[CANCELED] Half-a-Megawad
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Re: [WIP] Half-a-Megawad [Tech-To-Hell 9 Map pack]
After some difficulties between Demo_The_Man and myself, he has been dropped from the project.
Last edited by Devianteist on Wed Jul 29, 2015 6:09 am, edited 4 times in total.
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Re: [WIP] Half-a-Megawad [Tech-To-Hell 9 Map pack]
I just wanted to say that it was an honor and a privilege to work on this project. I apologize for my behavior. I hope to be able to work with you in the future. It was a pleasure.
~demo_the_man
~demo_the_man
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Re: [WIP] Half-a-Megawad [Tech-To-Hell 9 Map pack]
So...this project is cancelled?
Dumb comment is dumb. Misread.
Dumb comment is dumb. Misread.
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Re: [WIP] Half-a-Megawad [Tech-To-Hell 9 Map pack]
It happens. This project will proceed until it cannot possibly proceed anymore.fellowzdoomer wrote:So...this project is cancelled?
Dumb comment is dumb. Misread.
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Re: [WIP] Half-a-Megawad [Tech-To-Hell 9 Map pack]
I really like where this is going; The level design was superb, the lighting (especially the dark-red room) gave the Duke Nukem 3D feeling and the level was pretty challenging for a first level which is good. The music was a little meh; sounded a little bit more like a placeholder than something you'd hear in a decent map. I hope you keep up the good work for the next 8 maps 

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Re: [WIP] Half-a-Megawad [Tech-To-Hell 9 Map pack]
Thank you very much. Hopefully work can pick up some pace, but so far Maukali and I have been pretty busy with life.
This project WILL see a release.
This project WILL see a release.
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Re: [WIP] Half-a-Megawad [Tech-To-Hell 9 Map pack]
Well this is my long overdue review of the Demo. Is it supposed to be this short? I could never find the yellow card, so I gave it to me via console, but still the switch behind the yellow card room didn't do anything.
Anyways, I think the gameplay has a nice flow, I liked the use of the Hell knight monster and the feeling of progression. I didn't like the coloured lightning so much, it kinda hurt my eyes for some reason. Not that I'm against color lightning, but this particular saturation and whatever properties colors have didn't appeal to me. My only other complain is that there is way too much ammo, this map would benefit from a more survivalist approach.
I guess this aesthetics are not my thing, I never liked Quake and late 90's/early 2000's games like that, but to each his own.
EDIT: I played it again and found the yellow card. You should fix that switch on the chaingun room, i missed it the first time and since it goes down I couldn't tell there was a switch in that linedef. PLayed through the whole thing now. It's really satisfying from a gameplay point of view. I think it could use a little more texture variation and somewhat better color lightning, but this is good overall.
Anyways, I think the gameplay has a nice flow, I liked the use of the Hell knight monster and the feeling of progression. I didn't like the coloured lightning so much, it kinda hurt my eyes for some reason. Not that I'm against color lightning, but this particular saturation and whatever properties colors have didn't appeal to me. My only other complain is that there is way too much ammo, this map would benefit from a more survivalist approach.
I guess this aesthetics are not my thing, I never liked Quake and late 90's/early 2000's games like that, but to each his own.
EDIT: I played it again and found the yellow card. You should fix that switch on the chaingun room, i missed it the first time and since it goes down I couldn't tell there was a switch in that linedef. PLayed through the whole thing now. It's really satisfying from a gameplay point of view. I think it could use a little more texture variation and somewhat better color lightning, but this is good overall.
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Re: [WIP] Half-a-Megawad [Tech-To-Hell 9 Map pack]
Lycaon wrote:Well this is my long overdue review of the Demo. Is it supposed to be this short? I could never find the yellow card, so I gave it to me via console, but still the switch behind the yellow card room didn't do anything.
Anyways, I think the gameplay has a nice flow, I liked the use of the Hell knight monster and the feeling of progression. I didn't like the coloured lightning so much, it kinda hurt my eyes for some reason. Not that I'm against color lightning, but this particular saturation and whatever properties colors have didn't appeal to me. My only other complain is that there is way too much ammo, this map would benefit from a more survivalist approach.
I guess this aesthetics are not my thing, I never liked Quake and late 90's/early 2000's games like that, but to each his own.
EDIT: I played it again and found the yellow card. You should fix that switch on the chaingun room, i missed it the first time and since it goes down I couldn't tell there was a switch in that linedef. PLayed through the whole thing now. It's really satisfying from a gameplay point of view. I think it could use a little more texture variation and somewhat better color lightning, but this is good overall.
Stamping this on a sticky note on my desktop. Thank you for your review; once I get around to polishing everything up, I will be sure to keep your review on hand.
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Re: [WIP] Half-a-Megawad [Tech-To-Hell 9 Map pack]

Say hello to Claustrophobopolis, a DM map remade from Quake specifically for any and all DM fans who happen to download this pack. This, as well as some other Quake map remakes, will be included in Half-A-Megawad so that players have the option to play against each other, if they don't want to play CO-OP or Solo.
Stay tuned for more updates!
NOTE: May not run in Zandronum. I am unsure of how well Zandronum's OpenGL renderer works, and there is a staggering number of 3D floors in this map.
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Re: [WIP] Half-a-Megawad [Tech-To-Hell 9 Map pack]
im not 100% sure but i think zandronum can handle non-sloped 3d floors
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Re: [WIP] Half-a-Megawad [Tech-To-Hell 9 Map pack]
Went ahead and tested it; works just fine in Zandy 2.0. Guess I should play around with Zandy more, cuz I dun' knew it.demo_the_man wrote:im not 100% sure but i think zandronum can handle non-sloped 3d floors

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Re: [WIP] Half-a-Megawad [Tech-To-Hell 9 Map pack]
It's based on GZDoom, so yes it can.demo_the_man wrote:im not 100% sure but i think zandronum can handle non-sloped 3d floors
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Re: [WIP] Half-a-Megawad [Tech-To-Hell 9 Map pack]
The only thing zandronum can't do that I'm aware of is voxels.
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Re: [WIP] Half-a-Megawad [Tech-To-Hell 9 Map pack]
After much consideration, I have decided to go through and rework MAP01 "Till Death" from the ground up. I have played through it several times, reviewed critique, compared it to id's levels in both Quake and DOOM, and have deemed it unsatisfactory in it's current form.
Work on other maps is underway, but taking time. Quality is Maukali and I's aim, and quality is what will be delivered, no matter the length of dev time.
Work on other maps is underway, but taking time. Quality is Maukali and I's aim, and quality is what will be delivered, no matter the length of dev time.
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Re: [WIP] Half-a-Megawad [Tech-To-Hell 9 Map pack]
Project put on hiatus due to virus destroying my computer Windows desktop. I'm unfortunately stuck on a Linux, and have no idea how this OS really works, or how to use Wine, so, there's that.
I have managed to rescue the main project files, though, so, again, there's that.
Sorry to anyone who may have been looking forward to this project. When work begins again, I will post again.
I have managed to rescue the main project files, though, so, again, there's that.
Sorry to anyone who may have been looking forward to this project. When work begins again, I will post again.