Extermination Day Megawad Project

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Extermination Day Megawad Project

Postby Sergeant_Mark_IV » Sun Nov 18, 2012 2:02 pm

After one year and a half making loose maps, I decided to finally put everything in a wad and try to make a megawad.
It's going to be a ZDoom map pack that uses many zdoom features, and allows the player to freely make use of jumping, crouching and even rocket jumping without worrying about breaking the game flow.
The map is specially aimed at Zandronum's online cooperative play. All maps will have 8 player start locations so a lot of people can join without causing telefrags at the start, and all maps will have almost twice as much monsters in multiplayer. All maps will also feature starting locations for DM games, so the maps can provide some little fun for deathmatch.

PLOT AND MAP PROGRESS:

Episode 1 - Operation Blowtorch
The government has secretly working with Teleport technology (inb4 how original) in the Area 51. But something went wrong and an intelligent and heavily armed alien force has emerged from the gate and have overtaken the whole Area 51. The military could not nuke the place out because the gate was constructed in an anti-nuclear shelter one mile under the ground. A nuclear strike could destroy the base and kill the aliens on it and borrow everything underground, but the portal would still be open and the aliens would soon or later find a way out. Then, the military sends the most combat hardened marines that ever existed (the Players) to get down, and close the portal manually. After it they could carpet bomb the base and everything in radius of 150 miles to make sure that no alien have escaped.

MAP01 Staging Area - 90%
MAP02 Engineering Bay - 0%
MAP03 Administration Center - 100%
MAP04 Marine HQ - 100%
MAP05 Research Labs - 0%
MAP06 The Gate (boss level) - 0%
MAP07 Hangar - 0%



Episode 2 - Hell on Earth
Things didn't went like planned.The marines successfully closed the main gate, but even before it, it already was too late, because the aliens have used their magic to open a new (and 10 times bigger) portal. They have completely destroyed Los Angeles and started spreading like a plague, opening smaller portals in the way to summon even more aliens. The Marines must travel to Los Angeles and try to close the new gate.

MAP08 Mojave Wasteland - 0%
MAP09 Roadkill - 0%
MAP10 The Abandoned Factory (Alternative Exit to ALT02 Church) - 0%
MAP11 Downtown - 100%
MAP12 Gore on the Tracks - 0%
MAP13 Suburbs - 100%
MAP14 The Bridge - 0%
MAP15 Eye of the Storm - 5%



Episode 3 - The Outworld
Without finding a way to close the magic gate, the brave marines decide to cross the gate and try to shut it down from the other side. They get into the alien dimension. The alien world seems like a medieval place with large structures built of stone and wood. They seem to worship simbols such as the pentagram and the cross. The sky is dark and has a red color. The marines will have to struggle to cross this hostile land and find the main source of the portals.

MAP16 The Blood Outpost - 100%
MAP17 The City of Souls - 100%
MAP18 Swamp of Sorrows - 100%
MAP19 Black Stronghold - 100%
MAP20 Ant Hill 50%
MAP21 Dark Mountain Keep - 80%
MAP22 Jungle of Despair - 0%
MAP23 Ancient Catacombs - 80%
MAP24 The Tower (boss level) - 90%



Episode 4 - The Dimension of the Damned
Crossing another portal, the marines reaches a very dark place. The sky is pitch black, and there's a huge fire consuming everything in the horizon and this is the only light source around. The terrain seems to be an incomensurable mountain range with lava flowing from the peaks. The only buildings present are creepy structures of marble and iron built near the cliffs and are very distant from each other. The Marines have reached this frightening place of no return, and they have no other option than going forward and face the nightmares that inhabit this desolate land.

MAP25 Darkness - 0%
MAP26 Sacrificial Grounds - 0%
MAP27 Citadel of Bones - 0% - 0%
MAP28 Epicenter - 0%


Screenshots (brightness has been increased to better show the details)
Spoiler:
Last edited by Sergeant_Mark_IV on Sun Sep 22, 2013 10:19 pm, edited 3 times in total.
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Re: Extermination Day Megawad Project

Postby wildweasel » Sun Nov 18, 2012 2:31 pm

Will probably be great fun to play, so I look forward to it!
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Re: Extermination Day Megawad Project

Postby lizardcommando » Sun Nov 18, 2012 2:50 pm

This looks pretty neat so far. I can't wait to play the beta.
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Re: Extermination Day Megawad Project

Postby Zombieguy » Sun Nov 18, 2012 3:22 pm

Mother of god, you're a mapping machine!
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Re: Extermination Day Megawad Project

Postby Failure » Sun Nov 18, 2012 3:56 pm

I swear this will be better than the doom2reloaded and neodoomgold maps!.
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Re: Extermination Day Megawad Project

Postby Piter432 » Sun Nov 18, 2012 4:05 pm

Oh my god. I can't wait to play your megawad :shock:
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Re: Extermination Day Megawad Project

Postby Naniyue » Sun Nov 18, 2012 4:23 pm

Looking gooooood!!!!!
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Re: Extermination Day Megawad Project

Postby Sergeant_Mark_IV » Sun Nov 18, 2012 4:44 pm

Staging Area. In some parts this map is sort of a Entryway remake.

Spoiler:
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Re: Extermination Day Megawad Project

Postby Springy » Sun Nov 18, 2012 4:51 pm

Excellent judging by what I can see so far brilliant stuff. So this will include Neighbourhood from hell etc? Anyways cannot wait for the beta I know for a fact that it will not disappoint, keep up the good work Sergeant!
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Re: Extermination Day Megawad Project

Postby CorSair » Sun Nov 18, 2012 6:01 pm

Bloody hell, dude. What kind of mapping machine you got inside? Seems like you got whole conveyor belt of ideas and concepts ready. :P

Anyway, I am already excited to see what's coming out.
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Re: Extermination Day Megawad Project

Postby Sergeant_Mark_IV » Mon Nov 19, 2012 12:57 pm

Springy wrote:So this will include Neighbourhood from hell etc?


Yes, it will include all maps that I ever made (exept ArmageDoom maps)


More pictures of MAP01

Spoiler:
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Re: Extermination Day Megawad Project

Postby lizardcommando » Mon Nov 19, 2012 1:31 pm

That garage shot looks nice and that outdoor shot looks pretty good. I'm not a fan of that light tan sand texture though. It doesn't really match the rest of the textures.
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Re: Extermination Day Megawad Project

Postby Mr. Chris » Mon Nov 19, 2012 3:43 pm

I'd play through this with Brutal Doom, providing there are no custom monsters or weapons. :)
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Re: Extermination Day Megawad Project

Postby Hellstorm Archon » Mon Nov 19, 2012 4:01 pm

:woh:

I'm honestly at a loss for words to describe how amazing this looks. I sincerely hope this is finished.
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Re: Extermination Day Megawad Project

Postby -Ghost- » Mon Nov 19, 2012 5:37 pm

Looking good! I love maps that actually look like places instead of weird abstract designs and boxes. I'm looking forward to playing this alongside your upcoming BD weapon pack.
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