New maps, and other projects whose primary focus is new maps, belong here.
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Morgenstern is a project that focuses on the Deathmatch game mode while utilizing GZDoom's OpenGL specific features, such as lighting, 3D sloped floors, and rendering optimizations. This project tries to reimagine the Deathmatch scene in Doom by importing some of the ideas from Quake 3 Arena, such as weapons that the players use and how the maps are structured. In addition, this project contains maps of various sizes. To elaborate further, some maps can fit eight players nicely while others requires a larger audience of at least sixteen players. Though, there does exist some maps that are designed for two players or four players.
Feel free to share your feedback, I will try to routinely check this topic while the project is still in active development.
Just letting everyone know that this project is still going strong. I only have one last map to build and complete, this project is officially at 90% completion rate. I am hoping to have an official beta build near the end of next month.
Since the last beta release, there has been innumerous changes within the project - which most came from the feedback that everyone has provided. I would like to give everyone a new modern beta build for everyone to test and share thoughts on its current state.
Jumping pads no longer adds momentum towards the player.
It is a 160-megabyte mapset (for reference: all of D2 is <20 megs uncompressed; my entire DM collection containing multiple megawads is just over 40 megs) with the feature descriptions and non-bugfix updates almost exclusively dedicated to aesthetics.
I haven't even had the time or bother to use that kind of bandwidth and these red flags aren't helping.