[GZDoom] Dooming The Bar: City 17

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

NOTE: This forum, and all forums below it, are NOT for questions or troubleshooting! Threads here are for active projects only! Please use the Editing subforums or General for 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.

Re: [GZDoom] Dooming The Bar: City 17

Postby Enjay » Tue Nov 30, 2021 7:48 am

I really sorry that I have lost the link but a news notification popped up on my phone a few days back about this mod. someone had written an article about it... but I can't even remember which outlet it was published on. :oops:
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: [GZDoom] Dooming The Bar: City 17

Postby WARCHILD_89 » Tue Nov 30, 2021 8:55 am

HOLY DAMN HOT SH#T!!!!!!!!!!!!!!!


I just saw the images, my jaw dropped open. I played it, I totally forgot the work I actually had to do...your 1st map just sucked me into this world instantly!

edit:
I just did a literal walktrough, the story text in the end was hilarious and gave me a good laugh. well done my friend :D

10 out of 10


NOTE: I encountered a small issue with some models that flicker(enjay knows what we are talking about, eh ? :wink: ) there is also a portal that that the horizon jump around (watch here (private video): )
Last edited by WARCHILD_89 on Tue Nov 30, 2021 9:31 am, edited 2 times in total.
User avatar
WARCHILD_89
DOOM NEMESIS / 3D MODELS /MODELPACK PROVIDER
 
Joined: 17 Nov 2013
Location: MIA between doomed dimensions
Operating System: Windows Vista/7/2008 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: [GZDoom] Dooming The Bar: City 17

Postby Chief Smokey » Tue Nov 30, 2021 9:27 am

WARCHILD_89 wrote:with your permission, I would love to bring life to that map pack via 3d models and adding monsters. My mind is actually going crazy over thinking about the possibilities....

Well that's kind of what I'm going to do. I'm already using models and I'm currently in the process of adding NPCs. I'd rather not have these maps used as a battleground because that goes against my authorial intent. It's designed to be played standalone and for the player to adhere to it's rules.
User avatar
Chief Smokey
 
Joined: 24 Jan 2020
Location: The little English village of Old Bottom
Discord: Chief Smokey#8351

Re: [GZDoom] Dooming The Bar: City 17

Postby WARCHILD_89 » Tue Nov 30, 2021 9:33 am

I just read the copyright/ permissions.

I encountered a small, cosmetical issue (see my previous post)
User avatar
WARCHILD_89
DOOM NEMESIS / 3D MODELS /MODELPACK PROVIDER
 
Joined: 17 Nov 2013
Location: MIA between doomed dimensions
Operating System: Windows Vista/7/2008 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Extra environmental details

Postby Chief Smokey » Tue Dec 28, 2021 4:49 pm

To give some more life and grit to the city, some new sprite props (mainly trash) have been strewn around. I've also added surveillance cameras and tweaked the level layout in a couple of places to get more use out of previously superfluous areas.




User avatar
Chief Smokey
 
Joined: 24 Jan 2020
Location: The little English village of Old Bottom
Discord: Chief Smokey#8351

Previous

Return to Levels

Who is online

Users browsing this forum: MindbendeR and 1 guest