For Total Conversions and projects that don't otherwise fall under the other categories.
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.
What is the GLOOME EDITION GLOOME is a commercial-friendly GPL-compliant rebrand of the GZDoom 1.8.10 engine, which is based on the ZDoom engine, which in turn is based on id Software's Doom engine.
The Gloome Edition has the focus of replacing the old gzdoom that came with Cursed Maze by GLOOME, and also replacing the old copyrighted stuff that was on it, there's still one way to go, but you can already test the result, ofc there're some bugs, and they'll be fixed soon...
DESCRIPTION
Cursed Maze is an independent game developed with the ZDoom engine, created as an school project which presents a simple history but a different gameplay.
The project had four revisions, the 2.0 was the latest, and it´s the most important to, because it add many other things on the game, like:english/portuguese voice to scientists, removed musics with legal problem, balance the skill difficult and changed the edited doom monsters by new monsters.
Spoiler:
A screenshot of an area of first map on cursed maze
GAMEPLAY
Basicaly it´s a dark maze, when you need to kill 6 to 11 ghouls, when you select a high skill it´ll be more difficult to see the maze and will have more monsters.
Spoiler:
There are three monsters, the first one is the ghouldemon, a dark creature with green eyes, it´s easy to kill, but look out, sometimes he "cut the maze" to get you. The second one is the ghoulpain, he´s like the ghouldemon, but with a light face and red eyes, he´s too dangerous when you are in little areas. The third monster is the ravishing, this one is one of the hardest monsters, he can easy get you, and have some powers that´ll scary you when you know what it´s..
New enemies:YES
New graphics:YES
New music:YES
New sounds:YES
Multiplayer:NO
IWAD:YES [freedoom iwad with the minimun sources to only use what Cursed Maze should use]
Time to finish:3 month
Programs used:Doom Builder 2,GZDoom Builder 1.12b, Slade3, XWE, Audacity, Paint, PhotoShop,Visual Studio 2010, Bat to Exe converter, winrar.
When you open the Cursed Maze, it´ll extract some informations and will quest what language you would like to run it
And the credits <2015 UPDATE>
Spoiler:
MUSIC COMPOSERS
- ray
- Kevin MacLeod
- the_odds
- onderwish
- ibm5155 SOUND EFFECTS
- daveincamas
- NoiseCollector
- farbin
- ibm5155
- perkristian
- Slave2theLight
- PROGRAMMERS: John Carmack, John Romero, Dave Taylor
- ARTISTS: Adrian Carmack, Kevin Cloud
- DESIGNER: Sandy Petersen
- LEVEL DESIGN: Sandy Petersen John Romero American Mcgee
- BIZ Jay Wil
- SOFTWARE SUPORT: Shawn Green, American Mcgee
ZDOOM/GZDOOM CREDITS:
- Gez
- Randy Heit
- Graf Zahl
- Bernd Kreimeier
- Raven Software
- Christoph Oelckers
- Chi Hoang / Team TNT
- Lee Killough
- Martin Collberg
- Sebastien Bacquet
- Greg Lewis
CURSED MAZE V2.0 alpha 5 08/07/2015
-Replaced Gzdoom by GLOOME
-Replaced two copyrighted muscis by a "legal" one
-Replaced console launcher
-Cursed Maze is now detected as an iwad
-Removed unused menu stuff
Cursed Maze V2.0 alpha 2 12/11/2012
-Add Brightmaps
-Add new dead animation for ghouldemon
-Add portuguese language
-Add language selector menu before start the game
-Created Cursed Maze icon
Cursed Maze V2.0 12/06/2012
-Add glow effect, and other opengl effects
-Add new textures
-Add voices on map01
-Modified some parts of map01
-Updated ibm library
-Add new musics (now it´s legal musics)
Cursed Maze v1.2 08/32/2012
-Scary picture 2 now working like it should be
-Edited EYE_1
-ADD trailer being the first map
-Replaced new slime for freedoom slime
Cursed Maze v1.1 08/28/2012
-Removed the execute of a missing script on map02
-ADD suport to 16:9 and 16:10 screens
-ADD ibmlibrary into the mod, for remove repetitive functions
X-CrAzYkOoL-X wrote:... i see doom2.wad in here...
Yeah, but it's not that Doom2.wad.
Verified. You should make some mention that you've based your resources on Freedoom, because I almost nuked your download link had I not checked the files in-depth first.
i see doom2 but i use freedoom (renamed to doom2 so gzdoom could see that) but I would like just use the cursed_maze name, the problem is to gzdoom find it like an iwad =/
I use widescreen too (but i think I´m using a 4:3 resolution) maybe the credits are broken on widescreen...
EDIT:sorry about the doom2 thing. I think the endscreen wasn´t enough, The title mensage is ok or should i put the freedoom information in another place?
I didn´t based on the ghouls forest 3 like most mods here (have some originals ideas too like happy time circus...)
I didn´t use scary pictures slideshow... I just did an original idea of survival...
Why not have fun with the mod, and if you played at the end you would see a ghoul...
ibm5155 wrote:I use widescreen too (but i think I´m using a 4:3 resolution) maybe the credits are broken on widescreen...
I run 16:10 (1920x1200) and there is quite an area either side of the screen that is not covered by the dark graphic. 16:9 resolutions will also be affected. It's also worth checking the 5:4 ratios because they can be taller than full screen graphics of this type and so have uncovered areas at the top/bottom of the screen (though I haven't actually checked your project).
This gamma-increased and resized image shows how much of the screen the blink covers on my machine.
wow O_O
well I´ll find a way to do it work =D (i really don´t know how todo it for now xD)
for now i recomend you guys to set "force aspect ratio" to 4:3
you can play it at 1920x1200 with the original result of eye effect ^^
(¬¬ i should did it default at zdoom.ini)