dead.air - v2

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

NOTE: This forum, and all forums below it, are NOT Q&A or troubleshooting forums! They are for active projects only! Please use the Editing or General or its subforums for such 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.

dead.air - v2

Postby Xaser » Sat Dec 24, 2016 3:28 am

Image

dead.air - beta v2 link

Some of you may recognize by the title what this is a "sequel" to.
For the rest, here are some context-free screenshots:

ImageImageImage
ImageImageImage
ImageImageImage

Usual boilerplate about "this is a beta; gameplay is rough" applies.
Otherwise, have fun, kind folk.

[EDIT] There are a few node issues with the map at present which result in some end-arena HOM and various geometry holes in GZDoom. Using the software renderer ought to fix the latter for the time being -- haven't tried QZDoom just yet but that may or may not work too.
Last edited by Xaser on Wed Dec 28, 2016 1:33 am, edited 2 times in total.
User avatar
Xaser
autodefenestrator
 
 
 
Joined: 20 Jul 2003

Re: dead.air

Postby Rachael » Sat Dec 24, 2016 3:29 am

Oooh, I am going to try this one out, I liked dead.wire. :)
User avatar
Rachael
Not all elves needs a stocking hat...
 
Joined: 13 Jan 2004

Re: dead.air

Postby zrrion the insect » Sat Dec 24, 2016 4:19 am

This is looking very cool!
User avatar
zrrion the insect
Like a fish in a child's hands.
 
Joined: 25 Jun 2009
Location: Time Station 1: Moon of Glendale

Re: dead.air

Postby chronoteeth » Sat Dec 24, 2016 4:54 am

just some minor graphical nitpicks, weapon 2 and 5 feel so static compared to the rest

in fact, those sprites all look like they're supposed to have a lot more moving parts and things, thats just me tho
User avatar
chronoteeth
abubub
 
Joined: 08 Sep 2004

Re: dead.air

Postby Gez » Sat Dec 24, 2016 7:25 am

Xaser wrote:Image

Holy heck that caco O-)
Gez
 
 
 
Joined: 06 Jul 2007

Re: dead.air

Postby Big C » Sat Dec 24, 2016 8:47 am

Seriously, way scarier looking than the regular caco.
User avatar
Big C
 
Joined: 19 Oct 2010

Re: dead.air

Postby Captain J » Sat Dec 24, 2016 9:27 am

That peeping is way too cute to me! Hehe. Anyway it looks like the design that bagbreadfly would make! Am i right?

Anyway, i'd like to see more news from you, magnificent Xaser lad!
User avatar
Captain J
Oh... Oh hi!
 
Joined: 02 Oct 2012
Location: Urban Clustermess
Discord: DiscussJ#3128

Re: dead.air

Postby Marisa Kirisame » Sat Dec 24, 2016 10:38 am

Oh my god this is the best Christmas ever.
User avatar
Marisa Kirisame
Ordinary Magician
 
Joined: 08 Feb 2008
Location: Vigo, Galicia
Discord: 霧雨魔理沙#4689

Re: dead.air

Postby ZikShadow » Sat Dec 24, 2016 12:10 pm

Played in UV. Pretty fun map, really like the abstract sci-fi-ish environment.
The new guns are fairly nice to use as well, though the first weapon still got unused in later sections despite the upgrades. The new enemies are quite challenging to fight (the new Cacos in particular shoot homing stuff now, so they are definitely a priority over the Revs).

I haven't yet played .wire, so i'll probably do that after this.

I spotted something here though.

Image
User avatar
ZikShadow
 
Joined: 13 Jul 2016
Location: Could be the chair, the floor, or the bed.

Re: dead.air

Postby Rachael » Sat Dec 24, 2016 2:44 pm

Xaser wrote:[EDIT] There are a few node issues with the map at present which result in some end-arena HOM and various geometry holes in GZDoom. Using the software renderer ought to fix the latter for the time being -- haven't tried QZDoom just yet but that may or may not work too.

It will, if poly renderer is turned off.

With the exception of colors and blending, the renderer used in QZDoom uses exactly the same high-level logic as ZDoom's. The main differences are in how it determines which low-level drawers to use.
User avatar
Rachael
Not all elves needs a stocking hat...
 
Joined: 13 Jan 2004

Re: dead.air

Postby Kinsie » Sat Dec 24, 2016 4:57 pm

ZikShadow wrote:I spotted something here though.

Image
There are known issues like this when using the GL renderer. It seems to be to do with the GL node maker?
User avatar
Kinsie
Glarepokes (thx Kura-san!)
 
Joined: 22 Oct 2004
Location: MAP33
Discord: Find Me

Re: dead.air

Postby Overlord » Sat Dec 24, 2016 6:13 pm

pretty good :D the last zone was very hard
User avatar
Overlord
 
Joined: 28 Nov 2015

Re: dead.air

Postby RUNSABER » Sat Dec 24, 2016 9:45 pm

Very, very fun playthrough so far, though I'm currently stuck in the Skull key lobby with the spinning orb thing in the center. Playing with QZDoom.

I like the sci-fi vibe myself as well, it gives me a Timesplitters feel and the world itself is extremely immersive. I even found myself using the Scifi Pistol quite a bit after getting the Machine Gun, save for that sick Shotgun! The first ambush REALLY fucked meel up as it was much to my surprise to get wasted effortlessly by these new monsters. I havent seen the new guns yet but will keep playing to check them out. There may be a suggestion to lead players to the next area or zone. Crazy-ish glitch or I'm just not doing something right. Happy Holidays!
User avatar
RUNSABER
Battlehammer God
 
Joined: 02 Apr 2015

Re: dead.air

Postby Captain J » Sun Dec 25, 2016 8:31 am

So i just gave it a spin and oh my dead soul, this mod is really addictive yet gives me the chill and excitement. I just love how The ion pistol upgrades and Shrapnel Cannon is just, BEYOND satisfying to clean the street. And yet other weapons are indeed gives the satisfaction especially Antimatter Driver is the greatest.
Spoiler: But still, there are some unavoidable gripes, Forgive me!
Otherwise, this is some addicting mod you made there, xaser. As always! It is real that the legend lives again!
ZikShadow wrote:I spotted something here though.Image
Speaking of which, i just caught some gaps of space and time like that, too;
ImageImage
User avatar
Captain J
Oh... Oh hi!
 
Joined: 02 Oct 2012
Location: Urban Clustermess
Discord: DiscussJ#3128

Re: dead.air

Postby Deii » Sun Dec 25, 2016 2:44 pm

Anyone else think our lord and savior Xaser released this a month too late?

Seriously, I love this. As everyone said, great weapons, architecture and enemies but that faceless demon...brr.
User avatar
Deii
 
Joined: 01 Nov 2015
Discord: Deii #0915

Next

Return to Levels

Who is online

Users browsing this forum: No registered users and 3 guests