Looks like you're stuck on the shores of hell.... and the only way out is through!
Darkmoon is a modern interpretation of doom's original shores of hell episode, heavily inspired by doom 3, doom 64 and psx doom, taking place on deimos, it aims to be a more serious and semi realistic doom mod, without sacrificing the fast paced gameplay we all know and love from doom. It also aims to be a replayable mod, every map has 2 different exits meaning each playthrough will lead you thru a different set of map, A few weeks ago me and my friend Zok released a public alpha for our project darkmoon, but we didn't posted here, sorry, we had meant to do that since we first teased the proyect here a long time ago!
Currently this is an alpha so its bound to be full of nasty bugs here and there, difficulties haven't been implemented on most maps, and there's a lot of stuff that is gonna get changed, but we welcome any feedback about the project
Z0k - Proyect lead, Maps, texture edits
DMPhobos - Proyect lead, Maps, Weapon and monsters Decorate, sprite edits
Also, Urric Hammersong, For his awesome work on new textures for our project: Such as the new animated doors, new D3 style boxes, swichtes, light beam, some new light ceiling textures as well on his small sprites of the Armor shard, Adrenaline and the BFG Ammo Cell edit from Doom2.5
Additional Credits to:
Liberation for some early testing and helping to find some bugs
Aubrey Hodges for the Doom 64 and PSX Music, and for being kind enough to allow us to use his tracks in our project
ChaosCentral for the initial Doom 3 Weapons mod
scalliano, Xim, JoeyTD, the Skulltag Team, DavidRaven, Marty Kirra and Vader for the Zombified scientist that we used
Id Software For Doom & Quake Series.
Stecki for deConstruct Industrial Textures Wad
David Gevert for DarkBase Texture Wad
Nick Baker for MORTRES Texture Wad
Pawel Zarczynski for NMNCORP 1 & 2 Texture wad
Ceeb For Quake 2 & Quake 3 Texture Wad Conversion
Daniel "Tormentor667" Gimmer For Too much brown wad
FuzzballFox, Enjay, EarthQuake, CaptainToenail For Doom Potpourri Texs pack
3D realms for Duke Nukem 3d textures as well Tormentor667 for converting them to Doom Palette Format
Hidfan for his awesome doom 3 texture pack
Doom 2.5 Team: KRoNoS, Nmn, Nick Perry, Vegeta, Dartmerc, For their gun graphics and a few textures
Monolith Productions For Alien Vs Predator2 Texture, as well Ceeb for converting and doing additional work on them.
Ghastly_dragon For the decorate for some of the monsters (Wraith and Trite)
Vader for the sprites for the Blood Demon, Imp variants, Wraith, Chaingun Major
Mechadon for some of the sky graphics used to create the skyboxes
Jimmy for the Status report font
A more complete credit list for the sprites used:
StimBonus - BloodyAcid
Blood Demon - Neoworm, Vader
ImpVoid and ImpSkulltag Sprite - Vader, ItsNatureToDie
Zombie Marine - Ixnatiful
Marine Sargent - Logan MTM, Ghastly_dragon, Xim
Doom 3 Style SSG - Sniper 109
ZSpecOps Zombies - Mark Quinn, Vegeta, Ghastly_dragon, MagicWazard
Chaingun Major - Vader
Wraith - Vader, Captain Toenail
Trite - Monolith, Captain Toenail
Flame Mancubus - Captain Ventris, Midway
Diabloist Fire Sprites - Eriance, Raven Software
Other minor Sprite edits by DMPhobos
Last edited by DMPhobos on Mon Jul 29, 2019 6:33 pm, edited 1 time in total.
Just curious, will you be using custom monsters and gameplay tweaks, or will it be gameplay-mod compatible (and/or have a "sanitized" version)?
It does uses a lot of custom monsters and weapons! (it tweaks the original monsters too), but there's plans for a 'sanitized' version to keep gamplay mod compatibility once we get close to the final release
This looks really good. I love the more realistic designed maps. I love the combo of Doom 3 and Doom 64. The lighting is really good and helps with the creepy atmosphere. I love the idea of different exits to different maps for replayability that's something I would do if I was a mapper.
I made a video of the first map. Youtubes rendering hates darkness >_<
Also made a gameplay video, along with a little treat!
I wanted to play this with Hideous Destructor, so I took some time and made a "sanitized" version myself. Checked with DMPhobos and they're cool with it, so here it is for anyone that wants to play with gameplay mods: Darkmoon (alpha july 2019) Sanitized.
And here's my gameplay, beating MAP01 on "spooky" difficuly with no deaths, no saves, no failures.
Thank you all for your comments, i've updated the post with Caligari87's version (once again, thank you!) for those who would like to try the maps with another gameplay mod, but we encourage everyone to try the original version and let us know if there's any feedback
One bit of general feedback I did have, actually: The lighting contrast.
Overall, things are well-lit but there's not a lot of variation. I used DarkDoomZ to bump the contrast on my playthrough (see video) to get a more pleasing visual experience. There's a lot of detail but it all kind of blends together because there's a lot of mid-dark grey textures and the lighting seems very limited in range, like nothing is ever "very dark" or "very bright".
Aesthetically the maps are still gorgeous, don't get me wrong. Just my opinion that there could be a little more lighting contrast.