Global Death Ruins of Humanity-----FINISHED---Try It Out!!

New maps, and other projects whose primary focus is new maps, belong here.

NOTE: This forum, and all forums below it, are NOT for questions or troubleshooting! Threads here are for active projects only! Please use the Editing subforums or General for questions.
Forum rules
The Projects forums are ONLY for YOUR 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.

Global Death Ruins of Humanity-----FINISHED---Try It Out!!

Postby Unholypimpin » Fri Jan 28, 2011 3:58 am

Image
=============================================

This wad will have alternate endings per episode and some maps will have 2 exits leading to 2 totally differant maps.
heres an example of such a map.
Spoiler:

===========================================

THIS PROJECT IS FINALLY FINISHED!!!

Heres the link http://www.mediafire.com/?e0800hq6e43036b

Please note I will be uploading this wad to idgames in a few days so if your hurry and test this wad out and give me feedback I will put your name into the final credits that show up once you beat all the maps.


so far i have 12 maps done . heres how the maps will progress so far.
Spoiler:

======================================================================================


and now for the screenshots
Spoiler:

=====================================================================================
there will be a few new weapons and new enemies also.
===============================================
if anyone would like to be a tester for this project or would like to help in another way please let me know.
=========================================================================================
mappers and contributers
========================
-ALwaysdoomed-----project manager/mapper/tester
-Jack101------------Tester/project balancer sound and music guy
-merlin86-------------Tester
-Chronoseth----------Tester
-H3llraich ------------Tester
-FuzzballFox----------Tester
=========================
Last edited by Unholypimpin on Fri Nov 02, 2012 1:13 pm, edited 21 times in total.
User avatar
Unholypimpin
The GutterGhost is coming over for dinner, are you prepared?
 
Joined: 05 Feb 2009
Location: California

Re: Global Death 2

Postby wildweasel » Fri Jan 28, 2011 5:03 am

This actually doesn't look too bad. I encourage you to keep it up.
User avatar
wildweasel
from a different perspective.
Moderator Team Lead
 
Joined: 15 Jul 2003

Re: Global Death 2

Postby .+:icytux:+. » Fri Jan 28, 2011 6:12 am

Yes i sort of like the clean looks of it, except the white fog. I dont really recommend having fog at all, but its your call. also the red on the floor in the last shot is a little questionable too... If its supposed to be blood you should set your textures on the walls to have like bloodstains on the bottom. right now it looks like a red ugly carpet.

otherwise, cool.
User avatar
.+:icytux:+.
Mr. Happy of the Day!
 
Joined: 17 May 2007
Location: Finland

Re: Global Death 2

Postby Grymmoire » Fri Jan 28, 2011 8:04 am

wildweasel wrote:This actually doesn't look too bad. I encourage you to keep it up.


Pretty much exactly what I was gonna say. It almost looks like it has a classic feel to it. Good to see that there are still new mappers out there who are interested in improving.
User avatar
Grymmoire
Terrible, terrible.
 
Joined: 24 Jun 2009
Location: Nowhere, KS
Discord: Grymmoire#6393
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: Global Death 2

Postby Amuscaria » Fri Jan 28, 2011 9:00 am

Just tried it, the mod seems decent and relatively fun to play. map layout is good. I love the large open areas. The only complains I have in general is the texture misalignment and the conflicting texture colors, and the noisy weapon rips. There also seems to be a giant HOM when you look straight up at the sky. Not really sure what's causing it.
User avatar
Amuscaria
The Sentient Mushroom
 
Joined: 26 Jul 2004
Location: Growing from mycelium near you.

Re: Global Death 2

Postby Unholypimpin » Fri Jan 28, 2011 3:11 pm

thanks for the feedback everyone.

for those who havnt tried out my original wad i shall give you some screenshots on how i improved on it.
Spoiler:

the picture on the left is the remake

now heres a look at how map01 has been remade. (the one on the top is the original, the bottom picture is the remake)
Spoiler:

the top map exit on the remake leads to the map blood chasm(new map), the bottom one leads to the map Ancient Tomb(map02 remake)

I have never been good at texturing, so if anything sees weird texturing in any of the remake screenshots please let me know.

scattered throughout maps will be pockets of friendly marines that have survived the demon assault. most friendly marines are found in secrets and wont be useful to you unless you find the secret their hiding in. friendly marines randomly spawn with a differant weapon, the weapons they can have are chainguns shotguns and plasmaguns(plasma marines being the most rare). friendly marines can prove to be very useful in this wad, however they have slightly more health than demons and have a medium to high pain chance so protecting marines you find is important if you want them to survive. when they die they can drop some useful items(not guns or powerups).

the friendly marines wont be overpowered like the ones in my original wad though, so you must protect them.
User avatar
Unholypimpin
The GutterGhost is coming over for dinner, are you prepared?
 
Joined: 05 Feb 2009
Location: California

Re: Global Death 2

Postby merlin86 » Fri Jan 28, 2011 3:21 pm

Hi. If you want I could test your wad for bugs, etc... . Just send me a PM if you're interested.
User avatar
merlin86
Somewhere between supercazzola and quintana
 
Joined: 29 Jan 2008
Discord: LuciferSam#7338
Twitch ID: LuciferSam86
Github ID: LuciferSam86
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: Yes (Using Development/Testing Version)
Graphics Processor: nVidia with Vulkan support

Re: Global Death 2

Postby Unholypimpin » Fri Jan 28, 2011 3:29 pm

added to the list of contributers! thanks for helping test merlin86
User avatar
Unholypimpin
The GutterGhost is coming over for dinner, are you prepared?
 
Joined: 05 Feb 2009
Location: California

Re: Global Death 2

Postby merlin86 » Fri Jan 28, 2011 3:32 pm

no problem :) btw will you use decorate and/or acs scripting?
User avatar
merlin86
Somewhere between supercazzola and quintana
 
Joined: 29 Jan 2008
Discord: LuciferSam#7338
Twitch ID: LuciferSam86
Github ID: LuciferSam86
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: Yes (Using Development/Testing Version)
Graphics Processor: nVidia with Vulkan support

Re: Global Death 2

Postby Unholypimpin » Fri Jan 28, 2011 3:39 pm

yes there will be decorate and acs scripting. most acs scripting will be for traps, monster death events and whenever you open a secret with friendly marines a diolog box will pop up with the marines face saying messages like "Thankyou for saving us, now lets go save our planet"

there will be some custom weapons and monsters just like in my original, but not cheesy or unbalanced.
User avatar
Unholypimpin
The GutterGhost is coming over for dinner, are you prepared?
 
Joined: 05 Feb 2009
Location: California

Re: Global Death 2

Postby koverhbarc » Fri Jan 28, 2011 10:55 pm

Eriance wrote:There also seems to be a giant HOM when you look straight up at the sky. Not really sure what's causing it.


I think this was designed for the software renderer. I don't know how GL is supposed to handle regular sky textures without giving HOM though ...
koverhbarc
Banned User
 
Joined: 06 Dec 2010

Re: Global Death 2

Postby Unholypimpin » Sat Jan 29, 2011 2:36 pm

koverhbarc wrote:I think this was designed for the software renderer. I don't know how GL is supposed to handle regular sky textures without giving HOM though ...


You are correct. Back then i was new to doom mapping, but i learned quite fast. Though originally Global Death was just a wad i made that took all of what i learned and applyed it.

I actually liked the wad i made eventhough i look at it now and say to myself "what was i thinking? god i actually made maps like this?". Even a few friends of mine enjoy playing this once in a while.

Because of this i desided i wanted to remake my first wad ever and make it better.
User avatar
Unholypimpin
The GutterGhost is coming over for dinner, are you prepared?
 
Joined: 05 Feb 2009
Location: California

Re: (WIP) Global Death 2

Postby .+:icytux:+. » Sun Jan 30, 2011 11:18 am

looking at your old DB shot and your new one. I like the old one because of the interesting shapes, a lot of people tend to make everything square and therefore manages to make stuff a little booring. I'd say keep the cool angular stuff you had in the first one.
User avatar
.+:icytux:+.
Mr. Happy of the Day!
 
Joined: 17 May 2007
Location: Finland

Re: (WIP) Global Death 2

Postby Unholypimpin » Tue Feb 01, 2011 6:06 pm

@icytux i shall try to make more angled sectors, eventhough square looks more neat and tidy. the major upside to square is flat alignment(too bad you cant adjust flats like you can walls)

thankyou for the feedback

I'm still looking for more testers for this wad. I need people that can give good feedback on mapping , texturing , difficulty and monster and item placement.
User avatar
Unholypimpin
The GutterGhost is coming over for dinner, are you prepared?
 
Joined: 05 Feb 2009
Location: California

Re: (WIP) Global Death 2

Postby ChronoSeth » Tue Feb 01, 2011 8:05 pm

I'm able to do some testing if you want. I could use a break from C&C...
User avatar
ChronoSeth
You are totally unique, just like everyone else.
 
Joined: 05 Jul 2010
Location: British Columbia

Next

Return to Levels

Who is online

Users browsing this forum: No registered users and 1 guest