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Re: Unfamiliar Episode 2: Frontier of Death

PostPosted: Fri Jun 12, 2020 9:59 pm
by BeatCrazed
I have a new fun issue for you: In e1m4 you can either play the map as normal to get to e1m5 or you can turn around and hit the switch at the other end of the tram which, for some reason, has the end level trigger.

Fun levels so far, keep it up!

Inter-Episode Update

PostPosted: Wed Jul 08, 2020 3:38 am
by Chief Smokey
I've made a small update fixing various minor issues that have been found after the release of Episode II: ...
-Improved E1M8 boss battle room
-Cleaned up various texture misalignments
-Better balanced ammo placement (less in Ep1, more in late Ep2)
-Fixed E1M4 premature exit switch
-Added coloured fog in nukage/bloodfalls you can walk through
-Removed obtrusive props in various maps
-Improved prop placement in E1M3
-Fixed any remaining doors not adhering to the size/speed rule
-Added measures to prevent entrapment behind large crates in E1M5's storage area
-Improved flow of eastern half of E1M7 and tweaked monster placement
-Added new quit message

Episode III news

PostPosted: Sat Jul 25, 2020 5:51 pm
by Chief Smokey
Work on Episode III has begun, although it'll be a while before you see any new maps because there's quite a lot of work to be done in terms of improving the current two episodes. Plus for the next stage of the mod I want to up the scale of new content so current jobs involve sprites, textures and sounds. Right now here's some enhanced lamps/torches. ... 002941.png ... 003010.png ... 002954.png ... 003145.png

Re: [GZDoom] Unfamiliar Episodes

PostPosted: Sun Jul 26, 2020 5:32 pm
by armymen12002003
Been playing through this im liking what im seeing great job so far.

Four maps down...

PostPosted: Sun Aug 02, 2020 8:01 pm
by Chief Smokey

Re: [GZDoom] Unfamiliar Episodes

PostPosted: Thu Aug 06, 2020 5:59 pm
by Chief Smokey

Re: [GZDoom] Unfamiliar Episodes

PostPosted: Thu Aug 06, 2020 8:50 pm
by retronutcase
Nice! Gonna have to give this another look soon, I think. Still looking forward to seeing what you do with Episode 3.

You mentioned new sprites and whatnot, but this would still be compatible with gameplay mods, correct?


PostPosted: Mon Aug 10, 2020 9:25 pm
by Chief Smokey


PostPosted: Sat Aug 22, 2020 9:28 pm
by Chief Smokey

Pointlight changes

PostPosted: Sun Aug 30, 2020 11:05 am
by Chief Smokey
There's been some changes to the pointlights. They're more vibrant now and make hellish areas look like discos. Who knew the forces of hell liked their aesthetic lighting? ... 175804.png ... 175823.png ... 175845.png ... 175952.png

Some actors have also received pointlights such as the nukage barrels, evil eyes, floating skull rocks and health bonuses.


PostPosted: Tue Sep 01, 2020 1:32 am
by Chief Smokey

Martian Fury Redux is ready for playtesting

PostPosted: Tue Sep 08, 2020 2:05 pm
by Chief Smokey

Episode II redux begins

PostPosted: Mon Sep 28, 2020 10:09 am
by Chief Smokey
A heap of new visual effects are now in place including a dynamic fog system, steam jets of varying sizes, sparks, floating cinders, some sector fog and improvements to several pointlights. Plus a preview of the new Episode II start. ... 163659.png ... 164941.png ... 165127.png ... 165633.png

E2M1 Redux

PostPosted: Fri Oct 02, 2020 9:17 pm
by Chief Smokey

E2M2 Redux

PostPosted: Mon Oct 05, 2020 6:29 am
by Chief Smokey