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[DM] Morgenstern - Released!

PostPosted: Wed Feb 10, 2016 2:30 pm
by Siberian Tiger
Returning Readers


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Morgenstern is a project that focuses on the Deathmatch game mode while utilizing GZDoom's OpenGL specific features, such as lighting, 3D sloped floors, and rendering optimizations. This project tries to reimagine the Deathmatch scene in Doom by importing some of the ideas from Quake 3 Arena, such as weapons that the players use and how the maps are structured. In addition, this project contains maps of various sizes. To elaborate further, some maps can fit eight players nicely while others requires a larger audience of at least sixteen players. Though, there does exist some maps that are designed for two players or four players.

Feel free to share your feedback, I will try to routinely check this topic while the project is still in active development.


Requirements:


Links:

Re: [DM] Morgenstern {WIP}

PostPosted: Thu Feb 11, 2016 10:08 pm
by Matt
This looks so tasty I just shamelessly broke my "if you're not willing to shrink and optimize your screenies I'm not interested" rule. :shock:

Looking forward to this!

Re: [DM] Morgenstern {WIP}

PostPosted: Sun Feb 28, 2016 4:45 am
by Siberian Tiger
Just letting everyone know that this project is still going strong. I only have one last map to build and complete, this project is officially at 90% completion rate. I am hoping to have an official beta build near the end of next month.

Re: [DM] Morgenstern {WIP}

PostPosted: Sun Feb 28, 2016 8:29 am
by CWolf
Morgenstern


Eh, what a glorious days I had in Saints...yeah, sweet memories. :D
===

Screenshots looks amazing. Unfortunately ZDoom\Zandro-format MP-maps that use its features... so rare...

Re: [DM] Morgenstern {WIP}

PostPosted: Sun Mar 06, 2016 5:03 pm
by Siberian Tiger
Hallo,

Just letting everyone know that I am targeting Monday 14.March.2016 for the first beta release.

TODO List:
  • Finish working on the last map. <MILESTONE>
  • Update compiler to work with Bootless Star 1.5.4; implement Git functionality
  • Plan patches and beta rollouts; ease transitions with minimal effort for end-users.



What to expect in First Beta:

Regards,

Re: [DM] Morgenstern NOW WITH A FRICKIN' BETA! {WIP}

PostPosted: Sat Mar 12, 2016 4:26 pm
by Siberian Tiger
GOOD NEWS, EVERYONE! I recently uploaded the first developmental build of my invention! You can check it out here!

Re: [DM] Morgenstern NOW WITH A FRICKIN' BETA! {WIP}

PostPosted: Sat Mar 12, 2016 7:09 pm
by Matt
.........140 megabytes!???!??!?!??!?

Re: [DM] Morgenstern NOW WITH A FRICKIN' BETA! {WIP}

PostPosted: Tue Mar 22, 2016 10:57 am
by Siberian Tiger
Thank you everyone for testing the beta build; the final build might be released within the coming months.

Re: [DM] Morgenstern NOW WITH A FRICKIN' BETA! {WIP}

PostPosted: Fri Apr 01, 2016 2:32 pm
by Siberian Tiger
I am pleased to announce that the B11-ND is now a requirement! Now we can have a fully immersive deathmatch environment that everyone can enjoy!


Re: [DM] Morgenstern NOW WITH A FRICKIN' BETA! {WIP}

PostPosted: Sat Apr 02, 2016 7:34 pm
by Siberian Tiger
Since the last beta release, there has been innumerous changes within the project - which most came from the feedback that everyone has provided. I would like to give everyone a new modern beta build for everyone to test and share thoughts on its current state.

Some changes:
  • Jumping pads no longer adds momentum towards the player.
  • Added Smooth Weapons
  • High-Def sounds
  • High-Res sprites [for some items]
  • Pretty jump pads
  • Pretty torches
  • Maps are now atmospheric
  • Generalized bug-fixes


Spoiler: "Engine Bugs and Reported Issues"


I might have to raise the requirements to GZDoom 2.2 and GZDoom 1.10, but I am not exactly quite sure yet.

I hope everyone enjoys this new beta build :smile:

Re: [DM] Morgenstern - Atmospheric Beta {WIP}

PostPosted: Sat Apr 02, 2016 10:19 pm
by Matt
from that feedback, has anyone actually tried playing this as a DM level!?

Re: [DM] Morgenstern - Atmospheric Beta {WIP}

PostPosted: Sat Apr 02, 2016 10:51 pm
by Catastrophe
Vaecrius wrote:from that feedback, has anyone actually tried playing this as a DM level!?


Yep.

Re: [DM] Morgenstern - Atmospheric Beta {WIP}

PostPosted: Sun Apr 03, 2016 6:05 am
by Siberian Tiger
Vaecrius wrote:from that feedback, has anyone actually tried playing this as a DM level!?


Is there something wrong with the project? If so, would you kindly elaborate.

Thanks,

Re: [DM] Morgenstern - Atmospheric Beta {WIP}

PostPosted: Mon Apr 04, 2016 12:09 am
by Matt
It is a 160-megabyte mapset (for reference: all of D2 is <20 megs uncompressed; my entire DM collection containing multiple megawads is just over 40 megs) with the feature descriptions and non-bugfix updates almost exclusively dedicated to aesthetics.

I haven't even had the time or bother to use that kind of bandwidth and these red flags aren't helping.

Re: [DM] Morgenstern - Atmospheric Beta {WIP}

PostPosted: Mon Apr 04, 2016 5:42 am
by Siberian Tiger
Thank you for your feedback; I'll see what I can do in the future.