[WIP: Demon: Experimental Horror]

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Drake Raider
Posts: 474
Joined: Fri Jul 18, 2008 12:27 pm

Re: [WIP: Demon: Experimental Horror]

Post by Drake Raider »

The mapping isn't, I apologize. I'm not the greatest mapper. I can put three hours into a room and it still looks bad. But with the option of not Hirezing, It'll look a bit better.
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Tragos
Posts: 624
Joined: Tue Jun 02, 2009 5:59 pm
Location: [Getting frisky with Xeno's]
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Re: [WIP: Demon: Experimental Horror]

Post by Tragos »

Hey don't sweat it. Mapping is one of the most difficult processes when developing a mod for Zdoom. Some people here are very gifted in this area but often its hard to tell whether or not something that looks good will also play decently. I can nice room and corridor after several hours but that's about it, I have over 50 maps I've never finished. :D
Drake Raider
Posts: 474
Joined: Fri Jul 18, 2008 12:27 pm

Re: [WIP: Demon: Experimental Horror]

Post by Drake Raider »

Well, should be pretty much playable. I'll upload it later. All testing volunteers, please PM me.

[EDIT] This is a closed BETA due to spoilers, make sure nothing leaks.
Drake Raider
Posts: 474
Joined: Fri Jul 18, 2008 12:27 pm

Re: [WIP: Demon: Experimental Horror]

Post by Drake Raider »

Sorry, in temp hiatus. Still mostly functional. I have a few glitches to fix. But haven't worked on it in awhile.
Drake Raider
Posts: 474
Joined: Fri Jul 18, 2008 12:27 pm

Re: [WIP: Demon: Experimental Horror]

Post by Drake Raider »

http://www.mediafire.com/file/9kq5a9a7a ... n%20SD.rar

The SD is 'cause i kept this copy on my SD card, XD.

===========================================================================
Archive Maintainer : jingodrake@gmail.com
Advanced engine needed : GZdoom. Nothing else works well that I know.
Primary purpose : Single+Coop play / Deathmatch
===========================================================================
Title : Demon (Temp title if possible, but I have no better idea.)
Filename : Demon.wad, Demon.pk3
Release date : 07/28/11
Author : The Drake Raider
Email Address : jingodrake@gmail.com
Other Files By Author : ZHeXen, GZBlackmarsh, Unfinished Moon Trilogy
Misc. Author Info : Still not as good as I wanna be, but getting better/

Description : A beta is really the only way to describe this. I'm not happy at all with it, but I think it's almost completely functional. Until Burton is done, however, this will only be minorly updated. Just to work with and test, primarily to my lack of lan testing or a good machine.

Additional Credits to :
===========================================================================
* What is included *

New levels : 1
Sounds : Dun't remember
Music : Yes
Graphics : Yes (From Quake 2, Doomero's Doom3 sprites, and the bloodsplats from Brutal)
Dehacked/BEX Patch : No
Demos : No
Other : No


* Play Information *

Game : DOOM2
Map # : MAP01
Single Player : Designed for / Player starts only / No
Cooperative 2-4 Player : Designed for / Player starts only / No
Deathmatch 2-4 Player : Designed for / Player starts only / No
Other game styles : (specify such things as Skulltag, etc.)
Difficulty Settings : Yes / Not implemented


* Construction *

Base : New from scratch w/ images and maybe sounds by one or two others. I don't remember all of them, but I hope to go through an add them all.
Build Time : 5 months.
Editor(s) used : Slumped, Slade, Doom Builder 1/2
Known Bugs : A glitch with the flashlight attachment for weapons.
May Not Run With : Zdoom won't show lights or models. I hope to have a glless Version with end product, tho. Skulltag won't work at all because of decorate.
Tested With : GZdoom, Skulltag, Zdoom.



* Copyright / Permissions *

Authors MAY use the contents of this file as a base for
modification or reuse. Permissions have been obtained from original
authors for any of their resources modified or included in this file. And the map I'd like improved anyway if someone's willing to help.

You MAY not distribute this file in any format.


* Where to get the file that this text file describes *

The Usual: Mediafire

Final notes: The drop point for the logs is the console in the holo-room. This is off the (fairly obvious) armory through some vents. The console is the only one in the room. I haven't put in-game clues for that yet.

It's map should work in coop and deathmatch. They both have unique features designed for them, but I cannot test them, so you'll have to see and tell me where I messed up.

Again, this is more of a side-project then an actual, real thing, so it's not finished in any way yet, just pretty much fully playable.
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