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Zanieon

Main UAC Hangar - Demo 2 Released!

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FnIHPCZ.png

 

Here's the thing, Main UAC Hangar is a recreation of the original first map from my very first mod, Doom Reinforced, despite me dropping that mod due to resource problems it had, the universe i created with it is still alive to show how the 27th Century looks like.

 

Specifications:

  1. Source Port: GZDoom 3.2+
  2. IWAD: Doom 2
  3. Jumping: Allowed
  4. Crouching: Allowed
  5. Freelook: Allowed
  6. Mod Compatible: Any that spawn monsters correctly if they randomizes some

 

Screenshots:

OF6vW6x.jpg

k4FLoRJ.jpg
wJfFdRa.jpg

tigBHeh.jpg

Nb9zUwj.jpg

 

Video (pretty old):

 

Download Demo 2 (33MB)
 
qcXRSl2.png

 

Edited by Zanieon

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I fired it up quickly with Zandronum, but i have a lot of textures missing (decorations, i think....). What can be the cause?

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@grrfield currently Zandronum doesn't support attenuated dynamic lights, which this map is entirely based on, it has to be GZDoom 3.2 versions, and for missing textures, probably it's because you have loaded with Ultimate Doom i guess? I edited OP to specify IWAD as well, sorry for that then.

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22 minutes ago, Zanieon said:

@grrfield currently Zandronum doesn't support attenuated dynamic lights, which this map is entirely based on, it has to be GZDoom 3.2 versions, and for missing textures, probably it's because you have loaded with Ultimate Doom i guess? I edited OP to specify IWAD as well, sorry for that then.

Started it with zan 3.0 and doom2 as iwad.......

demo.png

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That's what i'm talking about, all those missing actors are actually dynamic lights, a new group of dynamic lights that currently exists only in GZDoom, the map is not compatible with Zandronum by feature standards.

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Oh my, a Zanieon map? But the question is, can I run it in a playable frame rate?

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4 hours ago, Zanieon said:

That's what i'm talking about, all those missing actors are actually dynamic lights, a new group of dynamic lights that currently exists only in GZDoom, the map is not compatible with Zandronum by feature standards.

Ok, thanks for the explanation.... i'm a multiplayer doomer and always play Zandronum and for the rest kinda ignorant bout technical stuff like that.

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@DoodGuy Probably, this is not like Hunter's Moon maps with extremely huge architeture and open fields with terrain for the sake of lag, it is actually a lot more enclosed and smaller, so performance shouldn't be affected at all, it should play like UAC Vinur Prime Research Base in that terms but actually being reasonable in size.

 

@grrfieldNo worries, i thought about that, many people actually uses Zandronum as an easy way to quick setup Doom for multiplayer.

 

@StormCatcher.77 Unlike Akzos City that has zero gameplay, this one is actually functional, just short in gameplay time for now since ehh, it's a demo OFC.

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18 hours ago, Zanieon said:

@grrfield currently Zandronum doesn't support attenuated dynamic lights, which this map is entirely based on, it has to be GZDoom 3.2 versions, and for missing textures, probably it's because you have loaded with Ultimate Doom i guess? I edited OP to specify IWAD as well, sorry for that then.

What are the numbers of the attenuated dynamic light things? I am thinking about switching to those instead of the normal point lights since I am *once again* having annoying wall lighting issues with another map of mine, this time my 4800 hell knights map, I am trying to line a wall with a light texture on it with, well, lights but only like half the walls are getting lit, it looks so weird and crappy, here is a picture of what I am talking about

Screenshot_Doom_20180122_122516.png

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19 minutes ago, therektafire said:

What are the numbers of the attenuated dynamic light things?

9830~9834

Latest GZDoom Builder versions shows them already when opening a map in GZDoom: Doom 2 UDMF configuration, not sure about SLADE and other editors.

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1 hour ago, Zanieon said:

9830~9834

Latest GZDoom Builder versions shows them already when opening a map in GZDoom: Doom 2 UDMF configuration, not sure about SLADE and other editors.

Well I have to use eureka right now for several reasons and it sucks at knowing about Zdoom stuff, I think it only pulls from a predefined list of thing values based on a specific config file for the iwad you are using or something because it won't recognize decorate items when you add a resource wad that has them in it. Obviously you can put them in and they will work in the game just fine when you test, they just don't show up properly in the editor. The fact it lacks pk3 support (from what I can tell) is also kind of a big problem because I can't resolve the issues by importing the gzdoom.pk3

 

Also where is the yellow key in your map? I've checked every room multiple times and still can't find it :(

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The Yellow key is not currently present in the map, that Yellow Access door you see actually is the representation of a secret the old map had, it is a secret based more on memory of the player tbh, by now that the map is small you will remember that door, but in the old map due to them stay located right in the beginning of the map with the Yellow key being the last key picked up which leads to the exit, players usually forgets that door so i made it a secret in the old map due to that, it will be kinda the same case for this map, the door is there because that area is already mapped, but the place where the yellow key will appear isn't, so currently it is more a ignore this thing.

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I would try this map, but I'm afraid that my laptop and gzdoom will scream.

 

Anyway, this maps looks great and gorgerous and believe in game it looks more better ;)

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