Ultimate Torment & Torture (New Screens p.26)

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Postby qwerqsar » Thu Jul 12, 2007 10:51 pm

Really nice screenshots. September, come quickly!
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Postby Unknown_Assassin » Fri Jul 13, 2007 1:38 pm

qwerqsar wrote:Really nice screenshots. September, come quickly!


To be honest, I don't want it to come quickly because of school.
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Postby Penguinator » Fri Jul 13, 2007 2:38 pm

Bittersweet.
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Postby Tormentor667 » Fri Jul 13, 2007 3:08 pm

Image
Final Overview
I am right now about 95% done and not much is left to do. The things that I have to do before I can release the first beta to the testers are partially depended on other person to help me with, this means for example the Final Battle (Vader does the sprites for a all new boss monster), the remaining TNT03 Bugfixes[/b] (solarsnowfall is right now optimizing the scripts in this map for his effects), the [i]Ending Sequence (final list of beta testers, contributers and a little special ending needs to be finished), the GL Definitions (Keksdose does this as well as the enhanced meteors in TNT04, should be done by August), the Intermap (I hope that Risen can do this, not that complicated one, but based on the KDiZD intermap) and last but not least the Voice Acting (done by Enjay, shouldn't take much time). After this stuff has been done, I can finish up UTNT and send out the Beta to the testers (don't ask, they were already chosen ;)). I expect this to be in the end of August, final fixes in the first week of September, and in the second week (on my birthday), the final release. Sounds like a good plan, doesn't it? :)

Features
Well, what will you expect in UTNT if everything works out as I have imagined it? Here is a list of features:
[list=]
[*]All original TNT episodes (1,2,3,LE) tuned and spiced up with detail, new trap, new areas, eye candy and many more surprises, expect the unexpected!
[*]3 all new weapons (Minigun, Flamethrower and a secret weapon)
[*]Over 20 new monsters, mainly improved from the MRW, DE or KDiZD as well as completely new and unique ones
[*]A complete new episode with 3 new, stunning and breathtaking maps filled with effects never seen before in a doom map.
[*]GZDoom recommended, featuring 3D floors, 32 bit textures & light effects as well as dynamic lights for every single actor, object and weapon!
[*]TITLEMAP, ENDMAP and INTERMAP greatly delivering the whole thing's story and atmosphere to the player
[*]Voice Acting for ingame messages and intermission texts
[*]Taking the advantage of useful ZDoom features like Cam Textures, Stacked Sectors, Deep Water, Terrain Splashes, Ambient Sounds and real-time weather effects as well as day/night transitions
[*]Enhanced original effects like Torches, Burning Barrels, Sparks from hitscan weapons, ejecting shells, more realistic gore effects and many more things.
[*]Hundreds of easter eggs and special secrets to discover that make you laugh or cry
[*]...and many, many more things!!!
[/list]

Help yourself get through the time!
You can't wait anymore? No problem, I suggest you play all the original episodes again from time to time until September, 14th arrives to make sure that you know them all inside out. Why? Very simple: The new ones are full with new traps and evil stuff that hasn't been there before and it would be a shame if some of that doesn't catch your attention because you don't know any better *hehe* :D Nevertheless, if you still have suggestions, post them now ;)
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Postby Captain Ventris » Fri Jul 13, 2007 3:35 pm

I have a suggestion:

I WANT TO BE A BETA TESTER!!! :P

So, a whole new boss? Sounds like another Doom-Clix Faction to me...
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Postby Da Spadger » Fri Jul 13, 2007 4:26 pm

Is GZDoom a requirement, or a recommendation? I like Software mode much more than OpenGL.
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Postby KeksDose » Fri Jul 13, 2007 5:04 pm

Da Spadger:

Tormentor667 wrote:...GZDoom recommended...

This might answer your question. It is because it uses true-color PNGs and 3D floors. What makes you want use Software, anyway? :?

Project specific:
As long I don't run into problems with my "Real Life-Time" and other important things, I should be done with the GLDefs by August (Heh, I'm about half done in just three days :wink:) (or even sooner), so don't worry :wink: And the enhanced comets should be OK, too.
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Postby Da Spadger » Fri Jul 13, 2007 5:30 pm

KeksDose wrote:What makes you want use Software, anyway? :?


Because it looks 49 times more spiffy than OpenGL. <3
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Postby Virtue » Fri Jul 13, 2007 6:24 pm

shame i can only run it in software...
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Postby Shadelight » Fri Jul 13, 2007 6:32 pm

Da Spadger wrote:
KeksDose wrote:What makes you want use Software, anyway? :?


Because it looks 49 times more spiffy than OpenGL. <3

BURN THE WITCH!
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Postby BouncyTEM » Fri Jul 13, 2007 6:41 pm

BlazingPhoenix wrote:
Da Spadger wrote:
Because it looks 49 times more spiffy than OpenGL. <3

BURN THE WITCH!


Agreed. D:
Also, Torm, this looks awesomematic. I want it already. :P
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Postby Risen » Fri Jul 13, 2007 7:06 pm

Da Spadger wrote:Because it looks 49 times more spiffy than OpenGL. <3


I can understand not wanting the texture filtering, but you can turn that off. Is there something else you don't like about it?
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Postby KeksDose » Fri Jul 13, 2007 7:08 pm

BlazingPhoenix wrote:BURN THE WITCH!

LOL

But still, I would suggest you using it. Otherwise you don't know where to walk (3D floors =3) and you won't see the mapping/effects in all their 1337-ness. *Activates Software for a stupid test*
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Postby Nightmare Doom » Fri Jul 13, 2007 9:08 pm

Tormentor667 wrote:[*]Over 20 new monsters, mainly improved from the MRW, DE or KDiZD as well as completely new and unique ones


What about adding every single monster from your Beastiary?
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Postby Da Spadger » Sat Jul 14, 2007 5:31 am

Risen wrote:
Da Spadger wrote:Because it looks 49 times more spiffy than OpenGL. <3


I can understand not wanting the texture filtering, but you can turn that off. Is there something else you don't like about it?


You know how stuff gets brighter the closer you are? (Especially in dark areas) That's something I miss. Dark rooms looks more bland in OpenGL. :/
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