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Some of you may recognize by the title what this is a "sequel" to.
For the rest, here are some context-free screenshots:
Usual boilerplate about "this is a beta; gameplay is rough" applies.
Otherwise, have fun, kind folk.
[EDIT] There are a few node issues with the map at present which result in some end-arena HOM and various geometry holes in GZDoom. Using the software renderer ought to fix the latter for the time being -- haven't tried QZDoom just yet but that may or may not work too.
Last edited by Xaser on Wed Dec 28, 2016 12:33 am, edited 2 times in total.
Played in UV. Pretty fun map, really like the abstract sci-fi-ish environment.
The new guns are fairly nice to use as well, though the first weapon still got unused in later sections despite the upgrades. The new enemies are quite challenging to fight (the new Cacos in particular shoot homing stuff now, so they are definitely a priority over the Revs).
I haven't yet played .wire, so i'll probably do that after this.
Xaser wrote:[EDIT] There are a few node issues with the map at present which result in some end-arena HOM and various geometry holes in GZDoom. Using the software renderer ought to fix the latter for the time being -- haven't tried QZDoom just yet but that may or may not work too.
It will, if poly renderer is turned off.
With the exception of colors and blending, the renderer used in QZDoom uses exactly the same high-level logic as ZDoom's. The main differences are in how it determines which low-level drawers to use.
Very, very fun playthrough so far, though I'm currently stuck in the Skull key lobby with the spinning orb thing in the center. Playing with QZDoom.
I like the sci-fi vibe myself as well, it gives me a Timesplitters feel and the world itself is extremely immersive. I even found myself using the Scifi Pistol quite a bit after getting the Machine Gun, save for that sick Shotgun! The first ambush REALLY fucked meel up as it was much to my surprise to get wasted effortlessly by these new monsters. I havent seen the new guns yet but will keep playing to check them out. There may be a suggestion to lead players to the next area or zone. Crazy-ish glitch or I'm just not doing something right. Happy Holidays!
So i just gave it a spin and oh my dead soul, this mod is really addictive yet gives me the chill and excitement. I just love how The ion pistol upgrades and Shrapnel Cannon is just, BEYOND satisfying to clean the street. And yet other weapons are indeed gives the satisfaction especially Antimatter Driver is the greatest.
Spoiler: But still, there are some unavoidable gripes, Forgive me!
- It is quite shame that Heavy Nailgun's front barrel does nothing unlike side barrels. Would be nice if all of the barrels can fire at a time!
- I know Grenade Launcher is powerful as it is, but i just cannot stop thinking that its explosion is bit small for a big explosive charge. Also it takes not-so-short seconds to explode, which it gives the enemies a spare time to dodge.
- Nothing is bad about Antimatter Driver, but it uses... Shells? I know that Shrapnel Cannon uses single shell in one shot, but it's bit comical, to me.
- I don't know why, i found the map pretty cryptic. Once i got the blue skull key, now i have no idea how should i open the blue door, since it's blocked and i don't know how to open the wall yet.
Now it's about monsters;
- I have nothing to against about the monster designs, but i expected some of more zombie variations like the birdbrain imps. All i can see in this mod right now is just the zombies with Machine gun. Yeah, i know it would've been unfair if there were more zombie variations with actual weapons the player have, but we can nerf them to the core, right?
Speaking of which, i'd like to see the revenant variations, too. Just recolored or not.
- Those faceless Demons are really horrifying. Not kidding, literally; Now they attacks so fast yet deals serious damage, so they just gives me no chance to go through them when cornered. Yeah, Shrapnel Cannon does a thing to them, but its reloading time makes it pretty hard.
Spoiler: And SECRET SPOILER IS REVEALED-
When i stumbled upon the stairs blocked by the bars, i somehow found the way to through them; by stepping those torches. Is it intentional? Not sure if i actually reveal this secret by... Trick or some sort of?
Otherwise, this is some addicting mod you made there, xaser. As always! It is real that the legend lives again!
ZikShadow wrote:I spotted something here though.
Speaking of which, i just caught some gaps of space and time like that, too;