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Bridgeburner56

The Age of Hell (megawad)

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It really looks amazing. Yet, I have to admit, I am wondering how this will play. It seems very dark in places, will I be able to see the monsters properly? Whatever the case, can't wait to try it out.

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@elend this map has been tested by a few people and no complaints about light level (yet). But this is stuff to look at once RC1 is released. Easy enough to nudge it up a touch if too many people have issues

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you born to map because your maps are art, believe me if you do not tell me it's doom, I do not think it's doom

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Just a quick update for those who haven't heard but Refracted Reality is taking a bit longer than anticipated so the release date has been pushed back a month to March 1st which is necessary to keep the quality level up where it's needed. Still quite a bit to do but almost all of the maps have gone through an initial test phase and hopefully I'll start pulling everything together and linking up the hub by this time next week.

As far as AoH goes, things are happening. We've got a good array of creative contributors from musicians, to mappers, modellers to map testers and there are some good ideas being thrown around. I'm super excited about what this is gonna be as my ambitions have ... grown so expect something even more epic than what has been hinted at here.

 

The other cool thing is that the discord server that was set up for this has turned into a nice little bustling doom hub while also being the base of operations from which AoH will be made. I will also be running my UDMF community project so if you want to follow AoH updates more closely, are interested in joining the community project or just want to hang out and talk shit then jump in.

 

A new age is coming

 

https://discord.gg/htSPn3u

 

 

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With the very near release of Refracted Reality (you can count it in hours) I have been a tad ... introspective. I have lived, breathed and bled for this project for the last 6 months. When I joined it I had not released a single map for play testing let alone public consumption so it has been an interesting experience to say the least. While I think there is always room for improvement and an artist is their own worst critic (yes doom maps are art) I am pleased with what I have made. Are there things I would do better in hindsight? Most certainly. Could I tweak these maps until the heat death of the universe? Absolutely. Am I stoked to be releasing a chunk of maps for whatever critique/approval/damnation or blessings may come? No doubt in my mind. While there have been teething problems I feel privileged to have been a part of this and have very much grown as a mapper while working on this project. I have no doubt that my future works will be better because of this experience.

 

So, here is a snap shot of what I have done for the last half a year and mere hint of what I will be aspiring to make in the near future. This is only the beginning

 

Presenting

 

Void Noir

Screenshot-Doom-20190216-230435.png

Screenshot-Doom-20190210-221537.png

Where Dragons Dwell
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Screenshot-Doom-20190119-191519.png

Crimson Chaos
Screenshot-Doom-20190102-075349.png

Screenshot-Doom-20181216-182731.png

The Infinite Void
Screenshot-Doom-20181120-215900.png

Screenshot-Doom-20181125-212827.png

Palace of the Black Singularity

Screenshot-Doom-20180927-173130.png

Screenshot-Doom-20190111-223748.png

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20 minutes ago, Bridgeburner56 said:

With the very near release of Refracted Reality (you can count it in hours)

 

*heavy breathing*

 

Will surely blast through the maps, but I'll have to wait for a new version of GZDoom  first (just to be 100% sure a fix for a known hardware gamma glitch made it into the build, as I did experience this at some point), but after that...

 

"I enter the gates
Into the realm where nothing dies,
But I'm still so cold inside,
Mesmerized...

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2 hours ago, mArt1And00m3r11339 said:

I wonder if this WAD is going to have slaughter levels in it. If it is, I would love to see them.

 

Given how fancy it is, probably not. I think.

 

If yes, I'm looking forward to having my framerate tanked :D .

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@seed

 

"Given how fancy it is, probably not. I think.

 

If yes, I'm looking forward to having my framerate further tanked :D ."

 

There, I fixed that for you.

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57 minutes ago, seed said:

 

Given how fancy it is, probably not. I think.

 

If yes, I'm looking forward to having my framerate further tanked. :D

I've made slaughter levels that are detailed that require ZDoom and I didn't have any problems with them. Maybe a slight framerate drop but not bad enough to render them as unplayable.

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13 minutes ago, mArt1And00m3r11339 said:

detailed

 

Yeah, somehow I'm not sure that's the best descriptor of what we've seen from Bridgeburner56...

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26 minutes ago, HAK3180 said:

 

Yeah, somehow I'm not sure that's the best descriptor of what we've seen from Bridgeburner56...

I think the proper description is: insane

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I really like the Void Noir look. I of course love all your blazingly colorful LSD-trip shots, too, but Void Noir is so disciplined in its restrained look, so icy and moody, that I can't wait to experience its mood.

 

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6 hours ago, mArt1And00m3r11339 said:

I wonder if this WAD is going to have slaughter levels in it. If it is, I would love to see them.

 

4 hours ago, seed said:

 

Given how fancy it is, probably not. I think.

 

If yes, I'm looking forward to having my framerate tanked :D .

 

Average mob count is around 1200 in my maps :p

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26 minutes ago, Bridgeburner56 said:

Average mob count is around 1200 in my maps :p

 

*hardware struggle intensifies*

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Similar to Elementalism, I'm dying of curiosity if an i5 and a GTX 950 can take it too.

 

Last time I checked Bridgeburner had a GTX 1060 (3GB variant, I remember replying to his post back then) so my guess is, a 950 should handle it decently at the very least. No matter, it won't be long til we'll be able to put our hands on RR and see for ourselves.

 

I'm obviously going to stream all 3 after they release, if my PC won't blow up, that is :v.

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3 hours ago, Bridgeburner56 said:

 

 

Average mob count is around 1200 in my maps :p

Good stuff. I've made levels that had 10's of 1,000's of enemies that took me 6 hours to beat.

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4 hours ago, Finnthemapmaker said:

Whaaat ? How do you even import 3d models in doom?

 

Same way you import any other asset - though it should be noted that GZDoom is one of a select few ports that support 3D models.

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5 hours ago, Finnthemapmaker said:

Whaaat ? How do you even import 3d models in doom?

 

Pop the models into the Model folder of your pk3, define which Things have models using Modeldef, and Bob's your uncle: in-game models!

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