[TCoTD : Apocalypse] Outdated | Obsolete

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Postby Amuscaria » Fri Oct 05, 2007 4:17 pm

Most atmospheric. Kinda like Blood, but creepier.
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Postby Unknown_Assassin » Fri Oct 05, 2007 6:17 pm

Oooh...Pandemonium Shadow Show. This should be interesting.
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Postby Nightmare Doom » Fri Oct 05, 2007 11:05 pm

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...)
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Postby Ryan Cordell » Sat Oct 06, 2007 12:56 am

First, I dunno how it'd look like, but you should try hacking the Playpal/Colormap to give a 'fullbright' ordeal only for the torch's flame.
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Postby .+:icytux:+. » Sat Oct 06, 2007 3:39 am

now that is a more blood themed happy time circus :D
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Postby Tormentor667 » Sat Oct 06, 2007 11:01 am

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
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Postby Tormentor667 » Fri Oct 12, 2007 11:30 am

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.
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Postby Siggi » Fri Oct 12, 2007 12:22 pm

Sounds interesting.
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Postby Ryan Cordell » Fri Oct 12, 2007 1:23 pm

And please, DO make use of the environment and ambiance sounds. Birds chirping, creepy squeaking doors, maybe something else would REALLY help.

Hell, a major play-attraction with Shadow Warrior for me is solely the atmosphere. It just paid great attention, as did Blood. :wink:
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Postby Unknown_Assassin » Fri Oct 12, 2007 1:42 pm

Psycho Siggi wrote:Sounds interesting.
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Postby XutaWoo » Fri Oct 12, 2007 4:37 pm

Unknown_Assassin wrote:
Psycho Siggi wrote:Sounds interesting.
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Postby Zenon » Fri Oct 12, 2007 4:46 pm

.+:icytux:+. wrote:now that is a more blood themed happy time circus :D


OOOoooohhh, this promises to be fun! [/caleb]
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Postby Tormentor667 » Sun Oct 14, 2007 12:03 pm

Map Overview, about 70% done with the layout and puzzle routes:
Image
(not on the map are the countless control sectors and portals :P)
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Postby Jimmy » Sun Oct 14, 2007 12:52 pm

Holy shit. :shock:

That looks amazingly fun.
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Postby Kate » Sun Oct 14, 2007 1:05 pm

...Okay...

Now how does that look in the game?
(Not trying to be sarcastic or anything, but an editor shot doesn't really give much detail imo)

Nonetheless I'd say it looks 'okay' for what it is...
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