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Welcome to TRINITY, the ultimate demon killing adventure! This is my personal project to bring a newschool mapset to play compatible with both GZDoom and Zandronum, supporting online play. This is currently a heavy WIP, but most of the resources are set in stone.
DOWNLOAD
You can download the single map teaser here: - Link removed until further notice -
Mirror: - Link removed until further notice -
GZdoom Compatibility Patch: - Link removed until further notice -
This contains the first map of the 2nd theme. Hope you enjoy it! If you're going to use GZDoom for this, make sure to include the compatibility patch last.
STORY
Sometime after the defeat of Icon of Sin, instead of simply retreating back to hell, the demon lords under its rule have instead began an effort to resurrect their master. An attempt so evil that it requires millions of souls offered as a sacrifice and to gather the souls demon lords, they turned their sights to Earth. Slaughtering in the name of their lost master, it's on you to stop them. You must eliminate the demon lords one by one by attacking their strongholds until there's none left.
THEMES
Three themes will be featured:
UAC Tech-base / War zones on Earth -- Texture wise it's all there, only some new monsters specific for this theme are needed.
Gothic Realm / Castles / Dark Magic -- Resources for this theme are 99% done. Only the bosses are missing.
Depths of Hell / Twisted Realms. -- This theme shares most monsters from previous themes so doesn't need many new monsters. Texture wise all is there.
DESIGN
Don't read if you don't like your surprises spoiled
The demon lord obsessed with UAC's technology, took over the last operating teleportation facility left and built a fortress
of zombies and demonic beings around it. Once the pinnacle of science, now the perfect grounds for the demon lord's newest creations.
You must first stop Kar'goth if you are to even attempt stopping others, as the portal it controls is the only way to reach the other
lords' strongholds.
-- Maps: 1-10. Map 5 features a mini-boss fight with the right hand of the demon lord. Boss fight at map10 leads to end of episode.
-- Theme: Tech-base / Warzones
-- Monster types: Standard doom roster + new tech infused enemies that can be found below.
2. Lord Morgarath
Demon lord of brute force and strength, controls the realms of dark magic. Bends energies feared by most to his own will, manipulating
unsuspecting beings to do its bidding. Surrounded by large castles infused with dark magic, it must be defeated to weaken the seals
guarding the ritual.
-- Maps: 11-20. Map 15 features a mini-boss fight with the right hand of the demon lord. Boss fight at map20 leads to end of episode.
-- Theme: Gothic / Castles / Dark magic
-- Monster types: Monsters made to be used for this theme can be found below. Additionally, only doom monsters with no technological attachments
on them can be used here. So, no: Zombies, Revenant, Mancubus, Arachnotron, Cyberdemon or Spider Mastermind. Equivalents of these can be found below.
3. Lord Azgalor
In the fiery depths of hell lies the great demon lord Azgalor, manipulating weak of mind to subjection or insanity or perhaps just incinerating
them on a whim. This is the final demon lord to be defeated and it controls the passage of souls. It's responsible for the prevention of the souls
from going to Heaven, tormenting and trapping them for use in their ritual. Once it dies, the ritual will be no more.
-- Maps: 21-30. Map 25 features a mini-boss fight with the right hand of the demon lord. Boss fight at map30 concludes the mod.
-- Theme: Hell / Any Twisted design featuring abstract areas
-- Monster types: Standard Doom roster except the Zombies. Monsters from Gothic theme can be used except the Knights, Golem, Avatar of Chaos.
Even though this project was going to be a solo effort, a couple friends showed interest and so are making a map for this. If you wish to contribute to this project, you can PM me for more details regarding the project. Last but not least, be sure to leave feedback! I also require some more playtesters for the future maps who know how to keep things a secret
Make sure to follow the main project thread over at doomworld as well for recent news: Main Thread
Last edited by IvanDobrovski on Tue Feb 26, 2019 3:06 pm, edited 1 time in total.
Btw, did you asked for permission on the OTEX texture pack to use?
Because that texture pack, AFAIK, it's not ready to be permitted to embed in any pk3 or wad file. You must use it separately from the file.
Played the demo. Very challenging (those damn mummies lol). I love the level of detail of this and the atmosphere given off. Anything with Quake is great with me (that Shambler sprite is awesome). I can lend a hand with something if you need. PMing you.
Btw, did you asked for permission on the OTEX texture pack to use?
Because that texture pack, AFAIK, it's not ready to be permitted to embed in any pk3 or wad file. You must use it separately from the file.
No I haven't asked for permission as I assumed it was released? I mean it'd be strange to not allow people to use it in their files and release it for use... If this is a big problem then the author can contact me I suppose.
PRIMEVAL wrote:Played the demo. Very challenging (those damn mummies lol). I love the level of detail of this and the atmosphere given off. Anything with Quake is great with me (that Shambler sprite is awesome). I can lend a hand with something if you need. PMing you.
No I haven't asked for permission as I assumed it was released? I mean it'd be strange to not allow people to use it in their files and release it for use... If this is a big problem then the author can contact me I suppose.
You have not asked for, nor received, my permission to bundle my textures into this. Please remove them from your files and ask that users load OTEX externally instead.
How do I copy them to my WAD? You don’t, ideally. You instruct people to play your wad with otex.wad. That way any future refinements that I make will carry over to your WAD and you avoid bundling 60MB of textures with every map set.
But I want to use your textures alongside other textures! If there is some style or variation you’re missing, let me know and maybe I can add it. If not, you can still make your level include some custom textures and work with otex.wad by including a TEXTURE1 definition in your WAD, since otex uses TEXTURE2. Now there are some compatibility issues with certain engines for this, however.
I’m incredibly stubborn and entitled, so I demand to use some of these included in my WAD! You’re extremely annoying, but know that I intend to support this down the line. I just want to feel entirely done with these textures before then.
I want to use these in a project with a custom palette! If you only do things like de-saturate the blue’s a little but leave their positions in the palette intact, it’ll work fine. If you do something more extensive, like Ancient Aliens, this won’t work. There are a lot of very careful color utilization choices made in these textures so changing those around will fuck shit up.
If you absolutely feel you MUST include them in the PK3 for whatever reason, I would suggest contacting Ukiro, the author of this texture pack, and get his consent first. No promises he'll say yes, though.