Strange Aeons v5.7

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ImpieTwo
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Strange Aeons v5.7

Post by ImpieTwo »

Image

Latest version is always uploaded here.

I finished the beta for this mod a while ago, but haven't gotten much feedback on it since. Thought maybe it would fit in here. Don't hesitate to post comments, suggestions, anyone I left out of the credits page, etc...

This is an atmospheric map set -- a whoppin' 45 levels -- based on the works of H. P. Lovecraft, and inspired by a Doom clone I designed when I was a kid. Reunite with your dead son by traveling through your dreams and conquering three nightmarish realms: a shattered planet floating in aether, a dilapitated fortress of the future, and the badlands of prehistoric earth. Now features a bonus fifth episode, Out of the Aeons, set in the Underworld and the City of R’lyeh!

Last edited by ImpieTwo on Mon Feb 05, 2018 3:30 am, edited 27 times in total.
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Amuscaria
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Re: Strange Aeons v3.2

Post by Amuscaria »

Liking the floating island and ambiance. :)
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Vostyok
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Re: Strange Aeons v3.2

Post by Vostyok »

Oh? Cthulhu inspired Doom? Looking at this when I get home :D
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Scripten
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Re: Strange Aeons v3.2

Post by Scripten »

Ooh, heavily themed mod with Lovecraftian elements? Yes please! Going to play this as soon as I'm out of work.
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TheBadHustlex
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Re: Strange Aeons v3.2

Post by TheBadHustlex »

I love those kinds of Maps. I always wanted to do one myself, but I was always too lazy, since how I alread got a project to finish.
Keep it up!
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merlin86
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Re: Strange Aeons v3.2

Post by merlin86 »

So i've played and it's pretty good, and i freaking love the first level of the episodes where you are teleported to those realms. :D

the following errors do not block the execution of the mod!

Anyway, I've this error at startup (i am using Doom 1 IWAD 1.9, not ultimate doom) with the latest GZdooM SVN (revision 5a7afad of 12th august 2015):
Spoiler:
and this in some maps (like e1m1):
Spoiler:
now i'll finish the mod, and maybe i'll write a better review :-)
ImpieTwo
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Re: Strange Aeons v3.2

Post by ImpieTwo »

That first error I know about, and I'll be damned if I could find it anywhere in any decorate entry. I have no idea what it's referring to.

The other two are new to me, but it may or may not be because you're using doom 1 and not ultimate doom. I wouldn't really know, to be honest: i'm not a real programmer, I just like to pretend. I might be getting the same error when I run it and just never noticed. Thanks for the heads up though.
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Ed the Bat
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Re: Strange Aeons v3.2

Post by Ed the Bat »

ImpieTwo wrote:That first error I know about, and I'll be damned if I could find it anywhere in any decorate entry. I have no idea what it's referring to.
In shudmonsters.wad, in the fifteenth DECORATE lump, the actor DholeBigExplosion tries to reference ShadowVaporSpawner. Those other three errors are because a GLDEFS lump is trying to attach dynamic lights to actors that have not been defined.
ImpieTwo
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Re: Strange Aeons v3.2

Post by ImpieTwo »

Damn, thanks for weeding those out for me, Ed. I must be going blind in my old age...

I'll apply the update if/when I finish Episode 4.
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Ed the Bat
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Re: Strange Aeons v3.2

Post by Ed the Bat »

Not a problem. In fact, if you'd like, I'd be happy to give the project a once-over for any other fixes/improvements it could use, once it's ready to ship out.
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Average
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Re: Strange Aeons v3.2

Post by Average »

I really like this. I've only played through the first few maps a couple of times so I can't yet talk about the mapset as a whole but if the quality keeps up I think this is something pretty special. :)

I'm playing it on GZDoom with the bloom shader thingy, the Doom 64 water effect WAD, and Nash's gore and tilt mods. It looks very, very pretty. It's like a whole new game in the Doom universe. Great stuff. :)
ImpieTwo
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Re: Strange Aeons v3.2

Post by ImpieTwo »

Average wrote:I'm playing it on GZDoom with the bloom shader thingy, the Doom 64 water effect WAD, and Nash's gore and tilt mods. It looks very, very pretty. It's like a whole new game in the Doom universe. Great stuff. :)
Thanks! Any chance you can upload a youtube video or something so I can see that in action?
Ed the Bat wrote:Not a problem. In fact, if you'd like, I'd be happy to give the project a once-over for any other fixes/improvements it could use, once it's ready to ship out.
I'd be greatly appreciative of that. When it's completed and has proper ending screens I'll probably post it on ModDB.
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Average
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Re: Strange Aeons v3.2

Post by Average »

^
I'd love to but I've no idea how to record footage from the game... *embarrassed...*

If you fancy giving me pointers I'll give it a bash. :)
ImpieTwo
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Re: Strange Aeons v3.2

Post by ImpieTwo »

I just use Bandicam and hope for the best, myself.
koopanique
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Re: Strange Aeons v3.2

Post by koopanique »

The sprite work is awesome! Really like those dianoga-like creatures in the sewers. The guy in cloaks weilding shotguns are very cool too.

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