The year is 2088. The UAC's current goal is to remove the line that separates men from machines. Certain undesirables are sacrificed, analyzed and experimented on for the sake of progress. The promise to integrate more effective weaponry directly into the human body keeps the research funds flowing in.
You are one of the UAC's victims - a genetically modified bounty hunter. You were stolen from your home colony as a child but proved harder to control than most of their young test subjects. Using your increased speed and strength, you managed to kill the men guarding your cell and escape in a stolen shuttlecraft.
That was 18 years ago. Crime is the only means of survival you have ever known. Once again, you find yourself locked in a cell, at the mercy of the UAC. An armed medic comes through the door and into your cell. As he checks your vitals, you quickly grab his head and snap his neck. His body lies on the floor and the gun is now in your hand. It's time to escape!
You MUST play with freelook ON. Jumping and crouching must be turned OFF. You must also turn the 'infinitely tall actors' flag OFF, as there are several 3D bridges used throughout. Difficulty levels have been very thoroughly implemented, so if you're finding the maps too hard or too easy, simply adjust accordingly.
Map01: Escape! by Crunchynut44
Map02: Shuttle Maintenance by Doomkid
Map03: Toxicity Control by Bootleg Guy
Map04: Foreign Planet by Mosshopper
Map05: Wheel in the Sky by Empyre
Map06: Terra-6 Planetary Base by Fred512
Map07: Deep Space Installation by Doomkid
Map08: Genetics Lab by Doomkid
Map09: Command Station Zulu by Nevander
Map10: Asteroid Refinery by Angry Saint
Map11: Space Waste by Crunchynut44
Map12: The Speed of Skree by Pinchy
The new stuff:
There are a wide array of new enemies and weapons, lovingly borrowed and modified from a variety of sources. I don't want to give too much away - Play it to see how everything works and expect a few challenging changes that keep you on your toes!
Obake (Wavegunner), Doom64, Duke Nukem 3D, Strife, Wolf3D, Star Wars: Dark Forces, area51.wad, equinox.wad, anubis.wad, skulltag.wad, Complex Doom, ChaosCore CTF (Map10 sky). A very special thanks to Crusader No Regret, Obake and Liberation for playtesting and comments.
This has been tested in ZDoom, GZDoom, ZDaemon, Zandronum and Odamex - works in each one. Sadly does not run in PrBoom+ as there is no railgun support.
I have been making a map for this. I was planning on surprising you with a completed map, rather than making a commitment that I was unsure I'd complete, but I have run into a problem. I have windows looking out into space, and when I test the map in Zandronum, it works as intended, but in ZDaemon, I see hall-of-mirrors instead of space. If I were allowed Doom-in-Hexen format, I could easily solve that with Line Horizon.
I suggest that you allow Doom-in-Hexen format with the caveat that it must be the old version that ZDaemon uses. The only problem is I don't know if it would work in Odamex, I have a question, and it is a serious question, not trolling. Does anybody play coop or single-player in Odamex? It was my understanding that Odamex focuses exclusively on competitive gameplay. Another question is does Odamex support Doom-in-Hexen format? If so, we have no need to stick with Boom format.
One final question: is there a way to solve this problem in Boom format? I would rather not have to put the space sky texture outside the window and have it look like a painting on the wall.
Hey Empyre, first just let me say thank you for taking the time to work on something for this. Regarding windows into space, in both Zdaemon and Odamex the sector needs to be 1px high, if the "roof" and "floor" of the sky are touching, it couses that HOM. Map07 in this is really small and has windows looking into space, just for an easy example.
There is a small but fairly dedicated group of Cooperative Odamex players, but aside from slopes and deep water, I don't think Odamex supports the various other Hexen effects, or does so in a really glitchy way. I tried many different Wads to see what did and did not work, other than Boom effects + the most bare-bones basic Hexen things, it usually ends it big glitches.. Sadly.
There's sometimes weird vanilla-ish or boom-ish ways to incorporate cool effects though, if you ever hit any more road bumps or annoyance (like the HOM for example) let me know and I'll usually have a solution. Cheers Empyre!
I looked at what you did on that map and tried it on my map, and it works.
I also downloaded Odamex and tried my Doom-in-Hexen maps, and they work there, with slopes, swimmable water, bridges, and transparent lines that the mapper can adjust the translucency, and Line Horizon. I did have to make an adjustment in the cfg to be able to walk on the bridge things. However, I then tried my map from last year, Descent, and the first thing I saw was HOM. The slope thing that is supposed to tell a sector to have the same slope as another sector doesn't work. Some of the switches aren't working properly, either. So, I'll say no more about your choice to use Boom format.
I do have an account, but it has been a very long time since my last visit there. I just logged in to see if my account is still there, and it is. It says that my last visit was March 31, 2007, LOL. I'll ask there.
They said it was a node building error because there were lines that were almost but not quite co-linear. I couldn't see a way to fix it, so I went back to a copy from right before I added the pedestals against the walls and added them in the middle of the hallway instead.
Since I've gotten this far, I can't see me not finishing it, so I am now officially committing to it. I see I have slot 16, so the map will be MAP16 when I submit it. I am thinking of naming the map Wheel in the Sky.
Do you want to find the music for all the maps, or should I find it for this map? All the target ports can use formats other than midi, so I should be able to find a good tracker file (mod, it, s3m, or xm) or maybe an ogg.
I like that the item sprites are all a lot darker. It makes for a great contrast when you see light colored geometry and those items everywhere really stick out in a good way. Lol, these are EVIL space marine items.
Cool windows Empyre, reminds me a bit of early TNT.wad
Thanks for commenting Cuppy I figured it would be a bit much to have white medkits and white stimpacks on white floors with while walls and a white gun - That's how it all looked as I was assembling it
The current maplist is as follows:
The starter map, I still need to add some detail and polish here and there, but it's pretty much complete.
MAP02 "City of Tiny Lights"
Very early progress on another map, will likely (as in definitely) not remain in slot 02.
MAP03 "Outdated Outpost"
Obake's map submission. Great map for early in the pack, plays well and I dig it. There's two little HOMs in software mode but it's very minor stuff.
MAP04 "Brain Damage"
MrEnchanter's submission. Like Obake's, has a few little HOMs and texture oddities in software mode/Odamex, but It's a damn good map that aside. Great 'lunar surface base in a valley' feel here!
MAP05 "Command Station Zulu"
Nevander's submission. Good lord this map is beautiful. I think I found a tiny HOM or two but once more, the issues are tiny and far between. I think this one will need to go a bit later in the pack, it's very grand.
MAP06 "Wheel in the Sky"
Empyre's submission. Whatever the final map rotation is, I want this one right in the middle - It has a fantastic "Hub of all the space stations" feel to it. Can be beaten in only a few minutes, which is fantastic - Not every map needs to be long.
MAP07 "Toxicity Station"
Bootleg Guy's submission. I really like this map, matches up perfectly with my mapping style, if you don't mind my saying. Fits the theme well, fun to play - Great stuff.
MAP08 "Space Madness"
Very early submission from everennui. There isn't much here yet, though I really like the little computer room in the central area. It's fitting the theme well and I hope to see more progress. There are several HOMs here, but like all of them, should only be a quick fix.
I'll be adding further submissions in the correct order according to the OP, then further along we can decide on a rotation. At the moment, the focus is getting more submissions / polishing what we have so far. All the screenshots I've seen of not-yet-submitted maps are looking very promising as well.
More to come, and keep up the fantastic work, as always!
Bootleg Guy and MrEnchanter have update their maps in the Zandronum thread (linked in OP), and Crunchynut has posted two maps in the Doomworldthread in case you wanted to check them out, and Jon has posted some cool screenshots that should be good for inspiration to any of you who may be needing a creative jolt (though based on the overall quality of submissions, that isn't the case!)
Alls going well so far, gonna have the satellite and other custom textures tiling properly in all ports soon, gonna fix up the chaingun/SSG pickup sprite, and iron out a few other little things in the next week or so.
Well, I'm getting close to done here, just need to add more details and objects. I was thinking I may want a waterfall texture, but I wasn't sure if that's possible with Boom format without fusing existing textures.
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