Alter Posted January 28, 2016 You wake up from a strange Doom dream but then you realise, the house is flooded, the outdoors are also flooded, quickly you grab your trusty shotgun and try to discover one of the weirder end of the world scenarios. DOWNLOAD LINK: https://www.dropbox.com/s/14kigs9z2utji74/FHatred.wad?dl=1 ^ MAIN WAD https://www.dropbox.com/s/9wxkr4p2exzbnva/FHateTex.wad?dl=1 ^ TEXTURES --- Map list: Episode 1: Path of the Ancients (Wood/Cave/Mountain/Fortress) Map01: Blue Dreams - Alter - Done Map02: Fort Flood - Alter - Done Map03: Ancient Ethics - Alter - To Be Started Map04: Lonely Sands - Alter - To Be Started Map05: Polarity - Alter - DONE Map06: Trials of the Ancients - Alter - Done Map07: Sacred Land of the Ancients - Alter - To Be Started Map08: Forgotten Cave - Alter - To Be Started Map09: Ever Shrine Part 1 - Alter - Done Map10: Ever Shrine Part 2 - Alter - Done Episode 2: Fallen Civilization (City/Industrial, part Aquatex in design) Map11: Iron Sea - Alter - Done Map12: Meat Fusion - Alter - Done Map13: Aquacity - Alter - Done Map14: Nukerig - Alter - Done Map15: Steel Ghosts of the Past - Done Map16: ? - Alter - To Be Started Map17: ? - Alter - To Be Started Map18: Boat City - Alter - To Be Started Map19: Departing from Reality - Alter - To Be Started Episode 3: Mankind's Legacy (CYBERSPACE) Map20: Null Melancholy - Alter - To Be Started Map21: Blue Hell - GRB/Alter - Done Map22: Binary Gospel - Alter - To Be Started Map23: Zrzut Ekranu - Alter - To be Started Map24: ? - Alter - To Be Started Map25: ? - Alter - To Be Started Map26: ? - Alter - To Be Started Map27: ? - Alter - To Be Started Map28: ? - Alter - To Be Started Map29: Essence of Hatred - Alter - TO BE Started Map30: The Hate Machine - Alter - To be started Secret Maps Map31: Darknet - Alter/GRB - Done Map32: ? - Alter - To Be Started TO BE DONE IN THE FUTURE: - Add more suitable sprite replacements - Do minor dehacked alterations to existing enemies - Replace Baron/Nazi/Icon of Sin with new monsters? - More (SMALLER!) maps. Early Shots: Shot album: http://imgur.com/a/XPDJi Additional Credits to : Jimmy - He inspired the wad and all the maps use his music exclusively! Pinchy - He organised all the textures I needed. Early Closed Testing team: - Gobolt - Spadger - Jaws in Space - Cage - Eris Falling - Altazimuth - Jimmy (Early on) - Marcaek - rf` - Doomkid Textures taken from: - Ogro - Stomper (RIP) - NmnCorp - 32in24-15 - Aquatex - GothicTX - Gray Texture Pack - Mortiser - Too much Brown - Wally - Graph - Veilisis - Fort - Mayan Textures - Pinchy - CC4 - Psytex - Psyren - Jimmy - All the wads the skies came from 0 Share this post Link to post
Suitepee Posted January 28, 2016 Glad to see the sequel being announced. 0 Share this post Link to post
Terminus Posted January 28, 2016 Hope you've practiced ammo balance since the last few maps you made for FreudSL1, that was the only thing that bothered me back then. Maps were too easy and had way too much ammo. Looks good from screenshots and the maps in Freud 1 were great so I'll give this a whirl when it's done. :) 0 Share this post Link to post
Breezeep Posted January 28, 2016 Looks cool so far, Good luck on this project! 0 Share this post Link to post
Pinchy Posted January 28, 2016 I just need to get a few more things done then *mapping intensifies* 0 Share this post Link to post
Alter Posted January 31, 2016 Third map completed (2 to go till first quality control checkpoint AKA closed beta test 1), enjoy a little visual peek at it :> 0 Share this post Link to post
Alter Posted February 3, 2016 "The only crew member of the ship, captain, has met the eye of the storm all alone, in search of what J. Paddock wrote down in his journal, completely shipwrecked having lost all the supplies, using his puny pistol he has ventured onto the island, he may find what Paddock tried to find, the Evershrine" 0 Share this post Link to post
Alter Posted February 23, 2016 With Evershrine fully complete, I am seeking testers (preferrably those who would like to stream their attempts) who will test the first 5 completed maps. 0 Share this post Link to post
Alter Posted February 24, 2016 There was Green Hell and it certainly ruined Zdaemon's TNS, this time, it's Blue Hell, you are definitely not ready for this. (note: we are at 6 maps now) 0 Share this post Link to post
Alter Posted February 28, 2016 With Beta 1 out of the way, it's time to start making the second wave of maps, now if you aren't feeling salty enough, this River of Fiery Puns might trigger you. 0 Share this post Link to post
Alter Posted August 22, 2016 Hi I updated the main post so you can catch up what has been up, now, have more screenshots from the new more recent complete maps: Map01: Map12: Map15: 0 Share this post Link to post
Firedust Posted August 22, 2016 Looks very cool! Looking forward to the release and good luck! Is this going to be in the same style as the first one? 0 Share this post Link to post
Alter Posted August 22, 2016 Firedust said:Looks very cool! Looking forward to the release and good luck! Is this going to be in the same style as the first one?Yeah it's still gonna be a collecion of loosely connected maps, the major difference is, i'm trying to have more theme consistency by having 3 different but clearly defined episodes. Also here's the thing, all the maps in this wad even map21 are based off Jimmy's midis, the development process is, I pick a Jimmy midi, I loop it for hours while designing the map for the duration of the map making until the map is done. Repeat that for all 32 maps, keep in mind I don't always have time to work on this because of game development and college but when I do, I am on it, 100%. So yeah, not a gameplay, not a visual gimmick, a musical gimmick! 0 Share this post Link to post
gaspe Posted August 22, 2016 Looks like this is going to be an interesting megawad. But are you using a custom palette for having those light blue gradients? 0 Share this post Link to post
Alter Posted August 22, 2016 gaspe said:Looks like this is going to be an interesting megawad. But are you using a custom palette for having those light blue gradients?I actually took that pallete out later in the development because it simply didn't fit in in my eyes. Here's the same area without that palette, from a different angle (map05): NOTE: i'm aware of the misalignments 0 Share this post Link to post
Alter Posted August 25, 2016 Map11 "Iron Sea" Very Early WIP shot. EDIT: Map11's done 0 Share this post Link to post
Officer D Posted August 25, 2016 I thought this was a sequel to Project Slipgate wich got me hyped. But it doesn't seem like it. Your very first pic, the stairway architecture, needs a lot more height and structure on the ceiling part of it. It looks too flat. 0 Share this post Link to post
Suitepee Posted August 25, 2016 Sounds like you're taking a lot on for filling out the rest of the maps on a previously community megawad by yourself alterworldruler. I wish you the best of luck, and be sure to take your time in getting this out to ensure good quality! 0 Share this post Link to post
baja blast rd. Posted August 25, 2016 alterworldruler said:http://i.imgur.com/aRQDUBD.png There was Green Hell and it certainly ruined Zdaemon's TNS, this time, it's Blue Hell, you are definitely not ready for this. (note: we are at 6 maps now) Looks great. 0 Share this post Link to post
Alter Posted September 17, 2016 September 17 Update: I put up a 13 map beta because i'm completely burned out right now so might as well gather feedback. Refer to the maplist for done maps OR use zdoom to play whose mapinfo already should take you to finished maps starting from map01. Or have map numbers: 01,02,05,06,09,10,11,12,13,14,15,21,31 So use zdoom or preferrably what I always use to test, prboom-plus -cl 9 DOWNLOAD LINK: https://www.dropbox.com/s/14kigs9z2utji74/FHatred.wad?dl=1 ^ MAIN WAD https://www.dropbox.com/s/9wxkr4p2exzbnva/FHateTex.wad?dl=1 ^ TEXTURES 0 Share this post Link to post
Memfis Posted September 17, 2016 On Map02, are you using player starts 2-4 as voodoo dolls? That doesn't seem to work, at least in prboom-plus. They just don't spawn in single player, and so the starting floor doesn't rise. Also at the spawn there are two player starts 1. 0 Share this post Link to post
Obsidian Posted September 18, 2016 Just had a chat with Alter and the link has been updated with a fixed MAP02. 0 Share this post Link to post
Alter Posted September 18, 2016 Memfis said:On Map02, are you using player starts 2-4 as voodoo dolls? That doesn't seem to work, at least in prboom-plus. They just don't spawn in single player, and so the starting floor doesn't rise. Also at the spawn there are two player starts 1.Yeah that's been fixed and re-uploaded, I could'nt respond because well, I was losered obviously. Hopefully more feedback (IF any at all) will come. 0 Share this post Link to post
Alter Posted September 25, 2016 I suppose people have no interest about feedbacking this, well, just don't complain if it's very very buggy at release. In meantime, General Rainbow Bacon came back to make one more map for this because it's unlikely that he'll make more. 0 Share this post Link to post
Fonze Posted September 25, 2016 I've put this on the ole play list; just been behind getting other things done. I liked the first Freudian Slipgate and have been looking forward to this. 0 Share this post Link to post
LuciferSam86 Posted September 25, 2016 I like the style and these screenshots are awesome. I will try the beta soon :) 0 Share this post Link to post
Alter Posted September 26, 2016 Well Jimmy (Twitch.tv/jimmybtsx) has streamed the first couple of maps and here's what changed (and has been updated) - Added a single shotgun on Map01. - Fixed a broken return tele on Map01. - Removed one fortress in map05, now there's only one and you can use either the blue or red key to open it. - Made the entrance switch to Temple A on Map06 more visible. - Removed a blockade on a bridge in Temple A on Map06 - Toned down a certain door on Map11. - Made the "crusher" more obvious on Map11. EDIT: Updated Title/interpic by Jimmy has been added :) 0 Share this post Link to post