[Release 1.3] Unloved (GZdoom mapset)

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Re: [WIP] Unloved - mapset for GZdoom (beta released!)

Postby NeuralStunner » Sun Mar 21, 2010 8:10 pm

I agree with increasing the ViewHeight. 48 works nicely. :yup: Since you'd be changing the player class anyway, you could probably get a less "Space Marine-ish" player sprite set from a skin pack somewhere. (Pretty much, something with no helmet.)

BlueEagle wrote:(except for crouching, I don't know if I want to enable it because it feels more frightening if you can't hide everywhere).

The inference for me is that there's something frightening to hide from. ;) (I can also duck projectiles with a bit of practice, but that doesn't mean much when I'm surrounded anyway.) Methinks it could balance out if you enabled Hexen style falling damage: The fear of falling too far would keep a player on edge.

Spoiler:
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Re: [WIP] Unloved - mapset for GZdoom (beta released!)

Postby BlueEagle » Mon Mar 22, 2010 8:25 am

You really like your crouching, don't you? ;)

Falling damage will not go in. I want the gameplay be as little different from Doom's as possible. Besides that, there are quite a few instances where I want the player to jump down into deep holes and falling damage would make players look for alternate routes instead of jumping down I guess.

The graveyard was really hard to balance. The non-linear gameplay allows the player of having shotgun only, shotgun + chaingun or even shotgun + chaingun + ssg depending on what ways they have gone before. I've tried to make sure that nobody gets out without killing all or at least most of the monsters, but it seems you've found a way grats ^^

I've fixed view height now and made it 48 like in Bdoom (AttackZOffset fixed too). That means that you are on the same height level as the eyes of zombie troopers. I've looked around to find a fitting new player skin and I think I will go with the helmless marine one that Enjay made. It makes the player still recognize himself on first sight but takes away that outer-space style. Thanks for the suggestions!
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Re: [WIP] Unloved - mapset for GZdoom (beta released!)

Postby NeuralStunner » Mon Mar 22, 2010 12:32 pm

BlueEagle wrote:You really like your crouching, don't you? ;)

That and jumping. =:)

Looking forward to playing this through. (And hoping it has the deep ending I expect.) Good work so far. :)
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Re: [WIP] Unloved - mapset for GZdoom (beta released!)

Postby BlueEagle » Sat Mar 27, 2010 6:35 am

I have to admit - my screen shots could have looked a lot better than they did. My apologies for that. After playing around with some GZ settings, I've come up with a few tweaks here and there, fiddled about with the DOOMDEFs from Unloved and here is the result:

http://www.gungirl2.com/stuff/unloved_beaf1.jpg
The bedroom (before you could barely see any textures)

http://www.gungirl2.com/stuff/unloved_beaf2.jpg
The Living Room (before it was colorless and had not much impact - ignore the pistol hand^^)

Oh and make sure you check 'Use Shaders For Lights' also, if you have missed it like I have ^^

PS: I've completed all routes to every key now and there is not much left to do! I'll try to get a release next week of the full mapset.
Last edited by BlueEagle on Sat Apr 03, 2010 7:19 pm, edited 1 time in total.
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Re: [WIP] Unloved - mapset for GZdoom (beta released!)

Postby .ex.inferis. » Sun Mar 28, 2010 4:10 pm

I can't remember the last time I played something atmospheric like this on Doom. Very well done, sir.
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Re: [WIP] Unloved - mapset for GZdoom (beta released!)

Postby NeuralStunner » Thu Apr 01, 2010 10:38 pm

:shock: Coolness incarnate.

Looking forward to the finished project more than ever. :)
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Re: [WIP] Unloved - mapset for GZdoom (beta released!)

Postby qwerqsar » Thu Apr 01, 2010 10:57 pm

Scary...
I like the ambience on this game, it just terrifies me... and the recolors look good on pics!!! :D
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Re: [Release v1] Unloved (GZdoom mapset)

Postby BlueEagle » Sat Apr 03, 2010 7:19 pm

First final release is done and ready to be played! (check first post)

Crits & comments are very welcome :)
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Re: [Release v1] Unloved (GZdoom mapset)

Postby Enjay » Sat Apr 03, 2010 7:28 pm

Argh! the dowload keeps quitting after a few kbytes have come in.
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Re: [Release v1] Unloved (GZdoom mapset)

Postby BlueEagle » Sat Apr 03, 2010 7:52 pm

I've put up a mirror. This should work now.
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Re: [Release v1] Unloved (GZdoom mapset)

Postby NeuralStunner » Sat Apr 03, 2010 8:22 pm

Awesome! Good to see. =:)
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Re: [Release v1] Unloved (GZdoom mapset)

Postby Enjay » Sat Apr 03, 2010 8:35 pm

Got it now, thanks. :)

Getting late here. I'll play tomorrow.
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Re: [Release v1] Unloved (GZdoom mapset)

Postby NeuralStunner » Sun Apr 04, 2010 4:19 pm

Wow, the lighting's different. (Having shaders available for DooM Style Lighting makes a big difference.)

I notice the :shock: is cropping up in replies a lot, for good reason. ;)

You've got me squinting into the shadows, wanting a flashlight, and I've occasionally gotten a startled jump and tried to lean around a few corners.
Spoiler:


Personally, I liked the old music for the Living Room better... Ah well, I still have the Beta, so I just made a little personal "patch" mod to load alongside it. Works nicely. :)
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Re: [Release v1] Unloved (GZdoom mapset)

Postby TechnoDoomed » Sun Apr 04, 2010 6:39 pm

Awesome work, I really liked what I have played so far, especially the ambient it sets you on. ;)

However, I am stuck after finding the yellow keycard. What do I have to do next?
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Re: [Release v1] Unloved (GZdoom mapset)

Postby Zhs2 » Sun Apr 04, 2010 8:20 pm

This is by far the best GZDoom mapset I've played, out of all of the GZDoom mapsets I have not played. I have a feeling that it's going to be tough to beat this one, though.

TechnoDoomed wrote:However, I am stuck after finding the yellow keycard. What do I have to do next?

You can either use it
Spoiler:

or skip it entirely for now
Spoiler:
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