Cursed Maze v2.0 alpha 5 [Gloome edition]

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Cursed Maze v2.0 alpha 5 [Gloome edition]

Postby ibm5155 » Wed Aug 15, 2012 7:01 pm

Image
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:


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..

DOWNLOAD
CLICK HERE TO DOWNLOAD <2015 UPDATE>

TRAILER


GAMEPLAY VIDEO


Game informations
Spoiler:


And the credits <2015 UPDATE>
Spoiler:



UPDATE LOG <2015 update>
Spoiler:


EXTERNAL LINKS
Cursed Maze WIKI
Cursed Maze oficial site "portuguese"
Last edited by ibm5155 on Thu Jul 09, 2015 4:57 pm, edited 14 times in total.
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Re: [LAUNCHED] Cursed Maze

Postby Ravick » Wed Aug 15, 2012 7:14 pm

Using as guinea pigs? :p

Yeah! Finally it is released!! \o/
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Re: [LAUNCHED] Cursed Maze

Postby XanderK9 » Wed Aug 15, 2012 7:28 pm

Damn, this is an interesting mod. It makes me jump each times an cacodemon is appearing at my face. Great job! :D
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Re: [LAUNCHED] Cursed Maze

Postby TypeSaucy » Wed Aug 15, 2012 7:31 pm

... i see doom2.wad in here...
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Re: [LAUNCHED] Cursed Maze

Postby Enjay » Wed Aug 15, 2012 7:35 pm

X-CrAzYkOoL-X wrote:... i see doom2.wad in here...

Yeah, but it's not that Doom2.wad.

I have to admit I was expecting more for such a large download (the video lead me to expect something too) but it is well executed and good fun.

The blink graphics are not widescreen friendly BTW and most people use widescreen these days.
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Re: [LAUNCHED] Cursed Maze

Postby wildweasel » Wed Aug 15, 2012 7:41 pm

Enjay wrote:
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.
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Re: [LAUNCHED] Cursed Maze

Postby ibm5155 » Wed Aug 15, 2012 7:43 pm

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?
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Re: [LAUNCHED] Cursed Maze

Postby wildweasel » Wed Aug 15, 2012 7:53 pm

Just make a note in your post that this is supposed to run standalone and that doom2.wad is modified Freedoom.
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Re: [LAUNCHED] Cursed Maze

Postby ibm5155 » Wed Aug 15, 2012 8:54 pm

Just remembering.

It´s not just a simple map, if you finish it and restart, and then you end the map, you´ll see that something is different from the last gameplay...
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Re: [LAUNCHED] Cursed Maze

Postby Ethril » Wed Aug 15, 2012 9:03 pm

this isn't just a bunch of "jump scares" (e.g. screamers) is it?
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Re: [LAUNCHED] Cursed Maze

Postby Ravick » Wed Aug 15, 2012 9:28 pm

Ethril wrote:this isn't just a bunch of "jump scares" (e.g. screamers) is it?


No! It is a buch of "running scares"! :twisted:
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Re: [LAUNCHED] Cursed Maze

Postby TypeSaucy » Wed Aug 15, 2012 10:22 pm

Ravick wrote:
Ethril wrote:this isn't just a bunch of "jump scares" (e.g. screamers) is it?


No! It is a buch of "running scares"! :twisted:

*looks at running scares* sounds like a ghoul mod... with no ghouls.
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Re: [LAUNCHED] Cursed Maze

Postby ibm5155 » Thu Aug 16, 2012 6:27 am

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...
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Re: [LAUNCHED] Cursed Maze

Postby Enjay » Thu Aug 16, 2012 7:29 am

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.

Image
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Re: [LAUNCHED] Cursed Maze

Postby ibm5155 » Thu Aug 16, 2012 11:32 am

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)
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