Somewhere in the vast cold of space, in distant years, old machines reawaken. Technologies long dead and forgotten live once more, and abominations of metal and corrupted code begin to roam the surface.
You are the last human on the planet. Human being relative.
Dead Tech is a science fiction themed Total Conversion designed with GZDoom in mind. Set on a planet in the far flung future, seemingly inhabited entirely by robots. The player takes the roll of a more machine than man cyborg armed with a machine pistol.
Three Ten level episodes
A large and varied enemy roster
A number of bosses
A number of new weapons
An in game story line
Added more secrets to most levels
Difficulty levels implemented
Tweaked enemy behavior
Added five new levels
Most weapons have secondary fire modes now
replaced several Doom sounds
Every one who worked, and works on the zdoom wiki, I never would have been able to figure out Mapping, decorate, or ACS without it.
WildWeasel for his weapon tutorials
Captain J, ReformedJoe, And Enjay for feedback.
Jimmy for the SimplyUnreal font
Textures music and sprites were created by me.(Not to brag, of course!)
Last edited by Hor1zon Str1der on Thu Apr 21, 2022 11:09 am, edited 3 times in total.
Beat the whole demo and i must say, this is promising and totally has own unique feel to it. The dystopian atmosphere that's lifeless but only machines roam around of this TC is brilliant.
Tho i must say the enemies in this game are quite tough to fight even in easiest difficulty. I guess the projectiles are rather fast and they rarely go to Pain State. Small enemies are also pesky to deal with. Especially the aerial one's hit detection is quite weird. I mostly miss my shots when i'm fighting with this thing.
And i would like to see SMG being slightly accurate so i can spare my ammo and snipe the enemies from distance. Otherwise, this TC's cool! This is like Rampancy plus System Shock in one and i love it.
EDIT: oh i mean "System" Shock. Haha
Last edited by Captain J on Sun Aug 29, 2021 12:55 am, edited 1 time in total.
-The music completely overpowers the SFX, even at 50% volume. It becomes difficult to make out enemy sounds which are already kind of muddled. Note I'm not saying the music is bad, just that it crowds out everything else.
-The balance of ammo and health is frustratingly tight, there doesn't seem to be enough ammo to actually deal with every enemy in a level unless you hit 100% of your shots, which leads into the next point...
-The inaccuracy of the guns makes dealing with enemies at further ranges very frustrating, and the relatively low damage makes dealing with them up close frustrating as well, especially since their attacks are quite fast moving and difficult to avoid and they don't seem to have a very high pain chance.
-The small fast moving melee enemies are quite annoying to deal with, especially since their attack has very little cooldown so they can tear you up quite quickly.
-The darkness of the environment makes enemies pretty hard to read, even the glowing parts don't help that much.
The good stuff:
-The overall gloomy decaying industrial vibe is cool, and the level design is basic but still offers up good visuals. The fundamentals are pretty solid.
-The art is good (when you can actually see it). I have mixed feelings about the scan line overlay on the players vision.
-Music is damn good, I get some reznyck vibes from it in certain parts.
-I am always happy to see people making TCs with GZDoom. You know, things that have their own cohesive worlds rather than endless discrete maps and gameplay mods.
-I noticed that the "laser" sight from the one fast firing robot makes blood splashes when it hits the player. You should be able to get around this by making the puff a dummy actor.
-Having the fist and starter smg on the same key is an odd choice.
Script warning, "DEAD_TECH_DEMO_1.1.pk3:decorate" line 116:
Tried to define class 'MEAT' more than once. Renaming class to 'MEAT@DEAD_TECH_DEMO_1.1.pk3@decorate'
Script warning, "DEAD_TECH_DEMO_1.1.pk3:decorate" line 464:
Tried to define class 'Scanner' more than once. Renaming class to 'Scanner@DEAD_TECH_DEMO_1.1.pk3@decorate'
First found a missing texture in the core map, the room with the pillars where you get the leadsprayer.
Elevator in the back of that room is missing a texture.
The less oppressive difficulty and greater light level meant that I spent a lot less time peeking corners and was able to aggressively push enemies. Enjoyed it considerably more this time around. Great changes all around, though I think you might have tuned it just a little too far to the easy side now. From a quick examination it doesn't seem you've implemented difficulty levels. Are you planning on doing that?
I don't think I was explicit enough with my praise before, so I'll say that I really like the environments here. It shows the strength of good texture work and lighting. Very strong atmosphere and it shows you don't need crazy line and sector counts to have good looking maps. Excellent work.
Also the track "Cybernetic Rage" is an absolute banger
Hor1zon Str1der wrote:player no longer 'bleeds' until I can figure out ho to stop the Hunter's laser sights from causing bleeding
As ReformedJoe mentioned, it should be possible to fix this by defining your own bullet puff in DECORATE. If you give the puff the BLOODLESSIMPACT flag (I think) then tell your railgun attack (which is what I think you are using for their lasers?) to use your new puff, then they shouldn't make the player (or anything) bleed.
I've had a very quick look at the new upload. So far so good and I much prefer the significantly reduced screen overlay effect.