there...

And found this weird hall of mirrors:

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That's because of the not-so-great trick I used to block monster visibility from that window so you can safely look at the encounter waiting for you outside. Thanks for pointing it out, I will fix that as soon as I can.

re: not being able to exit the red key area, I'll look into adding a way to backtrack.

re: the non-functional teleporter, it now works in v1.1.

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