[WIP] The Shores of Zdoom

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Gez
 
 
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Re: [WIP] The Shores of Zdoom

Post by Gez »

I only won that fight after I managed to get back to the higher ground after the ground begins to sink to restrict you to a ring-like arena around the lava. Being free to roam, I could backtrack in the level to refill on health and ammo; and it was easier to find cover.

Finding the rifle -- a severely overpowered weapon -- also helped a lot because it can be used to dispatch the bruisers without losing too much ammo.
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Marnetmar
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Re: [WIP] The Shores of Zdoom

Post by Marnetmar »

Any news?
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esselfortium
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Re: [WIP] The Shores of Zdoom

Post by esselfortium »

We've farmed the heavy lifting off to a low-wage foreign studio to ease up production costs and it should be done in no time! Here's a little sneak preview.
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esselfortium
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Re: [WIP] The Shores of Zdoom

Post by esselfortium »

esselfortium wrote:I've spent the past few days making some major overhauls to the music section of my website.

Among other things, you'll find a streamable preview of TSoZD's soundtrack: my orchestrated take on "Waltz of the Demons", the e2m7 theme, is on the main music page.
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hfc2x
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Re: [WIP] The Shores of Zdoom

Post by hfc2x »

esselfortium wrote:Among other things, you'll find a streamable preview of TSoZD's soundtrack
That's really impresive :o
Good is that those "ambient" tracks get some attention and a real dose of work, other than everyone on the internet does (which consists in applying a SoundFont and that's it, which doesn't sound any good).
A properly rearranged version of They Are Going to Get You or Sinister would be superb.
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BlueFireZ88
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Re: [WIP] The Shores of Zdoom

Post by BlueFireZ88 »

While I do enjoy the original soundtrack by Bobby Prince, for whatever reason, the PS1 ambient tracks seem to work better with something like KDiZD. The areas have a much darker and more creepy feel to them, and a rocking soundtrack in the background (E1M1 for example) really just doesn't work all that well.

That's just my opinion on the matter.
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Ravick
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Re: [WIP] The Shores of Zdoom

Post by Ravick »

I agree.
Gez
 
 
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Re: [WIP] The Shores of Zdoom

Post by Gez »

hfc2x wrote:
esselfortium wrote:Among other things, you'll find a streamable preview of TSoZD's soundtrack
That's really impresive :o
I fail to be impressed by a blinking blue bar next to the word "connecting".
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Mikk-
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Re: [WIP] The Shores of Zdoom

Post by Mikk- »

Gez wrote:
hfc2x wrote:
esselfortium wrote:Among other things, you'll find a streamable preview of TSoZD's soundtrack
That's really impresive :o
I fail to be impressed by a blinking blue bar next to the word "connecting".
Works for me.
Gez
 
 
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Re: [WIP] The Shores of Zdoom

Post by Gez »

I ended up having to clear the cache.
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SamVision
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Re: [WIP] The Shores of Zdoom

Post by SamVision »

I hope its not as "overdone" as KDIZD was. It never really felt like the first episode. I also hope for some revamped weapons, maybe.
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printz
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Re: [WIP] The Shores of Zdoom

Post by printz »

I hope it is, so Ty Halderman can accept it. Now that Tormentor667 is not in the team, will there be features such as footsteps or rotative items? Or excessive gore like in Vaporware?
_Iceberg_
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Re: [WIP] The Shores of Zdoom

Post by _Iceberg_ »

I was wondering if you could release the maps separately, without the new monsters, weapons etc... You know, for Brutal Doom. I had always looked to advocate modularity with all of these excellent mods coming out, but had never gotten around to it. In case one would like to play a weapons mod with the maps.
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esselfortium
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Re: [WIP] The Shores of Zdoom

Post by esselfortium »

It's been requested before, but we can't do that. We can't remove entire classes of monsters and weapons from the game without having to completely rebalance and redesign the gameplay around the original monsters and weapons, effectively forcing us to make TSoZD twice. And then you'd be playing those rebalanced maps with a third-party mod that randomizes and changes everything anyway, so...

If you want to play a modified version of TSoZD by loading it together with Brutal Doom or another wad, we take no responsibility for the quality of gameplay and performance that you experience, and can't realistically be expected to accommodate for gameplay or visual changes made externally by third-party addons that we have nothing to do with the development of.
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Xaser
 
 
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Re: [WIP] The Shores of Zdoom

Post by Xaser »

If it's any consolation, I'll likely be providing patches for my own mods (Psychic in particular) to support the wad once it comes out, and it's something I hope that other modders would be willing to do, too.

If all else fails, a Brutal Doom build custom-tailored to TSoZD could always be done by a dedicated fan. Sarge IV strikes me as the sort who'd grant permission for such a task even if BD 1.0 doesn't arrive.

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