Any feedback about difficulty, ammo\health balance, boredom, bugs, misaligned textures, poor taste in music or or otherwise is greatly appreciated! I am also looking to find the author of the sky I modified for this, sadly I've lost track of who this was.
Must be played with the recently released GZDoom 4.0.0. Earlier versions of GZDoom will fail to run this.
/idgames link
https://www.doomworld.com/idgames/level ... v-z/vercit
Screenshots




Special credits to
Music tracks "City of Ruins" and "Titan" by KhydroDjent
https://soundcloud.com/khydrodjent-1
DooMAD for textures from his StalungCraeft texture pack
https://www.doomworld.com/forum/topic/1 ... ture-pack/
Water caustics shader by Dave Hoskins
https://www.shadertoy.com/view/MdlXz8
Changes since test 5
- Fixed red skullkey room secret triggering (really this time).
- Fixed a secret's missing texture.
- Redid the key activation scripts so that they use locked scripts, to improve mod compatibility.
Changes since test 4
- Added some more secrets to discover.
- Fixed red skullkey room secret triggering (really this time).
- Added compatibility for Smooth Doom's replaced skullkey actors.
- Tweaked sound and music volumes some more.
- An attempt to fix color grading shader issues some people have.
- Added a way back up after the final elevator down.
- Tweaked health & ammo ever so slightly more.
- Adjusted the cave level exit to be less abrupt.
Changes since test 3
- Re-enabled death color palette and fixed color grading not restoring properly when loading a save game.
- Fixed a spot where players could get stuck.
- Removed thing secrets and flagged their containing\nearby sectors as secret instead.
- Fixed the final lift getting stuck after the first battle.
- Some ammo adjustments.
Changes since test 2
- Fixed decorative things marked as secret that shouldn't be. There are 12 secrets in total now.
- Fixed some decals that did not show up.
- Smoothed the coastline a bit to cause less unexpected movement snagging.
- Adjusted ambient sound volume down a bit further.
- Disabled the death color effect since it cannot revert properly when loading a save game.
Changes since test 1
- Music and water ambient sound effects have had their volume reduced.
- The yellow key area is not as easy to miss anymore.
- Tweaks to ammo and health balance.
- The purple skull key is now visible in the adjusted classic status bar.
- Monster line of sight issues addressed.
- Color grading fixes.
- The color grading LUT set upon death is now reset on map start. It has also been changed to a different, less eye-searing effect.
- Infinite actor height is now forcefully disabled from MAPINFO.
- Will now run on macOS thanks to fixes to the color grading fragment shader.
- Barrels no longer explode silently.
- A dirt floor near water no longer scrolls.
- The color grading option is now actually present in the options menu.
- Some secrets have been made easier to detect.
- The large platform battles have been made a little bit more difficult.