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Jaska

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Everything posted by Jaska

  1. Good feedback. Can't disagree on any point I guess. I'm still thinking I should have released this with different name so no comparison would have been made. Actually 1.0 doesn't have massive differences.
  2. I really would like to work on some "real" games. So if there is someone from the industry seeing this, send a message, heh. As an IT-engineer, "formally competent". Download link: https://www.mediafire.com/file/o76cq8kv4gjbonj/Jaskas_LostCivilization2_10.pk3/file fixed to 1.0 version Old link if I messed something badly. -Port: GZDoom. Version min. 4.7.1 required (ZScripting) -Dynamic lights ON (Some places extremely dark otherwise) -Shadowmapping recommended -Bloom recommended -Jumping needed -Crouching can be useful to get through breakable walls (saves explosives) -Difficulty levels are not implemented at all! (yet, just maybe going to remove all options) -7 maps with ending scene and a secret map. Playtime varies a lot depending how you play it. (30 minutes to 1-2 hours) -Nash's gore mod, good(must have) for every map-pack https://forum.zdoom.org/viewtopic.php?f=46&t=62641 So the gameplay is mainly exploration with small fights here and there. More shooting in the end. You can solve some puzzles or not, those are mostly optional. Gameplay is easygoing. Nothing for Doom-veterans (easy). Has a little scarier moments to spice things up. -classic doom gunplay/encounters (custom enemies & weapons too) -simple mostly optional puzzles and quests -horror elements -realistic locations with cozy feeling -linear and nonlinear parts -inventory items, useful and not so useful -collectibles -dynamically destroyable walls Fights will need some updates, I think. Ammo can be scarce, just run away (maybe have to add some on some places). Plot: You just want to get to a vacation. Longer plot: Screenshots. Feedback? Is it too easygoing? Exploring? Boring / Needs more to do / more monsters / Don't know where to go. Puzzles? Add more / remove Dialogs/"quests"? Add more / too simple / remove PDA? Useless? Add more stuff to find? Now if you get lost it kinda reminds what to do. And you can find random notes. Some maps still got pretty complex.. pretty and complex (reference, bar scene). Thoughts. Known bugs / fix Lost civilization 1: Donate.
  3. [Update 2.1.2020: Download link to idgames (joi_lstcv15.zip).] https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/joi_lstcv15 Another mirrors for download: https://www.mediafire.com/file/fupwsvflfteybx6/joi_lstcv15.zip/file https://files.fm/u/wyvqqqec Lost civilization 2, The desolation: Lost Civ 2 part 1 release thread! Changes: This is a thread for my project "lost civilization". Hopefully I've achieved something unique and memorable what has never been seen before. [Update 13.2.2021 @PNEY fixed as map names weren't displayed correctly, ambient sounds for GZDoom players etc]: https://www.doomworld.com/forum/topic/119714-the-minor-facelift-project/ MORE SCREENSHOTS, A LOT! Layouts: Maplist: Goals for my mapping: -Fun -Nonlinear (can be 2 of the same keycard, key only for a secret, etc.) -Lots of secrets -Lifelike environments -Good flow, lots of room to move -Small puzzles -Easy platforming Boom-compatible. Tested in GZDoom, prBoom+. Freelook allowed. Multiplayer, only player starts (not tested). Mapinfo support (crouching and jumping disabled) Mapslots map01 - map21 + map31 Story: A civilization was collapsed as people got into religion of "ignorant egoistic idiotism". Genetically modified cattle and food turned the people and animals to agressive zombies. But there were few survivors. How they weren't affected? Credits (textures): Credits (music): Jimmy (From Jimmys jukebox) & Björn Lynne (http://www.lynnemusic.com/midi.html)
  4. Version 1.0 is out! Not much has changed, a little fixes here and there.
  5. Glad you liked it :-) For you and maybe some others who follow this thread, "Lost civ 2", is out: It is different but has many familiar things from the first one.
  6. Jaska

    Post your Doom textures!

    Yess! One of favourite kind of texture.
  7. I have no idea what could cause that :-/
  8. Jaska

    Post your Doom textures!

    Nice, how are these done?
  9. Glad to hear :-) Slowly fixing some stuff and also noticed that. Used "profilethinkers +t" and it really is resource intensive. Already just deleted them but propably will check your fix out. Kinda strange, I must have tried deleting them before but somehow didn't notice the difference. That map is badly constructed as you can see everything from everywhere but I liked it too much like that so accepted bad fps.. But there aren't too much linedefs etc to fps be that bad so..
  10. Is gl_portals cvar set to 0? Is there any other thing which could explain it, don't know. If using software renderer .. it should affect to models not showing up and sector portals being messed up, line portals should be just fine.
  11. There was a time when my schoolmates brought shotguns to the school. They went hunting after the school, it was normal to have guns there. Nowadays it would be different, propably.
  12. No. Thanks for the video. I like the tittle of it. There is always things to fix, seems, heh. Yeah, there could be more combat.. While when I tested it .. it felt ok being so long without action but when watching a video its a bit different. I was thinking one difficulty level would be "doom2 monsters only" (as it was in the intro/demo) but don't know still if I have energy to implement it. Too many options just distract and don't know how many would play it twice, huh..
  13. No. It was meant to be the base of the project. Just couldn't figure out how the progression would have gone, so started with different approach. It became too big.. Should have to cut it to smaller maps or something. Easier just to start over. Kinda sad some work/ideas is/are wasted there. Sounds very odd. So you drag&drop both to GZdoom.exe? Or do you use launcher? @Goldar Thanks for your kind words :-)
  14. Yeah.. I'll propably just fix the bugs / finetune some details and that's it.
  15. Jaska

    {TEXTURES}AI Generated Textures 100+

    That mossy rock is great. Would use it. Actually made it tile fast and tested it,looks good.
  16. Thanks @MarcinC for the feedback! That is just what I like. What is good/bad and why. I'm not planning to add more maps, unfortunately. This is propably the last doom-mod even.
  17. If you liked myhouse, this might interest you: @Tomppa84 It's technically very impressive. This kind of mod I've never seen. Not going to spoil more.
  18. Yeah. It is, what it is. If I would have wanted to do more Boom-stuff, I propably would. So this is a bit different. Maybe I just should have called this something else as people wouldn't then compare it to lost civ 1. Or if lost civ 1 was UDMF maybe it would be like this.. heh.. Thanks!
  19. Jaska

    Ismo's Quest

    This is something different. Great, check this out!
  20. You can beat the whole thing in like 30 minutes. Or it can take 1-2 hours.
  21. Thanks! It is from blackrayne modelpack: Blackrayne modelpack: [Resource] 700 black rayne studios models by WARCHILD_89 https://forum.zdoom.org/viewtopic.php?f=37&t=58223
  22. Then I call it success, heh.
  23. Ah no, those are gathered from like 1000 sources. I did some textures and edits. Will add credits to 2nd post. Credits are in the .pk3 also.
  24. It's 7 maps with ending scene and a secret. I'll ad to the 1st post.
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