DESPAIR - for Heretic!

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User avatar
ShadesMaster
Posts: 657
Joined: Thu Jun 12, 2008 2:05 am

DESPAIR - for Heretic!

Post by ShadesMaster »

LATEST, 5-LEVEL BUILD....
http://www.mediafire.com/download/dhhcf ... Shades.zip

Image

DESPAIR.PK3 - unzip than drag both the PK3 and maps file into your GZdoom loader!!!!

DESPAIR is a custom WAD for Heretic, and includes a handful of custom enemies, powerups and weapons. What they are, I'll leave the surprise up to you - but feel free to take a peek at the screenshots before playing this five-level adventure! I'm just looking for constructive criticism and playtesting before this becomes an IDgames entry.

STILL TO-DO (once I have feedback):
- Fix the TitlePic error (why doesn't it show?)
- Level 5's "rising watertable puzzle" in Lightning Wizard's section (nothing there yet)
- ExArch death frames (he replaces the Skullwizard as a more suitable enemy, as well as a' Surprise Wizard' whose also not as overpowered)
- End pic and text
- Deathmatch starts and accomodation (maybe)
- Other balance issues found by you, the testers

SWAMPS OF DESPAIR
Spoiler:
GORGON CHAMBER
Spoiler:
ICY CATACOMB
Spoiler:
GLOOM TOWER and ELEMENTAL SHOWDOWN
Spoiler:
Again, here's the download link:
http://www.mediafire.com/download/dhhcf ... Shades.zip
Last edited by ShadesMaster on Wed Dec 24, 2014 3:47 pm, edited 16 times in total.
User avatar
ShadesMaster
Posts: 657
Joined: Thu Jun 12, 2008 2:05 am

Re: DESPAIR - for Heretic!

Post by ShadesMaster »

People seem to be downloading this after all, but very few are providing actual criticisms. Strange. I need more ppl to let me know what they think and look for bugs - I know of 3 texture errors already, one with a hanging crate where a cloth should be, a mistexture above a Romeric door, and the wrong trim by the DragonClaw crossing. I also need Gauntlets of the Necromancer placed on the first level. Besides those things however, I think it's IdGames ready after all....!
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acidhoez
Posts: 624
Joined: Wed Apr 24, 2013 9:34 pm

Re: DESPAIR - for Heretic!

Post by acidhoez »

ill check this out again man, i liked what i saw last time and im sure youve made some changes, have fun with that hud btw
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SallazarSpellcaster
Posts: 577
Joined: Mon Dec 31, 2012 7:25 pm
Location: Mexico

Re: DESPAIR - for Heretic!

Post by SallazarSpellcaster »

Greetings.

I have played through the second map once again, and I must say it is pretty terrific. Gameplay-wise it's quite tight and unforgiving at the higher difficulty levels, which actually leads the player into playing strategically and using their items in their favor, especially in those overly crowded spots, such as the fight in the last level. I found the area where the Maulotaur is fought to be both the safest and most dangerous place to fight him in: While the pillars and buildings offer many ways to take cover from his attacks, they also reduce maneuverability and make using the Phoenix Rod a cost-benefit affair, you can either land a solid shot, or blow yourself into Oblivion. Personally, I quite liked the artistic and architectural design of the area, it fit pretty well with the map, together with the textures you chose: It is fitting that the ma, being the "Gorgon Temple", has a Greek-Roman motif.

I agree that placing the Gauntlets of the Necromancer somewhere on the first level would make things much more bearable for the player, seeing as once you enter the second map, you're rather underpowered against the foes you face. Though I feel this makes it so the player actually has to use his items in a strategic way instead of hoarding them and never making use of them; I mean, on Heretic it is not uncommon to end up with a large inventory that is seldom used. In this case, knowing your items and using them well can be the difference between life and death.

I didn't notice the graphical bugs, seeing as I was more focused on gameplay and not getting smashed into a pulp, but overall I think those texture errors are minimal and noticeable only if you pay attention to them.

Something that wasn't entirely clear for me however, is this: What's the difference between normal Dragonscales, Imbued Dragonscales and Obsidian Scales? Do they offer different levels of protection?

Also, personally, I really liked the texture used for the Necronomicon Ex Mortis and the sound it has, nothing like good ol' Shambler death sound to exemplify evil.
User avatar
Triple S
Posts: 330
Joined: Sun Nov 02, 2008 11:52 am

Re: DESPAIR - for Heretic!

Post by Triple S »

Maps are nice and flow pretty well, except that I was having some serious ammo issues in the first level. Like, even getting the Ethereal Crossbow didn't help that much, especially with the powerful enemies thrown at you.
User avatar
acidhoez
Posts: 624
Joined: Wed Apr 24, 2013 9:34 pm

Re: DESPAIR - for Heretic!

Post by acidhoez »

i played through the maps again, and i couldnt really see any texture issues, im sure that there maybe some some where in the maps, but you're not gonna see them unless youre looking for them i suppose. the first level is still a little too tough honestly but it is definitely a really good map. in the gorgon chamber though, there is a small temple ish building with stained glass and Disciples of D'sparil, and on the left and right sides of the room are the skull tomb things, and on their sides the textures are randomly placed and i think centering the skull on the sides would be better, but thats literally the only thing i noticed, and i love the area where you fight the maulotaur, you really made it more detailed and impressive.
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Unholypimpin
Posts: 771
Joined: Thu Feb 05, 2009 2:08 pm
Location: California

Re: DESPAIR - for Heretic!

Post by Unholypimpin »

Pretty cool maps, but the skull wizard is kinda..really..op. I love the map detail and im glad you finally figured out how to make only specific rooms have the fog effect rather than putting it throughout the entire map. Map02 confused the hell out of me because I didnt realize that one texture on the wall was a door. Finally after 5 minutes of wall humping I finally got that door which i didnt know was a door to open.

The starting point on the first map is a bit annoying because i felt like i was trapped in the starting room while monsters kept poring in. Imo you need to make the monsters beyond the first room deaf or something so they dont all go in there and gang rape you when you attack the mummys.

Also I see that you used the map you made for my project as the second map in here.... Are you officially leaving my project or did you scrap that map and decide to use it for this project? Please let me know.
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ShadesMaster
Posts: 657
Joined: Thu Jun 12, 2008 2:05 am

Re: DESPAIR - for Heretic!

Post by ShadesMaster »

No I'm still on but been busy - just finished jury duty recently for example and I wanted to finish this mapset that's been sitting on my hard drive SOMEHOW, lol! I'll still use it in your project as well but with further changes. Like how I recycled my Riverwood.wad from back in 2004 in Hpack and it looks totally different. :D

I made all the fixes proposed above to this mapset and I'll be reuploading it here as well as submitting to IDgames so it's done and done!
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ShadesMaster
Posts: 657
Joined: Thu Jun 12, 2008 2:05 am

Re: DESPAIR - for Heretic!

Post by ShadesMaster »

Just to let you guys now, after a hiatus I've worked on this again; it's now a 5+ maps mappack with much better balance! New screens, new enemies, and a new download will be up in a few days, than I can FINALLY submit to IdGames for that much deserved review.

Oh, and it will be fully compatible with the Wrath of Cronos gameplay mod, to boot!
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The Ultimate DooMer
Posts: 2109
Joined: Tue Jul 15, 2003 5:29 pm
Location: Industrial Zone

Re: DESPAIR - for Heretic!

Post by The Ultimate DooMer »

ShadesMaster wrote:What they are, I'll leave the surprise up to you
I think you already mentioned what the surprise is:
ShadesMaster wrote:maps
ShadesMaster wrote:mappack
User avatar
ShadesMaster
Posts: 657
Joined: Thu Jun 12, 2008 2:05 am

Re: DESPAIR - for Heretic!

Post by ShadesMaster »

http://www.mediafire.com/download/p9hpf ... espair.pk3

NEW UPLAOD!!!! After a hiatus, I have the 5-map playable pack here! The first post was updated as well. It currently supports single player and cooperative, so please playtest this thing and give me feedback! 5 levels of Heretic goodness await!

STILL TO-DO (once I have feedback):
- Fix the TitlePic error (why doesn't it show?)
- Level 5's "rising watertable puzzle" in Lightning Wizard's section (nothing there yet)
- ExArch death frames (he replaces the Skullwizard as a more suitable enemy, as well as a' Surprise Wizard' whose also not as overpowered)
- End pic and text
- Deathmatch starts and accomodation (maybe)
- Other balance issues found by you, the testers
User avatar
Ed the Bat
Posts: 3060
Joined: Thu May 03, 2012 1:18 pm
Graphics Processor: nVidia with Vulkan support
Location: Maryland, US

Re: DESPAIR - for Heretic!

Post by Ed the Bat »

ShadesMaster wrote:- Fix the TitlePic error (why doesn't it show?)
You named your graphic TITLEPIC, when you didn't define it in MAPINFO to change from the default of TITLE.
I also see no maps in this package.
User avatar
Mikk-
Posts: 2274
Joined: Tue Jun 30, 2009 1:31 pm
Location: Somewhere off Kanagawa

Re: DESPAIR - for Heretic!

Post by Mikk- »

I don't know about you, but this mapset is severely lacking in the maps department.
User avatar
Mav3rick
Posts: 966
Joined: Sun Jan 13, 2013 6:48 pm
Location: Hell

Re: DESPAIR - for Heretic!

Post by Mav3rick »

After downloading the file i try to run it and it end on just starting the e1m1, no new levels nothing new... but i had the old version too and for my surprice, there is a file called despairmaps.wad ¬¬ after put all together it run fine but have many warnings and stuff..

Now my question is... this new version came with no maps? or is just a mistake of my part
Here is the info and as you can see to played i needed to add the despairmaps.wad to make it work if not only e1m1 will come to play

Code: Select all

W_Init: Init WADfiles.
 adding F:/Zandronum/GZdoom/gzdoom.pk3, 585 lumps
 adding F:/Zandronum/Heretic.wad, 2633 lumps
 adding F:/zandronum/gzdoom/lights.pk3, 4 lumps
 adding Despair.pk3, 898 lumps
 adding despairmaps.wad, 26 lumps
I_Init: Setting up machine state.
CPU Speed: 2515 MHz
CPU Vendor ID: GenuineIntel
  Name: Pentium(R) Dual-Core CPU E5200 @ 2.50GHz
  Family 6, Model 23, Stepping 6
  Features: MMX SSE SSE2 SSE3 SSSE3
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.26.36
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Tried to register class 'DeadTreeTall' more than once.
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 102:
Unknown class name 'LifeDrainGiver'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 106:
Unknown class name 'LifeDrainGiver'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 109:
Unknown class name 'ManaDrainGiver'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 113:
Unknown class name 'ManaDrainGiver'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 121:
Unknown class name 'Cursed1'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 122:
Unknown class name 'Cursed2'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 265:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 266:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 270:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 271:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 273:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 274:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 276:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 277:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 279:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 280:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 282:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 283:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 285:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 286:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 288:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 289:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 291:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 292:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 294:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 295:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 297:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 298:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 300:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 301:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 303:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 304:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 309:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 310:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 313:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 314:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 317:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 318:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 321:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 322:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 325:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 326:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 345:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 346:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 349:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 350:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 353:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 354:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 357:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 358:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 374:
Unknown class name 'DiscipleSummonCheck'
Script warning, "Despair.pk3:actors/monsters/skullwizard.txt" line 375:
Unknown class name 'DiscipleSummonCheck'
R_Init: Init Heretic refresh subsystem.
DecalLibrary: Load decals.
Editor number 7864 refers to hidden class type 'DeadTreeTall'
Warning: DeadTreeTall and DeadTreeTall both have doomednum 7864.
M_Init: Init menus.
P_Init: Init Playloop state.
SlimeSplashBaseB is not an Actor (in splash Slime)
SlimeSplashBaseB is not an Actor (in splash Slime)
SlimeSplashB is not an Actor (in splash Slime)
Unknown flat WNUKAGE
Unknown flat WLAVA
Unknown flat WBLOOD
Unknown flat WWATER
Unknown flat WSLIME2
Unknown flat W3LAVA
Unknown flat BLOOD1
Unknown flat BLOOD2
Unknown flat BLOOD3
Unknown flat LAVA2
Unknown flat LAVA3
Unknown flat LAVA4
Unknown flat NUKAGE1
Unknown flat NUKAGE2
Unknown flat NUKAGE3
Unknown flat TSLIMEFL
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ATI Radeon HD 2400 PRO
GL_VERSION: 3.3.11672 Compatibility Profile Context
GL_SHADING_LANGUAGE_VERSION: 3.30
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_sample_positions GL_AMD_shader_stencil_export GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
Max. texture size: 8192
Max. texture units: 16
Max. fragment uniforms: 16384
Max. vertex uniforms: 16384
Max. varying: 128
Max. combined uniforms: 262144
Max. combined uniform blocks: 45
Resolution: 640 x 480

<------------------------------->

E1M1 - Gloom Tower
User avatar
ShadesMaster
Posts: 657
Joined: Thu Jun 12, 2008 2:05 am

Re: DESPAIR - for Heretic!

Post by ShadesMaster »

Yeah, the zip file contains DESPAIR.pk3 and DESPAIRMAPS.pk3 but you must unzip it first than drag just those two files unto GZDOOM because the txt file is also in the zip, so dragging zip won't work.

This works with Wrath of Cronos as well but Lo & behold, I haveta change the first monster from being a #ghostGolem bc u start that mod with normal weapons. :P

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