DM Morpheus Wannabe 2

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Enjay
 
 
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DM Morpheus Wannabe 2

Post by Enjay »

OK, firstly an apology:
Internally, this PK3 is pretty untidy. I made this map quite some time ago and I've been sitting on it ever since.
I originally made it in DeePsea in Hexen Format, then converted it to UDMF in UDB.
Also, a lot of the resources were pulled from a bigger resource library and are also a bit untidy because many go back a long way.
The ZScript was all converted from DECORATE and so there will be untidiness there too.

It's also a deathmatch map, and I generally don't make those or play them. So, item placement etc. probably won't be that great to experienced deathmatchers (feel free to mess around with it if you like).

However, after reading the post saying that GZDoom is 20 years old (which I hadn't realised), I thought it would be nice to put something out, even if it's not much. At least it does show a few interesting GZDoom features, even if many are done in an old-fashioned way.

So, I consider it more of a demo than an actual playable map, but someone might find it interesting.





OK, so what is it?

It's an approximation of the Unreal Tournament 99 map DM Morpheus in GZDoom, including all the low gravity and falling off buildings nonsense that made that map so popular.

I say an approximation because there are several things that I didn't try to replicate from the original map, and several other things that I just took artistic license with.

That being said, the basic layout is quite close to the UT map.

It is (sort of) compatible with the built in ZCajun bots (if you have a bots.cfg file installed). I made it so that if bots run off the edges of the buildings, they get thrust upwards and forwards which gives them a fighting chance to land on a platform somewhere (human players can just press the jump button - there is no script for them, except on the jump pad on the low platform). Of course, most of the time the bots just fall into the void but, honestly, the Unreal Tournament bots weren't desperately good on the original map either.

As far as I know, it all works but, like I said, I don't really do deathmatch. If there is something blatantly wrong with how it works, please let me know.


Credits:
Unreal Tournament for the basic map idea and a few resources (a texture or two, a sound and the music).
Willem Sitters for some of the models.
The original Dark Forces HRP for a model or two.
One of the many Doom HRPs for some of the textures.
Various code suggestions and help from people on these forums.
Mike Blakely (Biff) (A name from the past some of you may remember) for doing his own version of DM Morpheus a very long time ago (2001) which eventually spurred me to make something closer to the original once GZDoom allowed it to be possible (and I stole the name that he used for his map too :P ).

I think that's about it. If you see something in the map that you did and I haven't credited you, please let me know about it.

Of course, a huge thank you to everyone who has worked on ZDoom and GZDoom over the years, and everyone on these forums.

Download:
https://www.aspectsweb.co.uk/enjay/doom ... nnaBe2.pk3
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