My main computer is back online, however, Half-a-MegaWAD will remain on hiatus until further notice.
EDIT: This is so that I can reevaluate and put the project on a more straightforward path regarding theme and map structure.
[CANCELED] Half-a-Megawad
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- Posts: 945
- Joined: Wed Sep 24, 2014 4:07 pm
- Location: Creating a SPACE HULK conversion!
Re: [HIATUS] Half-a-Megawad [Tech-To-Hell 9 Map pack]
Work has started again on Half-A-Megawad. Here's a little of what you can expect;
More consistent architexture and architecture.
No more DOOM 64 textures.
Consistent colored lighting.
Dynamic lights.
Those are some of the most notable changes.
More consistent architexture and architecture.
No more DOOM 64 textures.
Consistent colored lighting.
Dynamic lights.
Those are some of the most notable changes.
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Re: [HIATUS] Half-a-Megawad [Tech-To-Hell 9 Map pack]
I'd of kept the '64 textures, not too many mapsets using them.
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Re: [HIATUS] Half-a-Megawad [Tech-To-Hell 9 Map pack]
I'll be using them for another project. They are fun textures to use, definitely, but they're very limited in their uses, and Doom mapping has enough restrictions as it is (for a noob like me, anyway).SAraisXenoQueen wrote:I'd of kept the '64 textures, not too many mapsets using them.
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Re: [WIP] Half-a-Megawad [Tech-To-Hell 9 Map pack]
(Added in OP as well.)
MAP01 has reached a playable level of completion. I have a lot of architexture work and minor architecture work to do so far, but it is pretty much ready to go. I offer a big thank you to Demo_The_Man for supplying me with vanilla friendly textures to replace the limited Doom 64 ones I had previously used. Stay tuned on the D64 stuff; I'll be sure to give everybody a fancy GZDoom 64 fix sometime.
The textures and various resources that will be used in this project WILL be properly credited to their creators. I'm just going to need some help figuring out who they are. Demo should be able to do that well enough.
Here is a small glimpse into the red keycard room. Where lies the elusive card and what guards it?

MAP01 has reached a playable level of completion. I have a lot of architexture work and minor architecture work to do so far, but it is pretty much ready to go. I offer a big thank you to Demo_The_Man for supplying me with vanilla friendly textures to replace the limited Doom 64 ones I had previously used. Stay tuned on the D64 stuff; I'll be sure to give everybody a fancy GZDoom 64 fix sometime.
The textures and various resources that will be used in this project WILL be properly credited to their creators. I'm just going to need some help figuring out who they are. Demo should be able to do that well enough.
Here is a small glimpse into the red keycard room. Where lies the elusive card and what guards it?

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- Posts: 945
- Joined: Wed Sep 24, 2014 4:07 pm
- Location: Creating a SPACE HULK conversion!
Re: [WIP] Half-a-Megawad [Tech-To-Hell 9 Map pack]
Hello everybody, I'm back with an update, and a DEMO!
Included is the first half of the remake of Till Death and several Deathmatch levels, including IDMap01 and the GBA DM maps for multiplayer purposes.
DOWNLOAD
Screenshots will be up momentarily.
Included is the first half of the remake of Till Death and several Deathmatch levels, including IDMap01 and the GBA DM maps for multiplayer purposes.
DOWNLOAD
Screenshots will be up momentarily.
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- Posts: 945
- Joined: Wed Sep 24, 2014 4:07 pm
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Re: [CANCELED] Half-a-Megawad
I am officially putting this in the can. I've left it go for far too long, and I've lost all motivation to work on it.
I kindly ask that this thread be locked. I won't have anything else to post in this thread anymore.
I kindly ask that this thread be locked. I won't have anything else to post in this thread anymore.
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Re: [dead] Half-a-Megawad
i guess ill use my HAM map somewhere else then