Threshold Of Pain II - ACT 2 RELEASED

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Threshold Of Pain II - ACT 2 RELEASED

Postby scalliano » Mon Apr 09, 2012 3:02 pm

You knew it would never be over. You knew the demons would never stop. You knew the scientists would never learn.

But you didn't know everything.

Until now ...

Image

Threshold Of Pain II is the sequel to 2010's Cacoward-also-ran Threshold Of Pain. It attempts to build upon the principals of the original while addressing some of the criticisms which were levelled at it, and adding more stuff into the mix.

Along the way you'll find out more about the Triton disaster, things that not even your military superiors were briefed on, and what exactly happened at the end of the first game.

Features include:
- Everything that ToP I had
- 10-12 new levels
- More varied level design
- 3D floors a la Doom64
- Deep water
- New monsters and weaponry, including a new final boss
- Elements from other incarnations of Doom (such as Doom 3 and Doom RPG)

Screenies:
Image
Image
Image
Image

UPDATE: This is the first two parts of the mod, consisting of 7 maps (6 plus 1 secret) which I have decided to release as completion of the final act hs as taken longer than I had originally anticipated, due to RL issues and work on other things. This does NOT mean that the mod has been cancelled - work on the final six maps is well under way, but this release is to assure those interested that I'm still here and still working on it. Release of the full mod should happene sometine in 2015, but in the meantime, enjoy this update!
https://www.mediafire.com/?w2w5899klmfbfz3

Credit goes to Marty Kirra for the awesome new titlepic.

All feedback is welcome, as always.
Last edited by scalliano on Tue Dec 16, 2014 3:24 pm, edited 12 times in total.
User avatar
scalliano
Socially Distant
 
Joined: 21 Jun 2005
Location: Ireland

Re: Threshold Of Pain II

Postby The Ultimate DooMer » Mon Apr 09, 2012 3:06 pm

Looks promising, try to keep the ammo supplies down a bit this time though :P
User avatar
The Ultimate DooMer
Will you start the fans please!
 
Joined: 15 Jul 2003
Location: Industrial Zone

Re: Threshold Of Pain II

Postby scalliano » Mon Apr 09, 2012 4:28 pm

Ammo balancing is high on the agenda ;)
User avatar
scalliano
Socially Distant
 
Joined: 21 Jun 2005
Location: Ireland

Re: Threshold Of Pain II

Postby Blue Shadow » Mon Apr 09, 2012 5:22 pm

My only gripe with the first one is that some of the later maps got so long that ultimately it became tiring and boring for me.

Having maps in a mulit-map megawad that can be completed in a reasonable time makes a good gaming experience, for me at least, because you're keeping the players refereshed instead of bugging them down with an hour-or-so-long map.

Of course, that is just my opinion, though.
User avatar
Blue Shadow
 
Joined: 14 Nov 2010
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Threshold Of Pain II

Postby Marnetmar » Mon Apr 09, 2012 6:30 pm

User avatar
Marnetmar
Grasshopper!
 
Joined: 23 Aug 2011

Re: Threshold Of Pain II

Postby Estopolis » Mon Apr 09, 2012 7:16 pm

Oh this is awesome news.
I am a big fan of the first one.
Estopolis
 
Joined: 16 Apr 2009

Re: Threshold Of Pain II

Postby NightFright » Tue Apr 10, 2012 3:24 am

I was always hoping some folks would also add these awesome color lighting effects to the normal PC maps (similar to what they did with the PSX version - as long as you need the original wad data, should be OK). This adds lots of atmosphere.

Anyway, ToP is the next best thing to it and is urgently recommended. And a sequel to good stuff is never a bad idea. :)
User avatar
NightFright
Spotlight Team
 
Joined: 02 May 2008
Location: Germany

Re: Threshold Of Pain II

Postby Steve1664 » Tue Apr 10, 2012 8:38 am

I couldn't get some of the doors to open on Map 1 of the original for some strange reason, so I eventually decided to no-clip my way through. . . I'm glad I did, because the rest of the WAD was much better put together and generally great stuff. Glad to see you're working on the follow-up. I expect very good things from this.
Steve1664
 
Joined: 19 May 2011

Re: Threshold Of Pain II

Postby Gez » Tue Apr 10, 2012 8:44 am

Were you using some non-default compatibility settings? I think all ZDoom MAPINFO lumps should get a defaultmap section where compat_useblocking is turned off.

This being turned on (by people playing in "Doom" compatibility mode) is the number #1 cause of unopenable doors in Boom and ZDoom mods.
Gez
 
 
 
Joined: 06 Jul 2007

Re: Threshold Of Pain II

Postby Tapwave » Tue Apr 10, 2012 12:56 pm

Yes Hell.
User avatar
Tapwave
On the GREEN!
 
Joined: 20 Aug 2011
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Threshold Of Pain II

Postby ShadowTiger » Tue Apr 10, 2012 1:04 pm

Sounds kickass. So what kinds of weapons are you planning?
User avatar
ShadowTiger
Shatter Storm
 
Joined: 07 Nov 2009
Location: New York

Re: Threshold Of Pain II

Postby scalliano » Tue Apr 10, 2012 1:11 pm

That would be telling ;)
User avatar
scalliano
Socially Distant
 
Joined: 21 Jun 2005
Location: Ireland

Re: Threshold Of Pain II

Postby Springy » Tue Apr 10, 2012 3:54 pm

Yes a sequel I really enjoyed the first one and judging by the screenshots map 01 looks really good. Will all the monsters from the first one also be included? I mean like the purple ball imp things, blue cacos and lord of heresy for example?
User avatar
Springy
Yes indeed ladies and gentlemen.
 
Joined: 08 Mar 2012
Location: Earth

Re: Threshold Of Pain II

Postby scalliano » Tue Apr 10, 2012 4:50 pm

All of the enemies from ToP1 will be in there, although the Nightmare Imp now has a new sprite. He was originally just a (naff) "Ice" translation of the regular Imp, but now he looks a bit more PSX-style:
You do not have the required permissions to view the files attached to this post.
User avatar
scalliano
Socially Distant
 
Joined: 21 Jun 2005
Location: Ireland

Re: Threshold Of Pain II

Postby Marnetmar » Tue Apr 10, 2012 6:24 pm

Looks awesome!
User avatar
Marnetmar
Grasshopper!
 
Joined: 23 Aug 2011

Next

Return to TCs, Full Games, and Other Projects

Who is online

Users browsing this forum: No registered users and 4 guests