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[WIP] NULL: Face to Face (14/4 3-map WIP available)

PostPosted: Sat Jan 13, 2018 1:10 am
by Kinsie

Re: [WIP] NULL: Face to Face

PostPosted: Sat Jan 13, 2018 1:12 am
by Kinsie
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Re: [WIP] NULL: Face to Face

PostPosted: Sat Jan 13, 2018 11:05 am
by PRIMEVAL
Certainly looks interesting. I like the lighting and architecture. Definitely keeping an eye on this.

Re: [WIP] NULL: Face to Face

PostPosted: Sat Jan 13, 2018 11:48 am
by JohnnyTheWolf
Huh, what is it exactly? I see vanilla Doom items in the third screenshot, but clearly, it is not going to be a standard Doom mapset.

Also, is it me or the NPCs have no eyeballs?

Re: [WIP] NULL: Face to Face

PostPosted: Sat Jan 13, 2018 12:09 pm
by whatup876
I spy with my little eye some Doom RPG texture for the doors.

Re: [WIP] NULL: Face to Face

PostPosted: Sat Jan 13, 2018 12:22 pm
by Tormentor667
I want some explanation... now! :)

Re: [WIP] NULL: Face to Face

PostPosted: Sat Jan 13, 2018 12:40 pm
by PRIMEVAL
JohnnyTheWolf wrote:Huh, what is it exactly? I see vanilla Doom items in the third screenshot, but clearly, it is not going to be a standard Doom mapset.

Also, is it me or the NPCs have no eyeballs?


I think their eyes just have big pupils. They kinda remind me of the 80's anime style with big pupils, and the clothing seems to be from that era, too.

Re: [WIP] NULL: Face to Face

PostPosted: Sat Jan 13, 2018 2:19 pm
by Asenji
Can't wait to see how this turns out. Pretty hyped.

Re: [WIP] NULL: Face to Face

PostPosted: Sat Jan 20, 2018 1:18 am
by Kinsie
Minor Update: Two maps have been completed so far. I have no idea how many there will be, but five plus a secret is a nice number. It certainly won't be a full megawad, at any rate. I map too slow for that.

JohnnyTheWolf wrote:Huh, what is it exactly? I see vanilla Doom items in the third screenshot, but clearly, it is not going to be a standard Doom mapset.

Also, is it me or the NPCs have no eyeballs?
While it's a little off the beaten track (as ever), I intend on releasing a "vaccinated" version at some point so people can play it with their own gameplay mods.

Re: [WIP] NULL: Face to Face

PostPosted: Sun Jan 21, 2018 12:39 pm
by JohnnyTheWolf
Ah, that is cool. I was not actually asking for that, I was just confused by the presence of vanilla items.

Re: [WIP] NULL: Face to Face

PostPosted: Sun Jan 21, 2018 8:36 pm
by Gideon020
*Reads opening text screenshot*

Durandal, is that you?

Re: [WIP] NULL: Face to Face

PostPosted: Tue Jan 23, 2018 1:49 pm
by JohnnyTheWolf
Speaking of which, I am surprised no one has made a Marathon-themed mapset/total conversion for Doom.

At least, as far as I am aware of. Yes, I know Samsara allows you to play as the Security Officer, but that is not what I am talking about.

Re: [WIP] NULL: Face to Face

PostPosted: Thu Jan 25, 2018 9:58 pm
by Kinsie
JohnnyTheWolf wrote:Speaking of which, I am surprised no one has made a Marathon-themed mapset/total conversion for Doom.

At least, as far as I am aware of. Yes, I know Samsara allows you to play as the Security Officer, but that is not what I am talking about.
There was an attempt to rebuild Marathon 1 in ZDoom many moons back, it'd probably be a lot easier now that there's portals etc.

Re: [WIP] NULL: Face to Face

PostPosted: Sat Jan 27, 2018 1:04 am
by Kinsie
Code: Select allExpand view
<INTRUSION SUCCESS - CONNECTING TO EXTERNAL NET "NULL">
<CONNECTION SUCCESS - (1) INCOMING MESSAGE>

Ralph Waldo Emerson once stated that "there is no knowledge that is not power".
Alexander Pope is commonly misquoted as stating that "a little knowledge is a
dangerous thing". Who was right? Considering our entire line of work involves
throwing ourselves into excessive danger, I figure knowing what awaits you won't
make things TOO much worse. Right? I don't *think* theoretical levels of danger
stack like buffs in a tabletop game, anyway...


Those first screenshots I posted didn't have any monsters in them. There was a simple reason for this - most of my new monsters were using Realm667 art and I wanted to mix up some new stuff here and there. There's still some work to be done on this, but I feel pretty happy so far.

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Here are two new entries to the beastiary. The Flailure, on the left, constantly loudly oozes and bubbles, with the disconcerting visual effect of its scaling constantly fluctuating rapidly. While it can only attack by swiping you with its claws, it explodes violently upon death - they're truly more dangerous in death than life. Thankfully, it can't blow up of its own volition like many "kamikaze" enemies in mods, so you can weaponize it a bit easier while keeping safe.

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While the Flailure constantly makes noise, the Jawless is the polar opposite. Its behavior is loosely modelled on the Wolf3D zombie, so it doesn't make any alert or idle sounds. In many cases, you won't know it's there until it's pelting you with its twin handguns. Needless to say, it's always placed to get the drop on the unsuspecting player, so check your corners!

Re: [WIP] NULL: Face to Face

PostPosted: Fri Mar 02, 2018 11:57 pm
by Kinsie
Sorry for the lack of updates. I'd like to say it's because I've been busy, or because real life hit me like a truck or whatever... but honestly, I've just had a whole lot of mapper's block and generally been demotivated to get out of it. I'm still chipping away every now and then, though.

The third map is in development. I probably won't post much about it here, because it's a little weird and I want you to find out why for yourself. Here's a pic of the intro, though - enjoy the red carpet treatment...
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