Putrefier

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Putrefier

Postby Ed_C » Wed Sep 26, 2012 2:49 am

Hi everyone,
I'm coming to the last leg of my GZDoom map, Putrefier. Now is a good a' time as any for an official announcement / elaboration on the project.

It is a direct sequel to my previous map, Valhalla. The player is lunged into a recreation of a long destroyed American metropolis, rebuilt using 'Respawn'. The artillect that controls the mind uploading/cloning technology has fallen under demonic possession, and is consuming the city around it.

Spoiler:


Coming sometime in 2012 (I hope!)

*Update*
Public Beta

*Update2*
Finalized Version
Last edited by Ed_C on Wed Oct 24, 2012 3:14 am, edited 6 times in total.
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Re: Putrefier

Postby Jimmy » Wed Sep 26, 2012 7:55 am

Image
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Re: Putrefier

Postby Nash » Wed Sep 26, 2012 7:58 am

lies that's not gzdoom

EDIT:

Spoiler:
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Re: Putrefier

Postby Xtyfe » Wed Sep 26, 2012 9:16 am

The (G)ZDoom engine in the hands of a master...

I want to see more screenshots please :D
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Re: Putrefier

Postby Matt » Wed Sep 26, 2012 9:24 am

What Jimmy said.
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Re: Putrefier

Postby Ral22 » Wed Sep 26, 2012 10:02 am

Thrice on what Jimmy said. It's marvelous work.
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Re: Putrefier

Postby Virtue » Wed Sep 26, 2012 11:16 am

I DIDNT REALISE QUAKE 2 GOT A SEQUEL ON THE GZDOOM ENGINE!!!!
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Re: Putrefier

Postby Springy » Wed Sep 26, 2012 11:26 am

Amazing, Valhalla was amazing as well (albeit a bit short, map size I mean) but this, this is just, WOW! Cannot wait for this to be released.
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Re: Putrefier

Postby Ravick » Wed Sep 26, 2012 12:00 pm

Just... :shock: !

Do want!
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Re: Putrefier

Postby Trooper 077 » Wed Sep 26, 2012 1:37 pm

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Re: Putrefier

Postby oysterstew » Wed Sep 26, 2012 2:40 pm

Wow :wub:
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Re: Putrefier

Postby mckracken » Wed Sep 26, 2012 3:01 pm

you made valhalla? that was nice looking and had some clever monster placement!
are you planning costum or 667 monsters? please do!

just came back from Valhalla: the music is really a sublime piece of ambient! Very well done.
Last edited by mckracken on Wed Sep 26, 2012 3:59 pm, edited 1 time in total.
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Re: Putrefier

Postby scalliano » Wed Sep 26, 2012 3:19 pm

Welcome to the ZDoom boards, Ed!

I've seen this over on DW and it's great to see that it's nearing completion. Astonishing stuff.
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Re: Putrefier

Postby SamVision » Wed Sep 26, 2012 6:29 pm

Quake 2 right?
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Re: Putrefier

Postby Ed_C » Thu Sep 27, 2012 1:35 am

Thanks guys. I might hold the #1 spot for most time lurking on the Zdoom forums, lol.

It's definitely GZDoom - Many, many control sectors later. It takes a lot of influence from shooters of yesteryear, but in game, it actually feels more otherworldly and horrific. I feel that at it's peak, GZDoom is comfortable emulating the geometric complexity of games of the late 90s. Graphical fidelity isn't really a huge priority in this map (1/1 texture scale, mostly, not a whole lot of decorate effects) - but I could see GZDoom feeling comfortable at a level somewhere around UT-99, with some give or take in certain departments. GZDoombuilder is an absolute game changer - Static, MD2 based geometry can be slipped in to areas and blended in seamlessly, as well as non-static objects for rotations / dramatic, theatrical effect or functionality.

When it's released, I plan on doing a detailed post-mortem demo explaining the more complicated areas / effects for anyone interested in how certain areas came together. As far as additional monsters are concerned - I would like to keep it as vanilla as possible in the core game-play and open for mods that could add new monsters / weapons. I would describe the game-play as theatrically classic - no cut scenes or anything that interrupts action, but additional elements of the map that add to it. Very Doomy.

There is a great deal of resources, a lot of which I didn't even use. Should have a pretty useful texture wad available after the fact.
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