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Chainworm666

Chainworm Kommando 2 [WIP]

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Hi there, since november 2017 I'm working on a new WAD, Chainworm Kommando 2 (if you don't know my first project: Chainworm Kommando 1.0)

 

Here are some facts and features:

  • Based on ZDoom/GZDoom
  • Boom mapping format this time (way more advanced than the normal Doom format I used in CWK1, but not as complex as UDMF - I took a look at it but it was far to complicated for me - maybe in the next project)
  • Greyscale art style with some colors here and there (blood, muzzle flashes, some level parts here and there)
  • Arcade style level system: Inspired by games like House of the Dead 2 and Ghost Squad, where you sometimes can choose different paths, every map will have 2 exits, which lead to different other maps. There will be 5 "stages", after which you can start a "new game plus" with new paths to go. For example: Map 01 will lead to 02A or 02B, 02A will lead to 03A or 03B and 02B to 03C or 03D, etc. I think this will give it some replay value.
  • New and modified weapons
  • New and modified enemies
  • A lot of features like bullet casings, blood trails, footsteps, water splashes etc., which will the gameplay world make more interesting and interactive
  • 30+ maps are planned so far with different themes like military, space, fantasy, outdoor like swamps and canyons

 

That's it for now, don't know what else to write now. I will posts updates if there's something now to show now and then; you also can follow my facebook page for news: https://www.facebook.com/chainworm

 

Here are also some screenshots from map 01 and the level system:

Spoiler

 

levelsystem.jpg

 

Screenshot_Doom_20180211_122908.jpg

 

Screenshot_Doom_20180211_123144.jpg

 

Screenshot_Doom_20180211_123207.jpg

 

Screenshot_Doom_20180211_123232.jpg

 

Screenshot_Doom_20180211_123304.jpg

 

 

Edited by Chainworm666

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looks pretty neat :D level system sounds great! I think something like that has been pretty rare in doom

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I haven't played the first wad, but this looks beautiful! Doing it mostly in black and white was definitely a good choice.

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Thank you all!

 

News from the test map: Today i coded my first custom weapon ever, a nice flamethrower inspired by the one in Exhumed/Powerslave. Works pretty fine!

Spoiler

Screenshot_Doom_20180217_200804.jpg.c652741d3c77d491497abddae7eeff44.jpg

 

Screenshot_Doom_20180217_200813.jpg.28a3d70bea7de0e02b83166582e1ef28.jpg

 

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I did the /newstuff review for Chainworm Kommando a while back, and can say that I enjoyed it, and it's pretty cool to see a sequel. It looks pretty great so far, and I'll definitely be glad to see an eventual release.

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I played through the first one a few times, good stuff.  The idea of branching levels seems awesome, have yet to play a wad like that.  I'm worried about the custom stuff though.  If it's decorate knock yourself out but if it's dehacked I won't be able to play it with mods, so I'll have to skip it.  

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3 hours ago, Bryan T said:

I'm worried about the custom stuff though.  If it's decorate knock yourself out but if it's dehacked I won't be able to play it with mods, so I'll have to skip it.  

It's all decorate stuff. Is dehacked even used anymore? Wasn't this something that was used in DOS times when sourceports like ZDoom weren't around?

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Dehacked and it's variations is still widely used for automap name replacements, sprite swaps, story screens and such. It didn't go away and it won't go.

 

Valiant is perfect example for dehacked(or bex, not sure) usage. 

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