[RELEASE] [v1.1.2] Zrift - Chasm in Doom - LE - [Page 1]

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Re: [RELEASE] [v1.1.2] Zrift - Chasm in Doom - LE - [Page 1]

Postby furyweb » Mon Aug 17, 2020 10:04 am

Some of the textures I am working on for ZRift. Heightmaps are manually drawn, then converted to normal maps. Then once all done I will be moving on to creating PBR and maybe Specular for them.
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Re: [RELEASE] ZRift - Chasm in Doom - LE [v1.1.2] - Page 1

Postby CBM » Mon Aug 17, 2020 2:21 pm

Enjay wrote:Both look good. Personally I prefer the bigger, chunkier one but, like I said, both are good. :)

the bigger, chunkier pistol model, reminds me of a very cool weapon known as a bolt pistol (fires miniature rockets) from a universe known as warhammer 40000 :-)

however for this project and what I remember from chasm then I would go with the smaller one
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Re: [RELEASE] [v1.1.2] Zrift - Chasm in Doom - LE - [Page 1]

Postby CBM » Mon Aug 17, 2020 3:27 pm

JUST tried this for the first time... without chasm levels, this is an insanely cool way to get a chasm vibe on a rando mapset

then I saw the chasm levels... they need work and do not do justice to the real chasm levels atm... I had to fix a modeldef error (keys: unknown frames, fixed it by using frameindex 0) in SLADE before I was even able to load the maps, some of the maps do have much potential though... and many of the textures used in the chasm levels were nice

a few levels stood out by using cool stuff like swimable liquids, 3d floors, slopes etc

however, I do understand that the levels are WIP atm
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Re: [RELEASE] [v1.1.2] Zrift - Chasm in Doom - LE - [Page 1]

Postby RailedRobin » Thu Oct 15, 2020 10:18 am

Here is the latest version of what we now call "ZRift Classic". This is the maps from the original Chasm, monsters and weapons. Me and Hal are currently re-working the base mod. The plan is to create entirely new maps, and do enhanced versions of the classic maps. Once Furyweb is done with the pbr textures, these will be implemented in both classic and future versions.

Since we are re-working the mod, ZRift Classic is not compatible with older versions, so make sure you use the three PK3 included. You can however use both the monster pk3 and core pk3 on their own (just note that some monster replacements might be a bit odd if used outside the classic map pack).

https://www.dropbox.com/s/8zor1215qywcu53/ZRift%20Classic.rar?dl=0
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Re: [RELEASE] [v1.1.2] Zrift - Chasm in Doom - LE - [Page 1]

Postby CBM » Thu Oct 15, 2020 3:42 pm

wow... this takes me back to when I first tried chasm as a kid... the magic is preserved... thanks for that!
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Re: [RELEASE] [v1.1.2] Zrift - Chasm in Doom - LE - [Page 1]

Postby RailedRobin » Sun Oct 25, 2020 1:10 pm

At the moment I am not only re-creating the original maps, but I'm also working on "enchanced" versions of them. The idea is that you will be able to play either classic or enhanced. Right now the enhanced versions are mostly the same maps but with more height difference, and a couple of expanded areas. Two of the images are of the first medieval map, but I've created a second storey for all the houses, to give it more height and dimension.

Me and Hal also talked about expanding the enemy rooster, and I'm porting some of the Hexen 2 enemies to ZRift. So far I've focused more on the Egypt themes monsters, since enemies with that theme seems to be more difficult to find good models for. These enemies will feature more promptly in completely new maps (which I'm also working on atm), and there will be several completely new enemies made by Hal. I've included a gif at the end of the image list of the Hexen 2 mummy, make sure not to miss that one. The challenge is to find 3D models of monsters that fit Chasm, and doesn't look too out of place. I was thinking of maybe adding some Quake 2 soldiers to the modern themed maps, but I feel like they have a too distinct look to them.

Spoiler:
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Re: [RELEASE] [v1.1.2] Zrift - Chasm in Doom - LE - [Page 1]

Postby CBM » Mon Oct 26, 2020 1:39 am

this is very awesome- keep up the good work
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