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[WIP]GROT-INC, Urban sprawls, jungle, haunted houses, abstract purple hell

Posted: Wed Mar 15, 2023 4:35 pm
by grotski
>>> DOWNLOAD <<<

BE SURE TO ENABLE MODELS AND DYNAMIC LIGHTS WITH LIGHTMAPS, THIS IS NOT OPTIONAL FOR THIS LEVEL SET

Decided to pick this map pack back up after leaving it dormant for like 8 years.
The first map is a somewhat big city. you can exit from the start pretty much but it'll also finish if you kill everything.
Majority of these are pretty basic gameplay wise. no overtly complicated puzzles. focused a lot on theming.

15 maps in total as of today.

most of this is still very much in need of detailing but feel like posting my progress publicly finally. the order needs help too.

Haphazard changelog: Detailing Map01, furniture, and garbage. Using 3d models because I can. Some detailing in later maps and bug fixes have been made as well.

various screenshots, new and old:
https://imgur.com/a/FkjKVlz


Spoiler: A few screenies I like in particular

Re: [wip]grot-inc: kinda all over the place themes

Posted: Wed Mar 15, 2023 4:48 pm
by grotski
oh boy. i am not good with computer. fixed the dl link

Re: [wip] [gzdoom, maybe zand]grot-inc: kinda all over the place themes

Posted: Thu Mar 16, 2023 12:49 am
by DeeDeeOZ
had some spare time today so gave this a go. Only got to do first four maps but had a pretty good time with them (enough that I will play the rest when have more time). Love the simple real space feel to all the ones I played, I'm a sucker for real feeling environments.
Agree with you about the detailing lot of interior rooms where bit bland but not enough to make it unenjoyable, understand how much hard work this is.

First level is really interesting, I was playing with my Rogues+ArmyOfOz mods which gave it an urban military kill house feel which was fantastic (but I exited before I killed everything just to try out more maps) want to play it again aiming for 100% kills.
-Actually, curious if you had bigger/other plans for the first map it really felt like a big open survival map.

Re: [wip] [gzdoom, maybe zand]grot-inc: kinda all over the place themes

Posted: Thu Mar 16, 2023 12:25 pm
by grotski
I've used map01 in other stuff, it has ctf and dm starts. All maps should have coop starts which also act like random starts around the map in map01.

odam was a tc i've worked on for a while, uses a lot of the modern features of gzdoom, models, dynamic lights, pbr materials. the whole idea behind that was search and destroy, each map exits only when everything is dead, map01 is in that somewhere.

playtested these maps with your enemy mod and hell from earth, my own human enemies mod Mildoom as well as brutal doom, think they're all great companions.

Re: [WIP]GROT-INC, Urban sprawls, jungle, haunted houses, abstract purple hell

Posted: Sat Mar 25, 2023 6:28 pm
by grotski
an update. Trying to focus down map01.

Re: [WIP]GROT-INC, Urban sprawls, jungle, haunted houses, abstract purple hell

Posted: Mon Apr 03, 2023 2:56 am
by grotski
and another one. >>> DOWNLOAD <<<

Re: [WIP]GROT-INC, Urban sprawls, jungle, haunted houses, abstract purple hell

Posted: Mon Apr 03, 2023 3:17 am
by YukesVonFaust
grotski wrote: Mon Apr 03, 2023 2:56 am and another one. >>> DOWNLOAD <<<
The link says 404 not found.

Re: [WIP]GROT-INC, Urban sprawls, jungle, haunted houses, abstract purple hell

Posted: Mon Apr 03, 2023 3:20 am
by grotski
YukesVonFaust wrote: Mon Apr 03, 2023 3:17 am
grotski wrote: Mon Apr 03, 2023 2:56 am and another one. >>> DOWNLOAD <<<
The link says 404 not found.
sorry about that, should be working now.

Re: [WIP]GROT-INC, Urban sprawls, jungle, haunted houses, abstract purple hell

Posted: Tue Dec 17, 2024 6:27 pm
by grotski
> Download

New map, improvements to old ones. As stated in the first post, be sure to enable models and dynamic lights with lightmaps. Level set is intended to be lit with lights, not particularly sector lighting.