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Everything posted by OpenMaw
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Hey guys, Been awhile since I've come on here. I've spent most of this year in quarentine experimenting in game development, and over the last few months I have put together a game called Save The Astronaut which is now available on Steam Store page: https://store.steampowered.com/app/1404070/Save_The_Astronaut/ My wife and I are hoping to turn this into our full time career. We really enjoy the process of conceptualizing and making games. It's something I've been experimenting with since I was a young teenager. So, this is just the beginning for us. We're already working on the sequel. I hope some of you guys will check it out and let me know what you think. We're really excited right now. This was a big step for us.
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Hey guys! More news. Save The Astronaut will be receiving an update next Friday which will address a few small issues people have had with the game. Nothing that outright broke it, but just a few niggling issues. Alongside the update will be a demo for the game as well to hopefully increase peoples interest. We're a small studio and every purchase is massively important to us right now. Save The Astronaut is now also on indiedb! https://www.indiedb.com/games/save-the-astronaut We were also in a sponsored stream thanks to "The Princess" on facebook. https://www.facebook.com/watch/live/?v=1257309274621094 She starts streaming Save The Astronaut at about 2:02:00 into her stream. We hope you guys will check the game out and give us some feedback.
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My good friend over at Retro Dino has done a full playthrough of the game. Work on the sequel, tenatively titled "Save The Astronaut II" has started.
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They're not mutually exclusive and I don't know why people act like they are. Everything that we know of the original marine happens before Doom Guy ends up in Hell, makes his way to Argent D'nur, goes native, is accepted as one of the Night Sentinels, has a family, loses his son, etc... All lines up perfectly with the fact that it is said he has moved through dimensions and time. Not only does it work, but it's actually perfect, that way.
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[RELEASED] DOOM 2 - IN HELL, I RAGE
OpenMaw replied to OpenMaw's topic in WAD Releases & Development
Bumping for the release. Happy birthday, Doom! Have fun guys. -
"In Hell, I Rage" is a single map WAD for Doom II. Inspired by the writings of Mike "impie" Macdee. Particularly from his first Doom Novella "Knee Deep in the Dead" which describes the Hellish landscape, including a Castle whose peaks touch with another castle jutting out of the sky. This imagery in particular inspired the initial spark for this level. Developed with the AMAZING Doom Builder, and tested solely in Zdoom. It should also work with GZDoom and PRBoom+ as well. I'm breaking the limits here to be sure. My second map for Doom/II. My first was Comic.wad Download link: https://www.moddb.com/engines/zdoom/downloads/in-hell-i-rage Special Thanks to: Misty, Cage, Impie, Saad356, and Big Ol Billy for testing, creative contributes, and inspiring the work. Also, thanks to id Software for DOOM. Happy 25th. THE STORY SO FAR... SCREENSHOTS
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Thank you! Here was the next best thing I could find for Doom: https://realm667.com/index.php/en/component/docman/?task=doc_download&gid=924&Itemid= It's still not on par with what GoldSRC/Source Engine WADs are out there for dev textures. I figure the reason something like that doesn't exist is generally speaking Doom maps are far simpler to design and it's ultimately easy enough to start texturing right away. I suppose it wouldn't be too hard to bust out a few stand in dev textures of standard dimensions, though.
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Hey, hardcore_gamer could you link me to the Quake wad you're using?
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Spider Mastermind Model Released for Doomsday
OpenMaw replied to Tea Monster's topic in Doom Editing
Very beautiful work. Fantastic. -
*Gives the B5 salute* Brother...!
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Canon, guys. Canon. Cannon shoots. Canon is the collective lore. Doom 3 : Phobos; Well, what can I say? Congratulations to the team. You guys did what many fail to do. You finished something you set out to do years and years ago. It's a reality. Good job. So many projects die on the vine and don't make it even half as far as you guys did. Well designed levels, very much in line with what the official Doom 3 environments look like. In that regard you could probably put this stuff side-to-side and nobody would be able to tell the difference. Some of the environments are even better looking than the base game. It's obvious lots of polish went into this aspect. Lighting was very nice, with one exception where combat was involved, I found it a little too dark. Though, you eventually do power up the lights in that particular area, that's after you've already fought the battle. It might have been more foreboding to have the player traverse that spot in the dark and then activate the power. The story on the other hand is too front heavy, and the performances are not that great. The leading voice is not entirely convincing. In terms of the story and the way it's being played out, less is more. Say more with fewer words. People in day to day life don't tend to talk in this overlong form that's going on here, Screenwriters will normally tell you to keep away from using too many words. There's a reason Doom 3 leaned on the PDA for a lot of the story elements, and why Doom 2016 continues that trend with the Codex and data entries. Keeps the expository aspect contained and allows the player to play the game first and foremost. In the world of games, especially in a first person shooter like Doom, not everyone is going to appreciate the story you want to tell. I don't have anything against the particulars of the story, just maybe a few minor flaws in the delivery. I also agree that the stylistic inconsistency with the portraits on the screens was a little disconcerting. I understand certain concessions have to be made with a mod to get things done, but a more true-to-the-look style would have been more appropriate. Combat encounters are pretty good, and the difficulty curve seems very organic. All that being said I look forward to the next episode, and I hope t his group actually stays together and continues to evolve creatively on a new project. Maybe something on the Unreal Engine next?
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My second wad with actual effort, and it's also a meme wad
OpenMaw replied to Charbomber's topic in WAD Releases & Development
Can someone explain to a relative new comer what a terrywad is? -
[RELEASED] DOOM 2 - IN HELL, I RAGE
OpenMaw replied to OpenMaw's topic in WAD Releases & Development
Updated the first post with "The Story So Far..." After looking at it in those programs and getting some feedback from Misty via PM I realized that first area alone basically blows out the lines. Oops. It's a shame there isn't some way to enable a limiter in Doom Builder for that kind of thing. Alas. Some testing has been done so far and i'm working on the balance and improving the game flow in a few spots. -
[RELEASED] DOOM 2 - IN HELL, I RAGE
OpenMaw replied to OpenMaw's topic in WAD Releases & Development
Sent you a PM, Billy. Thank you for the information. Yes, i'm running the latest version of ZDoom. In Doom Builder I started with the basic "Doom 2" configuration. I didn't use any of the Boom/Zdoom specific configs. I'm not really sure if that actually puts a limit on sector/line limits in editor or not, though. I need to bust out my DOS exe's and see how it runs in plain-jane Doom 2. For curiosities sake if nothing else. :D Thank you for the information. I was just looking through the ZDoom wiki this afternoon and I can't seem to find anything on this particular inquiry... Is there a way to check the number of visplanes? I'm assuming there's some kind of a console command that spits out that kind of information. As far as I know i'm just using the stock Doom 2 map format. I didn't use any ZDoom-specific configurations, or Boom. -
Hey guys, Wolfenstein 3D : The Old School, is a five-level replacement pack for Wolfenstein 3D Shareware. It's been at least a decade, if not more, since I fiddled with making content for ol' Wolfie 3D. About a week ago I started dabbling late at night, and I whipped up five levels for the shareware version of Wolfenstein 3D. All you have to do is download it from the link below and run it in DOSbox. (Or whatever port you prefer. It should work with most modern Wolf3D ports too.) Download Link on ModDB: https://www.moddb.com/games/wolfenstein-3d/downloads/wolfenstein-3d-the-old-school/#7151321 -Steve
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Doom Engine vs Build Engine (2018 edition)
OpenMaw replied to crazyflyingdonut's topic in Doom General
That would be a fair assessment. All credit to the boys over at Duke4 net for what they have done over the years, but Eduke32 itself is still very much a work in progress. GZDoom does not feel that way. Eduke32 has had an incomplete multiplayer for years and years now. When I was working on my Duke Nukem The Series machinima project it took quite awhile to find a build of Eduke32 that was both advanced enough to include certain features, but also included the legacy netcode so that I could actually film stuff in the engine. The biggest issue for the Duke Nukem community is that it shrank, and it shrank pretty hard between 2009 and 2012. Between 3D Realms closing, we lost a lot of good people in the community, and then when Duke Nukem Forever came out and was an incredibly pale shadow of what it was supposed to be, we lost more people. Including some of the most outspoken, ardent, passionate fanboys the Duke Nukem community had. That plus the lack of a cohesive multiplayer community that could unify and encourage continued modding of the game, we've bled our population down to just a few dozen spread across several websites. It's sad, honestly. Empty. What Duke needs is for the Eduke32 port to get a really good polishing, and be featured in some kind of a re-release/relaunch of it's largest community and through STEAM. There are a lot of custom maps, mods, and other content for Duke Nukem 3D. Officially: Nuclear Winter, Duke Carribean, Duke it out in DC, the Kill-a-ton collection, Duke's 20th Anniversary World Tour. Unofficially: DNF 2013, WG Realms, AMC TC, Alien Armageddon. Plus a load of legacy content which you can find online: http://dukeworld.duke4.net/2001-current/unsorted/other/Duke Nukem 3D/ With all that being said, and I am a HUGE Duke fanboy, I think GZDoom is going to beat it. I'd say that the Doom community as a whole probably beats the Duke community simply because it has modern easy-to-use user friendly tools, and tutorials, and examples that are readily available to anyone who seeks them out. For Eduke32 you have to dig through a lot of wiki articles, scour YouTube, and dust off some old tomes to really learn how to use the editor effectively. With level design specifically I think Doom is a far cleaner process. It has been my experience in dabbling with both games/engines over the years it's much easier to keep Doom levels neat and still get a(relatively) high detail versus Duke, where things can get messy and disproportionate very easy if you don't watch what you're doing. It's also a lot easier to break and corrupt levels for Duke in my experience. -
Half-Life: Threshold is a map pack i'm currently dabbling with. I just finished my first pass at putting a double barreled shotgun into the game. It still needs custom animations and a rework on the texture, but it functions over all at this point. :) Half-Life: Threshold is basically a "What if" there was another expansion pack released in the late 90s by a company like Sunstorm(Duke Carribean, Duke it out in DC,) or Raven Software(Soldier of Fortune, Star Trek Voyager Elite Force.) I'll be posting more updates here as I progress.
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Doom COMIC WAD is inspired by the (surprise!) Comic book created in 1996. The level attempts to vaguely recreate the progression of events seen in the insane comic with vanilla Doom content. Meaning there's no additional scripting at work. Just Good ol' Doom. About the WAD: If i'm totally honest there are two locations that could have used more work, and I probably made the map a little too easy with generous helpings of weapons and ammo. Though, that might also be due to the fact that it's trying to replicate the events of the comic, which weren't exactly stacked against the Doom Marine later in the story. It's definitely nowhere near the glory of modern maps, but for my first effort i'm still pretty pleased with how it came out, and I definitely learned a lot. I created this a couple years ago now and gave it a slight revamp before uploading it over on ModDb. Anyway, I hope that it brings at least a couple players five or ten minutes of fun! Download link: http://www.moddb.com/games/doom/downloads/comic Instructions: Simply drop this into your main Doom directory and run with your Source port of choice. This was tested and built with Zdoom. ^ Video uses Ketchup Doom and Smooth Doom, not included with the WAD. :)
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Yes, you'll be playing a dock worker/forklift operator. You wake up roughly ten minutes before the Resonance Cascade is about to happen. Much like Freeman and Calhoun, you're late by about 40 minutes. As you're heading to work you'll cross the over-ground tram seen at the beginning of Blue Shift. You can actually peer down from the basketball court and see the tram station and tracks. You'll be waved off by a guard. All the trams are knocked out. So you'll take a longer path to get to the Sector A locking docks, which is where you'll find yourself when disaster strikes. A couple chapters later will see you passing through the infirmary section seen in Opposing Force. (There's a section in Opposing Force right near the beginning where you see scientists carrying an injured marine on a stretcher. You can never get back there in Opposing Force. As Threshold's protagonist you'll pass through this area. Most of the mod will have the player ducking between surface areas and just inside the facility. Exploring the habitat and some of the support facilities that weren't really touched upon in the main game or the two official expansion packs. Some of the main areas I am looking to explore include the entire medical facility, a forge, and the main airfield. Another way to put it. If you think of the Black Mesa disaster like 9/11. Freeman and Barney are more or less at ground zero. Shephard's team are the 9-11 first responders, and your character in this is akin to an onlooker just down the street.
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Nosir, I made no modifcations to ketchup. Maybe it's some interaction between Smoothdoom and Ketchup? I'm not sure.
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Work continues on the exterior. I've also made considerable progress on the interior of the player's housing.
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Level design vs environment design: Which matters to you more?
OpenMaw replied to hardcore_gamer's topic in WAD Discussion
I'd say good level layout is absolutely more important. A good layout can make even a somewhat dull theme/environment at least fun to play through. Not to mention, good level layouts, at least in Doom's sense, are almost always ubiquitous and can be transferred to a number of "themes" and "environments" -
Doom - Hangar (remake By Alex Brillante)
OpenMaw replied to Alex Brillante's topic in Creative Works
Almost gives me a 1980s Doctor Who vibe. I like it. -
What possibly has happened to the Marine after the events of the game?
OpenMaw replied to Leninova's topic in Doom 3
There are hints in the various pieces of documentation that on the whole can be taken one of two ways. Doom 2016 is a complete reboot with Easter egg references, or this really is the OG Doomguy after a whole life time of events, (Referred to as dimension hopping) where he went off and settled down with another civilization (hence why his armor is distinct from the rest of the Night Sentinels including in all the tablets we see of him/them.) etc, etc... As to Doom 3 marine's fate. I always assumed that he relinquished the Soul Cube to McNeil with a certain understanding in mind. Honestly the situation was more or less contained until ROE's protagonist went and fingered a demonic artifact... But yeah, the UAC of Doom 3 was a lot more multi-layer than the mustache twirling cult-of-personality types they are in Doom 2016. I always liked their more nuanced portrayal. The corporate lackey turns out to not be so bad after all.