Alpha Accident - E1 complete

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Wraith777
Posts: 4
Joined: Wed Jul 16, 2014 1:11 am

Alpha Accident - E1 complete

Post by Wraith777 »

Image

Finally, it's here!

complete episode 1, v.0.9
http://www.megafileupload.com/bxaE/AAbe ... 2kaJ2H4%3D

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Alpha Accident is a vanilla megawad for Ultimate Doom that I'm working on. Aside from new maps it also features:
- new textures/flats and graphics
- new music
- additional game objects (many of them are interactive)
- new monsters (including new bosses)
- new story

Works with:
- vanilla Doom (tested thru dosbox)
- PrBoom

Has problems with:
-ZDoom (new objects don't work correctly)

===========================

Story

A rusty planet. An old base. You and your squad are dying from boredom, when suddenly
a distress call from Phobos is recieved, requesting immediate help. Everyone goes there, except you, assigned for special duties on Mars...

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Last edited by Wraith777 on Sun Aug 14, 2016 4:19 pm, edited 2 times in total.
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wildweasel
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Re: Alpha Accident - vanilla Ultimate DooM megawad (WIP)

Post by wildweasel »

Approved, and welcome to the forums. This looks pretty good, actually! Is that a custom sky I see in the E1M9 screenshot?
Wraith777
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Joined: Wed Jul 16, 2014 1:11 am

Re: Alpha Accident - vanilla Ultimate DooM megawad (WIP)

Post by Wraith777 »

wildweasel wrote:Approved, and welcome to the forums. This looks pretty good, actually! Is that a custom sky I see in the E1M9 screenshot?
Thanx :) . There are new panoramic skies for each episode.
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Noiser
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Joined: Sun Jan 19, 2014 11:19 pm

Re: Alpha Accident - vanilla Ultimate DooM megawad (WIP)

Post by Noiser »

This looks awesome! I love the oldschool style.

Please, keep going! :-)
Wraith777
Posts: 4
Joined: Wed Jul 16, 2014 1:11 am

Re: Alpha Accident - E1 complete

Post by Wraith777 »

Episode 1 is finally done:
http://www.megafileupload.com/bxaE/AAbe ... 2kaJ2H4%3D

Being v.0.9 only means it may need some fixes before final release (as well as new titlepic, credits).

One issue: it doesn't work in ZDoom as intended - some new objects use negative width/height parameter values. I've discovered that in vanilla they can provide some properties to thing (mainly regarding various ghost effects), but ZDoom understands them wrongly.

This could be fixed by redefining those things in DECORATE to override dehacked data, but I haven't worked with it before. And there may be some difficulties with defining exact same thing properties.
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4thcharacter
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Re: Alpha Accident - E1 complete

Post by 4thcharacter »

Are there going to be some visual maps in the intermission screens too, you know, kinda like the one in Ultimate Doom? Sorry if I'm asking for too much.
Wraith777
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Joined: Wed Jul 16, 2014 1:11 am

Re: Alpha Accident - E1 complete

Post by Wraith777 »

There are picture shots for corresponding maps, much like in Doom3. I wanted also to add intermission text on them (like in Perdition's Gate or Hell to Pay), but it's little dull to read it after you actually finish that map.
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