TNT 2: Devilution (Demo 1.1b hotfix Released!)

For in-development or completed ZDoom projects
Forum rules
Got a cool project idea but nothing else? This forum is NOT for you! Put it in this thread instead!
Please read the full rules for more details.

TNT 2: Devilution (Demo 1.1b hotfix Released!)

Postby Whoo » Sun Dec 11, 2011 7:09 pm

DOWNLOAD DEMO

Image


TNT 2: Devilution is a fan-made sequel to TeamTNT's TNT: Evilution that started in mid-2009 (and is unrelated to Eternal's project). I've been meaning to post it over here on Zdoom for awhile now (publicity++), but I wanted to wait until we had a stable number of maps.

Because we now have a stable number of maps, and because this is the first time I'm announcing this outside of Doomworld, we're going to be releasing a 4-map demo this Friday(December 16th) to encourage mappers, texture artists and the like to join up.

-------------------------------------
Want to help?

We're currently seeking texture/graphic artists and MIDI composers. We will be looking for testers in a few months. Send me a PM if you would like to help in any of these fields.

Anyone here can help with the textures and MIDIs, but if you want to do a map you must meet these requirements:

  • You must know how to make maps in the doom2.exe format.
  • You must be able to make maps compatible with the original Doom's limitations.

If you can meet these requirements then make a quick layout and send me a PM. If it's good enough you'll receive the texture pack and you can continue working on the map.
-------------------------------------


MAPS:

MAP01: Unsolved Requiem - EmZee712 1 2 3 4
MAP02: Sand - Kyka 1 2
MAP03: OPEN
MAP04: Gray Sector - Kyka 1 2 3
MAP05: Unknown - Processingcontrol (WIP)
MAP06: Techbase T-15 - Alter 1 2 3
MAP07: Unknown - valkiriforce
MAP08: Unknown - lupinx-Kassman
MAP09: Grungy Interchange - Melon & Kyka
MAP10: Startan Complex - Whoo
MAP11: The Voyager - valkiriforce
MAP12: Unnamed - Stupid Bunny & Kyka
MAP13: Militia Outpost - EmZee712
MAP14: OPEN
MAP15: OPEN
MAP16: OPEN
MAP17: Mill II - Kyka
MAP18: Liquid Out-processing - Whoo (WIP)
MAP19: OPEN
MAP20: OPEN
MAP21: OPEN
MAP22: Unknown - Archfile (WIP)
MAP23: OPEN
MAP24: Demonic Paranoia - Alter
MAP25: OPEN
MAP26: OPEN
MAP27: OPEN
MAP28: OPEN
MAP29: OPEN
MAP30: Reserved (Planning on team collaboration)
MAP31: Anubis - valkiriforce
MAP32: OPEN

(More screenshots coming later in the week)
-------------------------------------

Map guidelines:

Maps 4-8 should have a Techbase theme.
Maps 9-20 should be Military and/or lab themed. These maps should also contain some outdoor areas.
Maps 21-30 should be Hellish, but also with lots of tech.

-------------------------------------
Completion Date Goal: September 2012
-------------------------------------

Project Leader:
Whoo (Mapper, Active)

Current Developers:
Kyka (Mapper, Texture Artist)
lupinx-Kassman (Mapper)
EmZee712 (Mapper)
valkiriforce (Mapper)
Alter (Mapper)
Processingcontrol (Mapper)

Contributors:
Forty-Three (MIDI Composer)
Jimmy91 (MIDI Composer)
The Mister Cat (MIDI Composer)
Stupid Bunny (Maps)
Melon (Maps)
Wagi (Title MIDI)

Past Developers:
fatal error (Mapper)

-------------------------------------

Stuff for the project:

#tnt2 on irc.dal.net (Inactive)
Contact
Choco Render Limits
Last edited by Whoo on Sat Dec 17, 2011 1:32 pm, edited 7 times in total.
User avatar
Whoo
 
Joined: 05 Aug 2007

Re: TNT 2: Devilution (Vanilla Project)

Postby Gothic » Sun Dec 11, 2011 7:21 pm

Personally I prefer plutonia style wads, but this project looks amazing, good luck to all mappers
probably I can help mapping :D
User avatar
Gothic
That doesn't go in there you silly BITCH!
 
Joined: 16 Jun 2011
Location: Chile

Re: TNT 2: Devilution (Vanilla Project)

Postby E.C.S » Sun Dec 11, 2011 7:33 pm

Wow, suddenly, many amazing mods. I guess I will be very busy playing too much Doom.
User avatar
E.C.S
Zdoom Forums Lurker Level 37
 
Joined: 16 May 2011
Location: Right behind you...

Re: TNT 2: Devilution (Vanilla Project)

Postby Whoo » Tue Dec 13, 2011 10:21 pm

Gothic wrote:Personally I prefer plutonia style wads, but this project looks amazing, good luck to all mappers
probably I can help mapping :D


Send me a PM with a basic layout if you can meet the requirements then.
User avatar
Whoo
 
Joined: 05 Aug 2007

Re: TNT 2: Devilution (Demo coming this Friday)

Postby Sgt Dopey » Tue Dec 13, 2011 10:45 pm

I could possibly help with mapping
User avatar
Sgt Dopey
:O
 
Joined: 13 Jan 2011
Location: Australia

Re: TNT 2: Devilution (Demo coming this Friday)

Postby TheMistress » Wed Dec 14, 2011 6:17 am

Great work, i'm loving the screenshots so far, but what bothers me so bad is, If the first map starts where TNT ended, Why is the second map SO much different from the first then...? I mean the first is hellish themed, and the second one is more like an earth base.
User avatar
TheMistress
These cute eyes may be the last ones you'll ever see.
 
Joined: 04 Jan 2010

Re: TNT 2: Devilution (Demo coming this Friday)

Postby Whoo » Wed Dec 14, 2011 9:15 pm

TheMistress wrote:Great work, i'm loving the screenshots so far, but what bothers me so bad is, If the first map starts where TNT ended, Why is the second map SO much different from the first then...? I mean the first is hellish themed, and the second one is more like an earth base.


Kyka's Sand map was just moved there temporarily as it had originally been occupying the MAP09 spot; it would've been too short and too easy for that high a slot number. The end of MAP01 is either going to be tweaked to flow into MAP02 better, or the Sand map is just going to be moved up a spot. More than likely the latter.
User avatar
Whoo
 
Joined: 05 Aug 2007

Re: TNT 2: Devilution (4 map Demo coming this Friday)

Postby Sgt Dopey » Wed Dec 14, 2011 9:21 pm

For the first level shouldnt the sky be blue?
User avatar
Sgt Dopey
:O
 
Joined: 13 Jan 2011
Location: Australia

Re: TNT 2: Devilution (4 map Demo coming this Friday)

Postby Whoo » Fri Dec 16, 2011 6:17 pm

The demo is released! If you notice any bugs please report them so I can fix it.

The zip file also includes a text file crediting all the authors of the textures.

jaegerman45 wrote:For the first level shouldnt the sky be blue?


Kyka just grabbed some skies from google and converted them to the doom format. That will be changed later.
User avatar
Whoo
 
Joined: 05 Aug 2007

Re: TNT 2: Devilution (Demo 1.1b hotfix Released!)

Postby Zaero » Wed Dec 12, 2012 12:08 pm

Since I simply LOVE the atmosphere of Evilution (one of top iwads imho) I would like to ask you:
Any chance on getting it for Christmas?
Zaero
 
Joined: 31 Jan 2011

Re: TNT 2: Devilution (Demo 1.1b hotfix Released!)

Postby Springy » Wed Dec 12, 2012 3:25 pm

Only three more days to go cannot wait (unless the deadline's been extended yet again). Looking good as always.
User avatar
Springy
Yes indeed ladies and gentlemen.
 
Joined: 08 Mar 2012
Location: Earth

Re: TNT 2: Devilution (Demo 1.1b hotfix Released!)

Postby PlayerLin » Fri Dec 14, 2012 10:39 am

---
Last visited: Fri Dec 30, 2011 8:01 am
---

Looks like Whoo doesn't care this topic anymore since then...
But he did updated the Doomworld's one about 2 weeks ago and no one cared looks like, weird...
PlayerLin
 
Joined: 11 Nov 2007
Location: XinZhuang, XinBei/New Taipei City(Former Taipei County), Taiwan.


Return to Projects

Who is online

Users browsing this forum: Bing [Bot], Combine_Kegan and 11 guests