Elementalism, an ambitious GZDoom mapset, Phase 1 out now!

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
Rachael
Posts: 13635
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her

Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out no

Post by Rachael »

I could be wrong but I think the GPU matters a little less than the CPU does in this case.
User avatar
Kappes Buur
 
 
Posts: 4134
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada

Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out no

Post by Kappes Buur »

Rachael wrote:I could be wrong but I think the GPU matters a little less than the CPU does in this case.
I can confirm that this is true.
Recently I upgraded my CPU to Ryzen 5 5600X but kept the old Geforce 660, which plays Elementalism without a problem.
Now, framerate is anywhere from 80 to 110 fps, before the upgrade I was lucky to attain 45 fps.

SaveTheDoomer wrote:So, a geforce 1060 should be the "minimum" requirement? I saw a 1060 3gb on amazon at 337 bucks... not bad :shock: And for 60 fps? I have a ryzen 2700, 4.1 Ghz on 1-2 threads.
Is that USD or CAD?
In Canada you can get a GeForce GTX 1660 OC 6GB for that price.
edit:
Scratch that - Out of stock
SaveTheDoomer
Posts: 149
Joined: Sun Apr 11, 2021 4:20 am
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out no

Post by SaveTheDoomer »

No, they're euros, i forgot the change :D :D = 356$. The 6 GB is worth 505$ :shock:
Moreover, i should upgrade my motherboard (no ryzen 5000, sorry) and add a 5600x... not bad at all, no wonder this is an ambitious mapset :lol: :lol: I bet Doom Eternal has lower requirements :P
ScarredOut
Posts: 2
Joined: Sat Apr 30, 2022 2:46 pm

Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out no

Post by ScarredOut »

Mild-violence: something that needs it's own mod, cause I love killing hordes without the constant reloading of saves. I'll go play it now.
Talon1024
 
 
Posts: 374
Joined: Mon Jun 27, 2016 7:26 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support

Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out no

Post by Talon1024 »

Is the ground on Earth 3 (Betwixt the Thicket) supposed to look like this?

Image
User avatar
Rachael
Posts: 13635
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her

Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out no

Post by Rachael »

No, you're missing a shader if you see that. Possibly running in GLES or softpoly mode.
Talon1024
 
 
Posts: 374
Joined: Mon Jun 27, 2016 7:26 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support

Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out no

Post by Talon1024 »

Well, it looks like the full release of Elementalism Phase 1 is out now, even if the OP says otherwise. I was playing RC2, which apparently had this bug according to the changelog from the ModDB page:
Earth 3: Fixed shader in opening area (was broken in RC2, re-fixed in RC2 v1.01)
User avatar
Rachael
Posts: 13635
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her

Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out no

Post by Rachael »

Your shaders are not working. Try compiling the latest version of GZDoom, and then set these console variables:

Code: Select all

vid_preferbackend 0
gl_customshader 1
gl_custompost 1
And then restart GZDoom.
Gez
 
 
Posts: 17845
Joined: Fri Jul 06, 2007 3:22 pm

Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out no

Post by Gez »

Just went to ModDB, downloaded what was presented there as the last version, and went to map E3:

Image

This is what it's supposed to look like.
User avatar
Rachael
Posts: 13635
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her

Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out no

Post by Rachael »

I updated to the v1.1 and it looks like the shader requirement was removed entirely in that area. All I see is grass now in GLES mode.
Bauul
Posts: 78
Joined: Mon Aug 29, 2016 4:23 pm

Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out no

Post by Bauul »

Yep, the shader has been removed entirely from there in the final build. It had been temperamental ever since I first put it in, and apparently was using out of date code anyway.

The effect it produced was super subtle, so rather than continuing to fight it I just replaced it with the basic grass texture (and saved a bit of video memory in the process).
User avatar
Remmirath
Posts: 2561
Joined: Sun Dec 23, 2007 3:53 am
Graphics Processor: nVidia with Vulkan support
Location: My house

Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out now!

Post by Remmirath »

A small update has just been posted! Download link is in the OP. Bauul hadn't really planned on doing any more updates, but after finding a pretty hilarious bug with W5 (the back of the pyramid was inverted!), he used it as a good excuse to fix a few other small bugs, as well as add a few little enhancements.

The changes are:

Earth 1: Added slightly more ammo at start of level
Earth 3: Removed excess ammo at start of level
Earth 4: Slight monster adjustment
Water 4: Fixed secret not appearing on lower difficulties
Water 5: Fixed minor graphical issues
Fire 1: Fixed that stupidly stubborn void hole
Fire 4: Better view of the vista at start of level
General: Level title remains on screen for slightly longer to aid readability
General: Opening text makes it clearer there are currently only three episodes
General: Fixed damaging floors being ineffective on Mild-Violence and Medium-Violence

The most obvious change will be the start of Fire 4. After Bauul overtook the final phases of polishing the map, he had always intended to create more of a vista at the start of the level, but ran out of time before the initial release. Seeing how much everyone enjoyed the other vistas, he finally found time to head back and implement something closer to his original intention.

Image

You can see pretty much the whole episode from this location, so it seemed too good of an opportunity to pass up making it a scenic view point.

And finally, we're thrilled to announce we have passed 10,000 downloads! A huge thank you from Bauul and the rest of the team to everyone who has downloaded and played the mapset!
Kilted0
Posts: 3
Joined: Sun May 21, 2023 4:53 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support

Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out now!

Post by Kilted0 »

This with brutal doom would be wonders, but unfortunately it doesn't work out.
User avatar
TiberiumSoul
Posts: 1066
Joined: Fri Jan 20, 2012 11:29 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: My Computer...

Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out now!

Post by TiberiumSoul »

Yes, because absolutely every mapset ever must be playable with BD ...ffs

Return to “Levels”