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Re: [GZDoom] Dooming The Bar: City 17

PostPosted: Tue Nov 30, 2021 7:48 am
by Enjay
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:

Re: [GZDoom] Dooming The Bar: City 17

PostPosted: Tue Nov 30, 2021 8:55 am
by WARCHILD_89
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): )

Re: [GZDoom] Dooming The Bar: City 17

PostPosted: Tue Nov 30, 2021 9:27 am
by Chief Smokey
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.

Re: [GZDoom] Dooming The Bar: City 17

PostPosted: Tue Nov 30, 2021 9:33 am
by WARCHILD_89
I just read the copyright/ permissions.

I encountered a small, cosmetical issue (see my previous post)

Extra environmental details

PostPosted: Tue Dec 28, 2021 4:49 pm
by Chief Smokey
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.





NPCs Part I

PostPosted: Wed Feb 23, 2022 7:13 pm
by Chief Smokey
Finally I've taken the first steps to NPCs. Currently they are immobile and lack any pathfinding abilities (this will be done with ACS scripting eventually) but they do certainly make the environments feel a lot more alive and less lonely.





Re: [GZDoom] Dooming The Bar: City 17

PostPosted: Fri Feb 25, 2022 10:58 pm
by Valken
Looks great keep it up!

Acquire your unmonetized televisions!

PostPosted: Fri Apr 01, 2022 11:04 pm
by Chief Smokey
In classic Half-Life fashion this project was meant to be finished a long time ago (apologies for that, a lot of the final touches are in the hands of a collaborator of mine and naturally they have their own schedules and so on), but at least now the mythical FREE TVS of ancient siggraphian legend have been implemented.


Version 1.1 Release

PostPosted: Mon May 16, 2022 5:29 pm
by Chief Smokey
Here's V1.1!



Because of constant setbacks I've decided to release the build as-is (which is an entirely playable state, no worries) and shelve it for the moment. Over V1.0 it features many quality of life improvements, aesthetic tweaks and most importantly NPCs - albeit still in an unfinished state. It generally feels more "full" and polished.





DOWNLOAD:

Mediafire: https://www.mediafire.com/file/egj9a6a31bg6gew/DTB_V1.1.zip/file

Google Drive: https://drive.google.com/file/d/1DQipiuNiXjT8MTbhrkk9_32LEgJljKPR/view