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This map, can be played, by selecting the episode "Knee-Deep in hell". I always asked myself "what exacly happened after the portal guarded by the powerful barons in the map E1M8?". The phobos portal anomaly has to be fought from the roots of evil.
The second map, you can play, selecting the episode "inferno city". This new battlefield, is where you will face the final boss. On Earth, there are still brave Marines fighting, and with their last breath, they will join your slaughter of demons.
The third map, you can play it, selecting the episode "The shores of underworld". After defeating the cyberdemon in the tower of babel, you fall on what appears to be the surface of a macabre world, of very deep evil.
Heavy Armor (item from realm667) Submitted: Captain Toenail Decorate: Captain Toenail GLDefs: Captain Toenail Sounds: No Sprites: Id Software Sprite Edit: Captain Toenail Idea Base: Former Commando's Armour
Bone Pile (GORE & CORPSES from realm667) Submitted: Captain Toenail Decorate: Captain Toenail Sprites: ShadowCaster Sprite Edit: Captain Toenail, Gez
Burning Corpse (Gore & corpses from realm667) Submitted: zrrion the insect Decorate: zrrion the insect Sprites: Doom Sprite Edit: zrrion the insect Idea Base: ETTiNGRiNDER's burning corpse
Corpse Pile (Gore & Corpses from realm667) Submitted: Gothic Decorate: Gothic Sprites: id Software Sprite Edit: Xaser, Jimmy, Minigunner
Burning Corpse (Gore & corpses from realm667) Submitted: ETTiNGRiNDER Decorate: ETTiNGRiNDER GLDefs: ETTiNGRiNDER Sprites: Raven Software Sprite Edit: ETTiNGRiNDER Idea Base: Burning at stake corpse in Wrath of Magic
Crucified Corpses (Gore & corpses from realm667) Submitted: ETTiNGRiNDER Decorate: ETTiNGRiNDER Sprites: Raven Software Sprite Edit: ETTiNGRiNDER Idea Base: Similar decor in Gothic DM and Wrath of Magic
DAISY SCENES (Gore & corpses from realm667) Submitted: Bravo Decorate: Bravo Sprites: ID Software Sprite Edit: Bravo Idea Base: Daisy's head was originally going to be used as a mystical backpack
IMP STICK (Gore & corpses from realm667) Submitted: Hayabusa Decorate: Hayabusa Sprites: ID Software, KDiZD Idea Base: KDiZD Imp on a stick
IMPALED CORPSES (Gore & corpses from realm667) Submitted: ETTiNGRiNDER Decorate: ETTiNGRiNDER Sprites: Magnet Interactive Studios / Mat Weathers Sprite Edit: ETTiNGRiNDER Idea Base: Sprite left over from an unreleased Hellraiser game, heavily reworked
SKULLTAG GORE (Gore & corpses from realm667) Submitted: Captain Toenail Decorate: Captain Toenail GLDefs: none Sounds: none Sprites: Id Software Sprite Edit: Skulltag
UPSIDE DOWN CORPSES (Gore & corpses from realm667) Submitted: ETTiNGRiNDER Decorate: ETTiNGRiNDER Sprites: Raven Software Sprite Edit: ETTiNGRiNDER
BELPHEGOR (Monster from realm667) Submitted: Tormentor667 Decorate: Nanami GLDEFs: Ghastly Dragon, Virtue (Brightmaps) Sounds: Id Software Sprites: Id Software Sprite Edit: Carnevil Idea Base: Skulltag
FORGOTTEN ONE(monster from realm667) Submitted: Ghastly_dragon Decorate: Ghastly_dragon GLDefs: Ghastly_dragon Sounds: ID Software Sprites: ID Software Sprite Edit: Captain Toenail Idea Base: Forgotten One from Doom 3 - RoE
INFERNO DEMON (monster from realm667) Name: Inferno Demon Difficulty: Very Hard Connection: None Summon: InfernoDemon Melee: No Distance: Projectile Type: Demon ALLIED MARINES PACK Submitted by: DBJ87 Decorate Created by: DBJ87 Palette: PNG Palette Brightmaps: Yes Sprites: ID Software, DBJ87, Mark Quinn, Anthony Cole, Xim, CaptainToenail, FuzzballFox, Alando1, Skulltag Sprite Edit: DBJ87 Brightmaps Edit: DBJ87 SFX: Custom, That_One_Doom_Mod, Doom3, CthulhuCultist, Tormentor667, Skulltag Team, Eriance, Raven Software, Rise of the Triad, Xim's Marine Pack, Doom64 Idea Base: Own Idea, yuraofthehairfan (Colour Blending & Captive Marines)
See Credits lump for more detailed credit attributions.
TELEPORT SMOKE SPAWNER Submitted: Gothic Decorate: Gothic GLDefs: Graf Zahl (GZDoom's light.pk3) Sprites: FT Games (Zombie Frontier 2), Arcane Studios (Arx Fatalis) Sprite Edit: Gothic Idea Base: Improved props from HPack
Level : MAP33 Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Yes Difficulty Settings : Yes New Sounds : Yes New Music : Yes New Graphics : Yes Demos Replaced : None
* Construction *
Editor(s) used : GZDoom Buldier 1.14.0.2308 , Slade v3.1.0.3 , XWE Known Bugs : None
Last edited by 00_Zombie_00 on Sat Apr 25, 2020 9:55 pm, edited 23 times in total.
Wow. The graphics are absolutely amazing. I love this interpretation of hell, you should do more! Hell, you even managed to use colored lighting properly (I normally hate it because instead of creepiness it makes everything look like a disco concert). Only thing that lacks is the gameplay, it's pretty brutal and the difficulty progression isn't exactly smooth. I don't care though, I would probably enjoy just flying around with -nomonsters on, because the scenery is absolutely terrific.
And I must say it looks nice and moody even in software renderer of zdoom.
To 00_Zombie_00: On Facebook page of your mod, I saw picture of huge Hitler (from Wolfenstein 3D). Is that just some screen mockup for lulz, or is there really hidden boss fight with him somewhere on this map? (It really wouldnt be bad idea at all.)
V Read only after you finished map V
Spoiler:
- I like new Korax look-a-like boss, as it fits nicely hellish theme of this map and some of his attacks are truly devastating. So I was mildly disappointed when I found that final boss is plain cyberdemon. I think this map deserves more epic final ecounter and Korax would IMO fit in better. I recommend to somehow restrict movement of player when encountering Korax, as his attacks are mainly short to mid range, so player can snipe him off safely from distance. Maybe his arena could be bit recessed under level of ground and he would spawn only after player would cross center of that arena; to prohibit player of leaving it? - "Fallen angels" annoyed me a bit, because their fireballs are much faster than attacks of vanilla monsters. I know this is not your responsibilty, as you took them from Realm667 bestiary archive, but I cant imagine how quick their attack must be with fast monsters enabled.
patrik wrote:And I must say it looks nice and moody even in software renderer of zdoom.
To 00_Zombie_00: On Facebook page of your mod, I saw picture of huge Hitler (from Wolfenstein 3D). Is that just some screen mockup for lulz, or is there really hidden boss fight with him somewhere on this map? (It really wouldnt be bad idea at all.)
V Read only after you finished map V
Spoiler:
- I like new Korax look-a-like boss, as it fits nicely hellish theme of this map and some of his attacks are truly devastating. So I was mildly disappointed when I found that final boss is plain cyberdemon. I think this map deserves more epic final ecounter and Korax would IMO fit in better. I recommend to somehow restrict movement of player when encountering Korax, as his attacks are mainly short to mid range, so player can snipe him off safely from distance. Maybe his arena could be bit recessed under level of ground and he would spawn only after player would cross center of that arena; to prohibit player of leaving it? - "Fallen angels" annoyed me a bit, because their fireballs are much faster than attacks of vanilla monsters. I know this is not your responsibilty, as you took them from Realm667 bestiary archive, but I cant imagine how quick their attack must be with fast monsters enabled.
im amazed of the amount of detail you were able to note.
Spoiler:
the hitler photo in the facebook page is just a joke that i made playing around with the skybox. due to that i also thought about making a secret boss fight out of it, but i have no experience with custom monsters, so it will be a while until i get to that.
you are right, i could cage the player with korax to have a more interesting boss fight and also replaicing the final boss (the cyberdemon) with korax.
its not the first time someone told me that the "fallen angels" were too hard, because of that, im reducing the speed of its projectiles, so that they are the same speed as an imp's fireball.
thanks for taking your time to deeply test the map, your opinions are valuable and will help to make the wad a better experience with this small adjustments.
This is an absolute expertly crafted map. I had a good solid 3 1/2 hour playthrough on this just because I was wanting to explore everything. Phenomenal work on this.