[TCoTD : Apocalypse] Outdated | Obsolete
Forum rules
The Projects forums are only for 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.
The Projects forums are only for 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.
- Unknown_Assassin
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For more Atmospheric inspiration, be sure to get Carnage for Blood...(also try to rip the ambient sound files from this mod aswell for this wad...)
- Ryan Cordell
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- .+:icytux:+.
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- Tormentor667
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Okay, after a whole saturday of work, I finally finished what I wanted to have: My perfect vision about how TCOTD:Apocalypse is going to look like. I planned and already implemented several things out of different sources to make sure that this is a totally new Doom experience for everyone.
Imagine elements combined out of Blood, Silent Hill and Resident Evil in Doom to realise a really scary and moody atmosphere This won't be about "Kill monster and find keys", its much more, as more work has been put into the background setting of the city, the persons who live(d) there and why this became into such a hostile place at the end
New Screens soon!
Cheers,
Torm
Imagine elements combined out of Blood, Silent Hill and Resident Evil in Doom to realise a really scary and moody atmosphere This won't be about "Kill monster and find keys", its much more, as more work has been put into the background setting of the city, the persons who live(d) there and why this became into such a hostile place at the end
New Screens soon!
Cheers,
Torm
- Tormentor667
- Posts: 13534
- Joined: Wed Jul 16, 2003 3:52 am
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Yet another news text, but no screens as I have decided so far to not post any more screenshots until I am ready to release the map (yes, I am not kind!)
I am working on the map every day, and every day I get some more ideas and rooms finished and the longer I work on the map the more different it seems to get.
First at all, Detal Addicton aside, the map is about 60% finished and has 1.200 sectors and yes, that's not much detail indeed With the help of dynamic lights and lots of darkness, there is actually even no need for much detail and gives me the chance to concentrate on more important things finally.
I decided as well to slow down the player to make things slower, longer and more frightening as you aren't the super fast Doom Guy anymore. Same goes to weapons, as a total of 5 weapons is by far enough for a one-map project.
Beyond, ingame you will find letters, scripts or other stuff you can read or use to help you getting through the town and even more important: Telling you the story. It's not like in TCOTD Volume 1, were you actually didn't get an idea about what actually happened here. In Apocalypse, this will change and in the end, every open question you had before is closed. Well, at least that's what I am aiming for
Do not expect "Key Hunts", do not expect linearity and do not expect corridors filled with monsters, this will be very different from my other work.
I am working on the map every day, and every day I get some more ideas and rooms finished and the longer I work on the map the more different it seems to get.
First at all, Detal Addicton aside, the map is about 60% finished and has 1.200 sectors and yes, that's not much detail indeed With the help of dynamic lights and lots of darkness, there is actually even no need for much detail and gives me the chance to concentrate on more important things finally.
I decided as well to slow down the player to make things slower, longer and more frightening as you aren't the super fast Doom Guy anymore. Same goes to weapons, as a total of 5 weapons is by far enough for a one-map project.
Beyond, ingame you will find letters, scripts or other stuff you can read or use to help you getting through the town and even more important: Telling you the story. It's not like in TCOTD Volume 1, were you actually didn't get an idea about what actually happened here. In Apocalypse, this will change and in the end, every open question you had before is closed. Well, at least that's what I am aiming for
Do not expect "Key Hunts", do not expect linearity and do not expect corridors filled with monsters, this will be very different from my other work.
- Ryan Cordell
- Posts: 4349
- Joined: Sun Feb 06, 2005 6:39 am
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Capital of Explodistan
- Unknown_Assassin
- Posts: 2468
- Joined: Wed Apr 12, 2006 5:17 pm
- Location: Where dead carcasses lie
- Contact:
- Tormentor667
- Posts: 13534
- Joined: Wed Jul 16, 2003 3:52 am
- Contact: