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Everything posted by ReedtheStrange
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Damn, I never thought GZDoom would have this feature. Some of those screenshots look like someone copypasted Doom's hud over another game. Some of this looks like something out of UE4 or Unity (the one's that effort put into them, that is). I like how the STARTAN texture have the shine, but maintain the pixel art charm, which is one of the big draws of GZDoom for me. If the physics get fixed and mesh collision gets implemented, GZDoom will be a damn-near competitive engine.
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The Fold [Episode One, V 1.1] No more hitscan enemies! Enemies more predictable!
ReedtheStrange posted a topic in Map Releases & Development
After a scathing review from a YouTuber, I thought a lot about this mod and felt guilty letting it sit as it was. Welcome to the Fold. You are Dr. Rakim Xavier, head of the engineering department in the newly formed Gokstad facility. The facility was attacked by an unknown force upon it's first day of being operational before any experiments of procedures could be performed. You charge to the theoretical department right as a mysterious force field covers it. The Fold's journey will take you across multiple parallel universes to discover more about the attack on the Gokstad. Fight through diverse monsters with many tools at your disposal, each with their own alternate fire. This is a psychedelic, Build Engine era-inspired standalone meant for GZDoom, with destructible and explorable environments, climbable ladders and enemies that can swim. In addition, instead of starting with the same equipment by default in every map, every map starts you with different weapons at spawn, if you don't like carry weapons from map to map. Also, conversations are skippable if you just walk past them. Any conversation in further episodes will follow suit. Major Changes: First level is completely redesigned. There are no more hitscan projectiles from enemies. Enemies are now noisy and have slower reaction times on all difficulties but prodigy. Most music has been replaced for clipping reasons. Secret level now has music. Quake-style intermissions. The weapons have been majorly changed as well: All weapons have a quick melee button now. Force pistol has three modes to cycle between: Burst fire, ricochet, and microgrenade Trenchgun is now semi-automatic and slightly weaker per shell. It now only needs to be pumped after using its two-round burst alternate fire Coachgun reloads faster to adjust to change in shell strength. Primary and alternate fire have been swapped. Machinegun now switches between carbine and crowd mode instead of using a scope. Crowd mode dramatically increases rate of fire at the expense of accuracy. C4 bombs now switches between grenade, mine and instant impact modes. Particle disrupter weapon now placed hidden throughout certain levels. Player weapons still function like hitscans in terms of damage, but have bullet trail effects to better judge aiming. There is also a new health bonus item that adds +2 health. New Screenshots Old Screenshots Download Link: https://www.dropbox.com/s/6y06y6x1i2qdmqq/TheFold.wad?dl=0 Old Download Link (have fast reflexes and planning): https://www.dropbox.com/s/oe8kd3lg0v8h3vx/TheFold.rar?dl=0 Do you feel lost? You should... Do not refrain from criticizing mod this time. It's how I learn. I will patch problems if you make posts about them. IMPORTANT! A build of GZDoom new enough to include multiple tags for one sector required. Some areas are inaccessible otherwise. If you're unsure, just download the latest DRD build right here: http://devbuilds.drdteam.org/gzdoom/ -
The Fold [Episode One, V 1.1] No more hitscan enemies! Enemies more predictable!
ReedtheStrange replied to ReedtheStrange's topic in Map Releases & Development
I've patched a lot of its issues and added a few new features. I hope this makes amends for any disappointment caused by anyone excited by a new GZDoom game who only got frustrated after playing. https://www.dropbox.com/s/6y06y6x1i2qdmqq/TheFold.wad?dl=0 -
The Fold [Episode One, V 1.1] No more hitscan enemies! Enemies more predictable!
ReedtheStrange replied to ReedtheStrange's topic in Map Releases & Development
Is is, in fact, a reboot a Beyond the Portal. While I liked Beyond the Portal's artstyle, I found that the new art style is more fun to make stuff for and Beyond the Portal's weapons were getting cluttered. Beyond the Portal was my first WAD and I felt I could drastically improve everything by starting over. -
The Fold [Episode One, V 1.1] No more hitscan enemies! Enemies more predictable!
ReedtheStrange replied to ReedtheStrange's topic in Map Releases & Development
It's an awesome WAD. I put a lot of work into it. The brown things (Watchers) are basically balloon like organisms that float and spit poison at prey. They're been artificially modified to function as... watchers. I've considered making a death state in which they still float and can be pushed around if not popped. -
The Fold [Episode One, V 1.1] No more hitscan enemies! Enemies more predictable!
ReedtheStrange replied to ReedtheStrange's topic in Map Releases & Development
Nothing's really "cheating." The weapons are meant to be versatile as many of the enemies are fast and do a good amount of damage. In a similar vein the Blood's difficulty and situational philosophy. -
That is an awesome chainsaw. I couldn't imagine doing a better job with a lego chainsaw. You should try to slip in either a Rock Raider or an Alpha Team type weapon in.
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[Demo/Beta Release] Beyond the Portal (Indie Game Megawad)
ReedtheStrange replied to ReedtheStrange's topic in Map Releases & Development
There is exploration, secrets and alternate paths, but they are generally difficult to find. I take Jazz Jackrabbit's approach of levels that you'll find the exit to if you keep running forward, but with plenty of secrets nestled in. Map02 has a fun alternate route. But I absolutely will add even more secrets and I'll make some easier to find than they were. I'm also should add more angles, corridors and paths to approach situations, especially early on in the game before you have a lot of different weapons. I usually overuse the saving feature and because I made the levels and monsters, I tend not to die often so that might be something I wouldn't have noticed. -
[Demo/Beta Release] Beyond the Portal (Indie Game Megawad)
ReedtheStrange posted a topic in Map Releases & Development
A while ago, I posted a WIP thread on Beyond the Portal right here on ZDoom: http://forum.zdoom.org/viewtopic.php?f=19&t=32812&hilit=beyond+the+portal ZDoom Thread: http://forum.zdoom.org/viewtopic.php?f=19&t=36040 I've working on this project for two years obsessively off and on and it's close to being presentable to a stranger. It's art style is more similar to Wolfenstein than it is to Doom because after playing Spear of Destiny 2 and 3, I've realized that sometimes similar art styles can create the illusion of being more colorful. Not everything is simpler in art style, however; skyboxes, for example, usually transition between colors. I want the environments to make the player feel strange You play as Dr. Rakim Xavier, an engineer with doctorates in physics and engineering. Rakim is a genius and has been offered a job and special training by the Gokstad facility. When something wrong happens and strange people and creatures start appearing around the facility, rather than escaping, Rakim decides to delve into the portal to other universes to investigate why what happened at the Gokstad happened despite the Gokstad generally being able to manage such instances. Rakim Xavier is a former soldier with three purple hearts and symptoms of post-traumatic stress disorder, and well known for being courageous by those close to him. These are most of the weapons. More interesting weapons are found later in the game. 1. Fists - Primary fire for jabbing and secondary fire for a full-body swing. 1. Energy Saw - A standard cutting tool for colonial scientists. 2. Pistol - An intermediate caliber pistol carried by mysterious men. 2. Ricochet Pistol - A semi-automatic thermal pistol firing powerful, ricocheting round. 3. Pump-action Shotgun - No description necessary 3. Double-barreled shotgun - Primary fire for firing one round; secondary fire for pulling both triggers simultaneously. 4. SMG - Automatic sub-machine gun. More accurate than pistol unless sprayed. 4. XEAR - Experimental xenomatter energy assault rifle. More powerful than smg, although the projectiles move slower. Primary fire for automatic firing; secondary fire for 4 round burst. Xeno matter is a valuable material found in a universe known as "The Absolute Wilderness." One of its disadvantages to other energy sources found in other universes is that it is much more difficult to hold in large quantities and it quickly uses all of its energy. 5. Pod Rocket Launcher - Rocket launcher originally used by colonial Gokstad scientists for mining. Quickly became modified for use on larger creatures and has remained combat oriented since. 5. Xenomatter Bomb Launcher - A revolver-style grenade launcher that uses energy grenades. 6. Neutron Rifle - A high-powered all-purpose rifle that fires small particles of highly condensed matter that rip apart everything in its path. Can "shish kebab" small enemies and is effective against larger enemies. 7. Xenomatter Bomb - Primary fire throws like a grenade. Secondary fire drops on the ground. Dropped xenomatter bombs serve as landmines and will not detonate until stepped on. 8. Particle Thrower - Basically, a giant blowtorch using high-energy supersymetric particles with a better reach. It is useful in overwhelming situations. More interesting weapons later in game: Gameplay The gameplay is more similar to Blood than it is to Doom, although it is slightly more difficult than Blood. Enemies will often kill you very fast by themselves and corners are to be watched either by gunning you down or eating you (some monsters do both). You are given large amounts of ammo as you progress and usually won't be forced to use a particular weapon other than at the start of the game. Enemies are challenging and may force you to use a variety of weapons for different situations and environments. Many enemies have tricks to defeating them, depending on the situation. Enemies range in size from small enough to step on and randomly hiding in destructible barrels to being two stories tall, and that's without considering bosses. The player will feel slightly on edge for most of the game, some music promotes this to give the feel of someone walking around with PTSD. There is a story that you choose whether or not to be interactive with. NPC's may talk to the player, but the player can dash off at any time, cutting the conversation short and for players very interested in the world around them, there are monitors that can be read. The beginning intro can be skipped. Screenshots Why I wasn't going to continue: I watched the video Shock Value by MovieBob on the Escapist analyzing Bioshock: Infinite. I have never played Bioshock: Infinite, but there appears to be so many similarities that I now feel like my game has lost its creative value significantly. Below are the similarities (spoilers because there are spoilers to both games). It's really taken a hit to me, considering I've been working on this project for two years now and am in love with it. I'm extremely sad to see that at least storyboard wise, someone has put out art similar to mine before I was able to. While all aspects of the story are not yet stated in the game, there is evidence of it everywhere even if nothing is said. Either way, I feel a certain coldness in my chest to see that someone else has thought of one of the ideas that I was proud of. Similarities in story Why I will continue: Because the game is fun and the colorful and diverse environments make you feel indescribable emotions. I've found out that I've been kind of beat to that finish line by Void, Foreverhood and Beyond Reality, but my environments do feel different from these WADs. I highly recommend using GZDoom 1.6.0.. I'm not sure why, but newer versions of GZDoom seem to have problems with decals. There may or may not still be bugs (the ones that have occurred are very rare and hard to test), but if the WAD is run through Doom II, they will never appear. I have not yet made a color palette for the ZDoom version to look as it should, but I may or may not because it is meant to be played through GZDoom. Nothing is final and all criticisms are welcomed. In fact, if any of you make a video of you playing Beyond the Portal, I promise to watch and study how you play to see what I could improve. Download Link: https://www.dropbox.com/s/dup2qc6wc5jbxka/PORTAL.wad -
For the flash states, are you going to draw a normal muzzle flash, or make the muzzle flash look like lego bricks as well? Also, it would be neat if you made the blood sprites look like the the small circle 1x1 1/3 height bricks. I really like the concept, though. It's very colorful and could offer a lot of different environments. Are you just going to do island environments, or are you going to add other environments? I think a lego Wolfenstein style maze would be interesting.
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Although Doom and Duke Nukem were awesome, I'm going to have to go with Blood. Yeah, larger monsters weren't as common, but to some degree, it made them more awesome to run into. The world felt a little bit more interactive. It somehow also somehow managed to be more difficult than Doom and Duke Nukem.
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I've always wanted to try that with the source engine. Too bad I'm terrible with that sort of thing.