Waterlab GZD (AKA Too Much Metal...like waaay too much).
A medium to large map for GZDoom 2.4.0* inspired by and partly based on Waterlab for Doom Legacy.
(*It's in ZDoomHexen format because I'm a luddite but it does use one or two newer features and was only properly tested with the 2.4.0 pre-release builds.)
As some of you will know, for a long time I've been interested in a feature that existed for a few versions of Doom Legacy and then vanished. The feature was translucent water that warped the view through the water giving a more convincing effect than is usually seen in Doom. There was also a demo map that showcased the feature. As demo maps often are, it was a simple affair with no real gameplay.
There was a minor fault with the map so I fixed it up so that I could record a video of it:
Spoiler:but then I got to thinking "what if I made the map worth playing properly".
I started working on it but after a while, the limits of such an old version of Legacy and some rendering bugs with the feature that I was specifically editing for (the water effect) started to make things creak around the edges. Specifically, as the map became bigger, it became easier and easier to find places where the water surface would be drawn in front of sprites that were supposed to be in front of the water.
So, I cut my losses and jumped ship to GZDoom and an approximation of the water effect using 3D floors. Once I'd made the move to GZDoom, my lack of restraint meant that it was no longer going to be an almost-vanilla (except for the water effect) map. So expect to find dynamic lights, custom bad guys and all the usual GZDoom stuff.
The original map and a version of Legacy that can play it can be found in this thread:
Originally, when the map was going to be small and vanilla-ish, I wanted to retain the basic aesthetic of the demo; i.e. a METAL2 walled tech base. I stuck with that but with the map being medium to big in size, there's a lot of metal textures. I have mixed things up a bit. I've made a few custom combinations myself, leaned heavily on work that Cage uploaded to the custom textures thread but I tried to make things look a bit more interesting by adding a bit of noise to most of the textures. Not sure if that worked or not, but it's too late now.
The palette is intentionally a bit desaturated/washed out with a slight blueish hint to the greys in particular to go with the mood I hoped to create in the map. Although the textures are all in PNG format, they basically comply with this palette (more or less). I also converted as many downloaded sprites as possible to ye olde Doom format so that they would auto-use the new palette. The only ones that were left as PNGs were ones where I wanted the original colours of the sprite or colours otherwise outwith the game palette (e.g. one monster with a pale blue shirt was edited so his skin (and other parts) used colours from the palette but I kept his shirt pale blue and so a PNG is required).
The mod includes quite a few Realm 667-sourced enemies. A lot of sprite editing was done to the basic human/zombie enemies. Although many of the sprites were great already, I wanted to tweak a few either to fix minor problems or to make new combinations. For example, one zombie only has one arm, but only used 5 rotations so he kept swapping which arm he'd lost. I added rotations for him. I made a few variations and alternative versions of enemies, basing their actions on existing DECORATE (usually tweaked) but given a new appearance. The UAC, as far as is possible, is now much more of an Equal opportunities employer. Racially they still show some bias but most of the military zombies have male and female variants. The only one I got stuck with was making a female chaingunner (I didn't just want to do a Gretel Grosse-like enemy but my skills aren't up to much else so I didn't do anything.
The PSX-based sound pack in this mod is based heavily on the PSX edition Sound Caulking Project file by Jaxxoon R.
https://www.doomworld.com/vb/wads-mods/ ... n-idgames/
However, it is not merely a copy of it. Quite a number of the sounds have been replaced with ones that are more to my own taste. Others were given simple edits to make them fit the enemies appearance more closely (IMO) including tweaking sound durations to better match animation sequences and so on. Some further sounds were added/created to expand the "caulking" concept a bit further.
Although we have probably all downloaded the PSX sounds many times over in various mods, I wanted to include them with this map as I thought that they fitted the theme quite well and I created the map while using the sounds so it sounds weird using vanilla PC sounds with it to me.
If anyone wants a stand-alone version of the sound pack to use with other WADs, here you go:
The main theme used throughout the map is a track by James 'Jimmy' Paddock and is an ambient tune that sounds almost like a collection of sound effects rather than a midi track. When the map was going to be for Legacy, this allowed great atmosphere in a port that couldn't use ogg files (etc). However, I liked the effect so much that I kept it even after switching to GZDoom and decided to keep the other incidental music as midi-format tracks too.
Spoiler:idgames-like text file
Denis Fabrice & Boris Pereira for Doom Legacy v 1.28 and (probably) the demo map WATERLAB.WAD that served as the inspiration for this.
Credits to Randi Heit, Graf Zahl and all members of the GZDoom dev team for making this possible.
Cage lots of textures.
abbuw and possibly others for more textures obtained via the Custom texture thread on the ZDoom forum. If you see something that's yours and uncredited, please let me know.
Many resources downloaded from Realm 667 credit files included. Special mention for Eriance's sprite work.
Jimmy for the main music track used throughout the map.
Other music tracks from Doom, Descent, TES Arena, Heretic, Wolfenstein 3D
Jaxxoon R for the PSX sound caulking project used heavily as a base for my own sounds mod.
Enjay, mapping, DECORATE, spriting, textures, sound editing, music editing, models, other associated stuff.
Credits files for all the resources downloaded from Realm667, and any new enemies I created/edited are included in the PK3.
Code: Select all
=========================================================================== Advanced engine needed : GZDoom 2.4.0+ Primary purpose : Single play =========================================================================== Title : Waterlab GZD Filename : NJWLGZD.WAD Release date : 19 March 2017 Author : Nigel Rowand (Enjay) Email Address : email@example.com Other Files By Author : Quite a few. Misc. Author Info : Not the real Slim Shady. Description : A map inspired by a feature (and demo map) that originally appeared in/for Doom Legacy v1.28 Far too much metal texturing. Additional Credits to : See credits folder inside the PK3 or the forum thread. I don't think I forgot anyone, but if I did, let me know. =========================================================================== * What is included * New levels : MAP01 Sounds : Yes Music : Yes Graphics : Yes DECORATE : Yes Models : Yes (not many) Demos : No Other files required : none * Play Information * Game : Doom2 Map # : MAP01 Single Player : Designed for Cooperative 2-8 Player : Player starts present. Should work but has not been blanaced. Deathmatch 2-4 Player : No - probably too big and not really suited to it generally Difficulty Settings : Yes * Construction * Base : Small Demo map called WATERLAB used to showcase a feature in Doom Legacy v1.28 ( https://www.youtube.com/watch?v=4I2RNWQDD5w ) Build Time : Not sure. 3-4 weeks I think. Editor(s) used : DeePsea, Slade, Paint Shop Pro, GoldWave, Audacity, Misfit3D, Milkshape3D, Anvil Studio, Textpad. Known Bugs : Nothing I know of. May Not Run With : Anything other than GZdoom 2.4.0+ Tested With : GZdoom 2.4.0 pre releases * General information * * For a long time I've been interested in a feature that existed for a few versions of Doom Legacy and then vanished. The feature was translucent water that warped the view through the water giving a more convincing effect than is usually seen in Doom. There was also a demo map that showcased the feature. As demo maps often are, it was a simple affair with no real gameplay. There was a minor fault with the map so I fixed it up so that I could record a video of it (link above) but then I got to thinking "what if I made the map worth playing properly". I started working on it but after a while, the limits of such an old version of Legacy and some rendering bugs with the feature that I was specifically editing for (the water effect) started to make things creak around the edges so I cut my losses and jumped ship to GZDoom and an approximation of the water effect using 3D floors. Once I'd made the move to GZDoom, my lack of restraint meant that it was no longer going to be an almost-vanilla (except for the water effect) map. * Jumping and crouching? Sure, why not? There shouldn't be anything that needs either of these features. Jumping may make a few areas a bit easier to reach and ducking may save your skin at some point but nothing should be inaccessible if you don't jump or duck. * Copyright / Permissions * Anything that I (Enjay) have produced for this is up for grabs if you want to use it (credit would be nice). Anything else, ask the original authors.
Yeah, there's quite a lot and many are Easter Eggy.
Video - warning there be major spoilers ahead...Spoiler:
Anyway, that'll do.