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Hi everyone,
I'm coming to the last leg of my GZDoom map, Putrefier. Now is a good a' time as any for an official announcement / elaboration on the project.
It is a direct sequel to my previous map, Valhalla. The player is lunged into a recreation of a long destroyed American metropolis, rebuilt using 'Respawn'. The artillect that controls the mind uploading/cloning technology has fallen under demonic possession, and is consuming the city around it.
Thanks guys. I might hold the #1 spot for most time lurking on the Zdoom forums, lol.
It's definitely GZDoom - Many, many control sectors later. It takes a lot of influence from shooters of yesteryear, but in game, it actually feels more otherworldly and horrific. I feel that at it's peak, GZDoom is comfortable emulating the geometric complexity of games of the late 90s. Graphical fidelity isn't really a huge priority in this map (1/1 texture scale, mostly, not a whole lot of decorate effects) - but I could see GZDoom feeling comfortable at a level somewhere around UT-99, with some give or take in certain departments. GZDoombuilder is an absolute game changer - Static, MD2 based geometry can be slipped in to areas and blended in seamlessly, as well as non-static objects for rotations / dramatic, theatrical effect or functionality.
When it's released, I plan on doing a detailed post-mortem demo explaining the more complicated areas / effects for anyone interested in how certain areas came together. As far as additional monsters are concerned - I would like to keep it as vanilla as possible in the core game-play and open for mods that could add new monsters / weapons. I would describe the game-play as theatrically classic - no cut scenes or anything that interrupts action, but additional elements of the map that add to it. Very Doomy.
There is a great deal of resources, a lot of which I didn't even use. Should have a pretty useful texture wad available after the fact.