[Release] Waterlab GZD

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[Release] Waterlab GZD

Postby Enjay » Sun Mar 19, 2017 6:26 pm

Image

Waterlab GZD (AKA Too Much Metal...like waaay too much).

A medium to large map for GZDoom 2.4.0* inspired by and partly based on Waterlab for Doom Legacy.

(*It's in ZDoomHexen format because I'm a luddite but it does use one or two newer features and was only properly tested with the 2.4.0 pre-release builds.)

Screenshots?
Spoiler:

Download link.
http://www.aspectsweb.co.uk/enjay/doom/njwlgzd.pk3
~29.5 MB

Background
Spoiler:


Theme
Spoiler:


Sprites/Enemies
Spoiler:


Sounds
Spoiler:


Music
Spoiler:


Credits
Spoiler:


idgames-like text file
Spoiler:


Secrets
Spoiler:



Anyway, that'll do.
Last edited by Enjay on Tue Mar 21, 2017 6:00 pm, edited 4 times in total.
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Re: [Release] Waterlab GZD

Postby Orangewaggs » Sun Mar 19, 2017 7:24 pm

Nice to see a new release from you, always enjoyed your previous releases so I can't wait to see the is.
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Re: [Release] Waterlab GZD

Postby Gez » Sun Mar 19, 2017 7:31 pm

The famous Waterlab! One day, there might be a shader for that effect.
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Re: [Release] Waterlab GZD

Postby Zanieon » Sun Mar 19, 2017 7:55 pm

And Enjay came back to activity.

I remember few bits of that ol' Waterlab (been ages away from Doom Legacy), but i downloaded it already, going to play it this week after finish my stuff for HM.
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Re: [Release] Waterlab GZD

Postby Tormentor667 » Mon Mar 20, 2017 1:39 am

Wohoo, a new Enjay release, my evening is saved :-)
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Re: [Release] Waterlab GZD

Postby Nash » Mon Mar 20, 2017 1:51 am

Gez wrote:The famous Waterlab! One day, there might be a shader for that effect.


[everyone in the room turns to look towards dpJudas...]

:mrgreen: :mrgreen: :mrgreen:

I've never played this WAD before and never got to try whatever Legacy version that supported this feature. If it were ever to be implemented into GZDoom, I wonder how would the effect be defined? Perhaps binding the shader to a texture in GLDEFs?

There is a fancy water shader in the Total Chaos mod, but it doesn't distort the pixels behind the texture. It just distorts the texture itself (which does look quite cool itself IMO)
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Re: [Release] Waterlab GZD

Postby Rachael » Mon Mar 20, 2017 1:55 am

Am having a bit of fun playing around with this one. Quality Enjay release - as per usual. :)
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Re: [Release] Waterlab GZD

Postby leodoom85 » Mon Mar 20, 2017 7:54 am

I'll play this one. Enjay equals quality :)
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Re: [Release] Waterlab GZD

Postby leodoom85 » Mon Mar 20, 2017 9:55 am

I'm not finished the level yet, killed all the monsters though. But, this map is amazing, fantastic and atmospheric. 15/17 secrets found and those easter eggs are priceless (no cheats involved btw). One thing involving the plasma gun zombies...when they die, they "shoot" a plasma projectile.
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Re: [Release] Waterlab GZD

Postby zrrion the insect » Mon Mar 20, 2017 10:33 am

This looks super good. Always wonderful when Enjay releases things.
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Re: [Release] Waterlab GZD

Postby Tormentor667 » Mon Mar 20, 2017 1:01 pm

Played it - loved it - archived it :)

Thanks kindly for the release Nigel, this is solid work and somehow reminded me of Kurt Kessler's early KZDoom releases in some terms, just better. The choice of custom monsters was very good and did feel right and not "just for the sake of having'em". What I really loved were the numerous eastereggs :) After you mentioned them, I wanted to look closely and was searching for them - guess I found them all but...
Spoiler:
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Re: [Release] Waterlab GZD

Postby Enjay » Mon Mar 20, 2017 1:43 pm

Thanks for the kind comments. Much appreciated. I'm glad that people seem to be enjoying it. I actually meant to include a Doom Legacy Easter egg and completely forgot about it but I'm glad people are enjoying those too. :)

Regards your spoilered comment Torm...
Spoiler:


leodoom85 wrote:15/17 secrets

Although some are pretty obvious, that's really pretty good going with no cheats. I'd be interested to find out which ones gave you difficulty. I'm never that confident about setting up secrets so it'd be good to get feedback.
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Re: [Release] Waterlab GZD

Postby leodoom85 » Mon Mar 20, 2017 1:53 pm

Enjay, about the secrets...Few of them was pure luck (could be 4 or 5). One of them, I had to do a rocket jump, probably not the way intended. And the rest was not that obvious but I knew that could be a secret, like a different texture or even the lighting texture used for that.
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Re: [Release] Waterlab GZD

Postby Enjay » Mon Mar 20, 2017 2:00 pm

Definitely no rocket jumping (or jumping at all [edit] Actually, one requires a little jump[/edit]) required for the secrets.
Last edited by Enjay on Mon Mar 20, 2017 2:22 pm, edited 1 time in total.
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Re: [Release] Waterlab GZD

Postby Tormentor667 » Mon Mar 20, 2017 2:05 pm

Enjay wrote:powerups

Erm what?! ... no need to wonder anymore why it felt hard to me :)

By the way, the inly gripe I actually have with the map is the usage of SHAWN/SILVER-alike textures here and there (e.g. at the beginning the water tanks). The whole map has this rusty and dirty design, so the clean shawn textures feel like a foreign matter. Maybe you would like to replace them with something else that fits better to the rest of the look?
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