Beyond the Portal (Originally titled "The Fold") has a somewhat standard DOS FPS feel to it. The level design is more linear than most DOS first-person shooters, but there are a multitude of secrets. I didn't completely deviate from a DOS first-person shooter level design; however, I don't want the player to spend too much time looking around for keycards in a maze. There is story, but feel free to skip because I have made sure that if you don't care, you don't have to be dragged through cutscenes, but if you do care and are interested, there are some cutscenes, in addition to readable signs/notes/computers desktops throughout the game that tell more about the story than the gameplay will. How much story you want presented to you is your choice. There are 15 weapons, 6 bosses and 18 monsters types and three non-boss characters. Will also include 31 maps in addition to three secret maps. The secret maps are all vibrantly colorful maps that give the player weapons earlier in game than they would have had if they hadn't found the secret maps. Secret early weapons are generally dropped by monsters, but not every time that you find one.
These aren't all of the weapons, but these are the weapons of the first half of the game.
1. Fists - Primary fire for jabbing and secondary fire for a full-body swing.
1. Energy Saw - A standard cutting tool for colonial scientists.
2. Pistol - Standard semi-automatic sidearm (Subject to change for the max amount of fun! Even the beginning should be fun, even if before the unearthly environments and larger monsters. It is particularly fun to use on targets that are harder to hit and enemies that are far away for some reason.)
3. Pump-action Shotgun - No description necessary
3. Double-barreled shotgun - Primary fire for double-tapping into a crowded room; secondary fire for pulling both triggers simultaneously.
4. SMG - Automatic sub-machine gun. More accurate than pistol.
4. XEAR - Experimental xenomatter energy assault rifle. More powerful than smg, although the projectiles move slower. Primary fire for automatic firing; secondary fire for 4 round burst. Xeno matter is a valuable material found in a universe known as "The Absolute Wilderness." One of its disadvantages to other energy sources found in other universes is that it is much more difficult to hold in large quantities and it quickly uses all of its energy.
5. Pod Rocket Launcher - Rocket launcher originally used by colonial Gokstad scientists for mining. Quickly became modified for use on larger creatures and has remained combat oriented since.
5. Grenade Launcher - A revolver-style grenade launcher that uses energy grenades.
6. Pulse Rifle - A high-powered all-purpose rifle that fires pulses that rip apart everything in its path. Can "shish kebab" small enemies and is effective against larger enemies.
7. "Hell's Paintbrush" Flamethrower - Basically, a giant blowtorch with a better reach. It is useful in overwhelming situations.
More interesting weapons later in game:
Spoiler:
Beyond the Portal uses a more basic art style, although, because I probably some bias toward my own art, I would like someone else to voice their opinion. I've noticed that Wolfenstein always seemed to be more colorful than Doom, despite technically not being so, so I've tried to recreate a little bit of Wolfenstein's/SOD2's colorfulness. I worry that it may be too basic; although, going back through all the sprites and graphics might be a very daunting task. If that really is necessary, then I think I need a team. Although that role would be extremely ambitious.
Screenshots:
Spoiler:You are Dr. Rakim Xavier, an off-duty veteran who has taken a job at the Gokstad facility, developing technologies for entering alternate universes. As you would expect in a game, something has gone wrong and creatures are now attacking the facility. At the beginning of the game, you investigate the portal, ending up inside it. You only spend the first map in the Gokstad facility. In the game you go from universe to universe, discovering why what happened at the Gokstad happened, shooting your way through many trippy environments. The theme of the level design is a combination of science fiction and nonsense literature.
Most of the graphics at this point have been replaced and I plan on doing the same for the sound effects. For now, I am still using mostly Doom 2 sounds effects, but sooner or later, I will replace them. This is the bulk of the work I have left in addition to small touch ups, is adding sounds and fixing errors. I also have been having some technical difficulties that are deep inside the WAD that I'm trying to figure out, but they are often subtle 9 out of 10 times I try to launch the game. I may have room for a team, but most of the work probably won't be that fun. But I'm new to zdoom, so who knows.
EDIT:
Change in statusbar:
Spoiler: