[WIP] The Shores of Zdoom

New maps, and other projects whose primary focus is new maps, belong here.

Note: This forum, and all forums below it, are not for questions or troubleshooting! Threads created here are for active projects only! If you have questions please feel free to use the Editing subforums or General forum.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
InsanityBringer
Posts: 3392
Joined: Thu Jul 05, 2007 4:53 pm
Location: opening the forbidden box

Re: [WIP] The Shores of Zdoom

Post by InsanityBringer »

MidnightTH wrote:That sounds like a good idea. Heres my suggestions.

A screamer in Z2M4
Why? That would take from the gameplay experience way too much, honestly.

The rest all seem to be gimmicks to varying levels, but meh... this one is something best left for jokewads and The Ghoul's forest.
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: [WIP] The Shores of Zdoom

Post by Viscra Maelstrom »

I'd much rather have a dark and suspenseful atmosphere in Z2M4 than a screamer popping up to enhance the level. Screamers aren't scary anymore.
User avatar
Vader
Posts: 4241
Joined: Fri Jul 30, 2004 4:00 am
Location: Germany

Re: [WIP] The Shores of Zdoom

Post by Vader »

printz wrote:Speaking of intermissions: how are you gonna interpret the looks of Spawning Vats vs. the two towers? If you look in Doom at WIMAP1 with its various animations, you'll see that both the Tower of Babel and Fortress of Mystery appear to be "spawned" by rusty flows coming from the Vats.


Hmm, I think what you're reffering to is yellowish/orange light emitted from the M7 and later the M8 and M9 buildings rather than rusty flows!

I definitely plan to let the M8 tower slowly appear as you progress through the game, but I'm not really planning the intermission map in detail yet.
User avatar
Amuscaria
Posts: 6634
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Re: [WIP] The Shores of Zdoom

Post by Amuscaria »

@Doomhuntress: my god...your new avatar.
User avatar
printz
Posts: 2649
Joined: Thu Oct 26, 2006 12:08 pm
Location: Bucharest, Romania
Contact:

Re: [WIP] The Shores of Zdoom

Post by printz »

InsanityBringer wrote:
MidnightTH wrote:That sounds like a good idea. Heres my suggestions.

A screamer in Z2M4
Why? That would take from the gameplay experience way too much, honestly.

The rest all seem to be gimmicks to varying levels, but meh... this one is something best left for jokewads and The Ghoul's forest.
I believe that a less lethal ghoul with sudden screams and damage can be used in some of the darker areas as improved versions of the Nightmares. But I prefer the regular Nightmares.

@Vader: it always looked like rusty chemicals leaking from the E2M7 building, to me :)
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: [WIP] The Shores of Zdoom

Post by Gez »

It looks like light to me.


Leaks make even less sense when you notice that they go uphill from the M7 building...
Last edited by Gez on Thu Jul 07, 2011 11:46 am, edited 1 time in total.
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: [WIP] The Shores of Zdoom

Post by Viscra Maelstrom »

Eriance wrote:@Doomhuntress: my god...your new avatar.
lol I know right? :twisted:
User avatar
MidnightTH
Posts: 85
Joined: Sun Jul 03, 2011 10:03 am
Location: Z2M4

Re: [WIP] The Shores of Zdoom

Post by MidnightTH »

If screamers wont do, What bout' spawning Nightmares?
User avatar
Zero X. Diamond
Posts: 676
Joined: Tue Dec 22, 2009 12:46 am
Contact:

Re: [WIP] The Shores of Zdoom

Post by Zero X. Diamond »

How about you let them make the damned project their own way and suggest changes once there's actually something to base your judgement off of?
User avatar
Vader
Posts: 4241
Joined: Fri Jul 30, 2004 4:00 am
Location: Germany

Re: [WIP] The Shores of Zdoom

Post by Vader »

MidnightTH wrote:If screamers wont do, What bout' spawning Nightmares?
We did that in Z1M8 and IMO it is one of the most annoying things in this map (next to the overly slow and linear layout).
I don't think the Nightmare will reappear in TSoZD anyway, at least not with the old behavior... the complete invisibility doesn't really make this monster fun to fight.

Oh, and there won't be any "screamers", period.
User avatar
esselfortium
Posts: 3862
Joined: Tue Sep 19, 2006 8:43 pm
Contact:

Re: [WIP] The Shores of Zdoom

Post by esselfortium »

E2M7 will be made entirely from unaligned GRAYTALL crushers.
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: [WIP] The Shores of Zdoom

Post by Viscra Maelstrom »

esselfortium wrote:E2M7 will be made entirely from unaligned GRAYTALL crushers.
YES
User avatar
Ghastly
... in rememberance ...
Posts: 6109
Joined: Fri Jul 06, 2007 2:34 pm

Re: [WIP] The Shores of Zdoom

Post by Ghastly »

esselfortium wrote:E2M7 will be made entirely from unaligned GRAYTALL crushers.
I'd think you were trolling if I didn't know you were the guy currently working on it. :P
User avatar
Xaser
 
 
Posts: 10774
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Re: [WIP] The Shores of Zdoom

Post by Xaser »

esselfortium wrote:E2M7 will be made entirely from unaligned GRAYTALL crushers.
A screamer doesn't sound so bad after all. D:
User avatar
Hellser
Global Moderator
Posts: 2787
Joined: Sun Jun 25, 2006 4:43 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Manjaro Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Citadel Station

Re: [WIP] The Shores of Zdoom

Post by Hellser »

esselfortium wrote:E2M7 will be made entirely from unaligned GRAYTALL crushers.
.. Be right back, need to change my pants. :oops: :wub:
Post Reply

Return to “Levels”