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Nevasca: Up on /idgames archives!

Posted: Sun Aug 30, 2015 9:56 am
by Deadwing
Finally all the 9 levels are done and this is ready for a final testing before release!
I hope you guys like it, even if it is more limited and basic than most projects, but I had fun making the levels (which probably took around 1 year with some big intervals lol).

For those that still doesn't know, Nevasca is an episode-format wad for zdoom source port, focusing on snow themes among with some ruins, hellish or techbase variants.
Level design is focused on non-linear layouts, with low (but stronger and faster) monster count. The focus is to challenge the player with orchestrated battles, where taking cover is a limited option. There are also new powerups and weapons to help deal with the faster pacing.

Download: https://www.doomworld.com/idgames/level ... -o/nevasca

Story:

"A land cursed by darkness and coldness, the chosen one which appears from time to time performs his pilgrimage once again to try to bring the winds of change for a new age."

Project Goals:

-> ZDoom
-> 9 small/medium maps. It should take around 1.5~2 hours to beat all the levels.
-> 4 new mp3 songs.
-> Clean and very simple detailing, I don't like decorating stuff too much.
-> Focus on non-linear (but not sandbox) gameplay, pacing, battle and challenge. Also, is based on setpieces which focus on keeping pressure on player, taking him away from his comfort zone. I highly recommend playing this on HMP if you don't like too much difficult/traps.
-> Snow + Tech + Ruins mapset.
-> You'll probably be able to speedrun all the levels. :P

Progress:

1 - Blessing Chamber: 100%
A chamber that was used in the old days by many ancient religions for praying. It's currently overrun, but it has a secret exit that is used by the pilgrim to prove their worth.

2 - Pilgrimage Shrine: 100%
The first step for ones in their fateful journey. Will the old gods give their blessing or curse him with a gruesome death?

3 - Underground Shelter: 100%
An underground structure used in ancient times. It is said that many used to take shelter to avoid the religious wars on surface, until it got discovered.

4 - Bloody Tundra - 100%
Some say this was a forest in the past, others just think it was another standard hellish landspace. Anyway, the darkness came and with it all the life was taken. The passage to the central station is inside the high-tech structures.

5 - Central Station - 100%
High-technological place taken as reference on all continent. Many dark experiments are done for unknown purpose. The pilgrim use this place as a shortcut to the pits of Two guardians.

6 - Two guardians pits - 100%
A big structure used to pray for the old guardians, protecting the entrance of the Sky Fortress. Sadly, the temple failed at its objective when one of the guardians got killed.

7 - Sky Base - 90% -> Need feedback
A place that holds many secrets, where many believe this is the source of all evil and corruption. Unforntunaly, no one who arrived has returned.

8 - Final Level - 90% -> Need feedback
The pilgrimage is finally in the end. Will our chosen one be able to put an end to all of this?

9 - Secret level - 100%
An old level from an old wad I've made, which I decided to release as an outtake.

Balance Changes (to adapt mouselooking, also these have new sprites):

Medkit: 25 -> 40
Stimpack: 10 -> 20
Health and Armor Bonus: 1 -> 2
Rockets deal 30% more damage (something close to that). You can only carry 15 (30 with backup).

Spectre HP: 150, They're noticably faster.

New Monsters:

- Dark Imp: Same old Imp with faster projectiles.
- Frozen Cacodemon: Same old Cacodemon with faster projectiles.
- Death Incarnation: Same old Revenant with faster missiles.
- Frozen Skull: Stronger and more unpredictable version of Lost Souls. Can Also shot from distance.
- Frozen Hell Knight: Stronger than Hell Knights, weaker than Baron of Hells, replacing both. It's a lot more aggressive with faster projectiles.
- Zombie Marine: Stronger than Former Sergeants but weaker than Chaingunners.
- Rocket Zombie: Very strong sniper that shots rockets.
- Frozen Demon: Replaces original Demon.

Pics:

Image

Image

Image

Credits:

Feedback Providers:

Doomworld: scifista42, AD_79, Memfis, gaspe, Obsidian, Rumia, Suitepee, Dime.
Zdoomforums: doony, The Nameless Watcher, xenoxols, Ed the Bat.
Doombrasilforum: SKULLRUSH, Jason, jdredalert, RafaelB.

Textures:

Most new textures from "NeoDoom", by Daniel
Snow textures from nhell_d2.wad, by Alexander "Eternal" S.
"2mbrown.wad", by Daniel "Tormentor667" Gimmer
"celticsh.zip", by Crista Forest, aka "CD Warrior"
"cwbdoom5.wad", by Christopher "shaithis" Buecheler
"GOTHICTX.WAD"; by Anthony Czerwonka
Skybox retirado by Wad "Schythe", "Skypack1.wad", "Skypack2.wad"

Weapons:

Freezegun, Railgun and Biorifle takes from "NeoDoom", by Daniel, with some balance modifications I've made.
New Rocket Launcher sprites from HELLSTORM CANNON on realm667 by ghastly_dragon, with some balance modifications I've made.

Pickups:

New Medikit spirte from MEDICAL BACKPACK on realm667 by TheMightyHeracross, with some balance modifications I've made.
New Stimpack spirte from FIELD KIT on realm667 by ghastly_dragon, with some balance modifications I've made.
New Armor Bônus spirte from ARMOR SHARD on realm667 by Infirnex, with some balance modifications I've made.
New Health Bônus spirte from SMALL BLOOD CONTAINER on realm667 by Lucario, with some balance modifications I've made.
New powerups from a very old post from zdoom community (which unfortunately I can't find anymore - wad name's is 'PowerupResource.wad'), with some balance modifications I've made.

Monsters:

New Revenant spirtes from DEATH INCARNATE on realm667 by by Eriance, Blue Shadow, MagicWazard, Ghastly Dragon, Sandypaper (Brightmaps), Midway, Rogue Entertainment and Raven Software.
Frozen Cacodemon, STDarkImp, by Nanami.
Frozen Demon and HellKnight from nhell_d2.wad, by Alexander "Eternal" S.
Zombie Marine by Bouncy and Ixnatifual.
Rocket Guy by The Innocent Crew.
Maelstrom by TheDarkArchon.

Miscellaneous:

New Status Bar sprites made by Nevander from zdoom forums, with some changes I've made to make it look frozen.
Trees and grass sprites from NeoDoom, by Daniel.

Music:

All songs by myself, except the Map09 which is a MIDI version of Sunhair by Ozric Tentacles (provided by the band itself).

Re: Nevasca: Mini-episodic wad - 4 of 6 maps released.

Posted: Mon Aug 31, 2015 7:41 am
by doony
I found it very interesting, new enemies, the awesome music, the new weapons
but hey if you could make it compatible with other weapons mods, could be even more interesting
I was trying to play it with my weapons mod (MoneyDoom Casual) and I was unable to change weapon slots
but yeah your mod is sensacional 10/10 go on :D

Re: Nevasca: Mini-episodic wad - 4 of 6 maps released.

Posted: Tue Sep 01, 2015 5:02 am
by Deadwing
Wow, thanks for the feedback!

What do I need to do to make my wad compatible with other weapons mod? D:

I've finished level's 5 music. I tried to bring more a D'nB feeling to it:

https://soundcloud.com/tom-s-soares-1/frozen-fields

Re: Nevasca: Mini-episodic wad - 4 of 6 maps released.

Posted: Tue Sep 01, 2015 5:05 am
by xenoxols
To make it compatible with other weapon mods, you need to remove all custom weapons, enemies, items, and player classes.

Re: Nevasca: Mini-episodic wad - 4 of 6 maps released.

Posted: Tue Sep 01, 2015 7:58 pm
by Ed the Bat
xenoxols wrote:To make it compatible with other weapon mods, you need to remove all custom weapons, enemies, items, and player classes.
Incorrect. You simply need to stop using KEYCONF, which has been deprecated for many years, and for good reason.

Re: Nevasca: Mini-episodic wad - 4 of 6 maps released.

Posted: Tue Sep 01, 2015 8:07 pm
by Kagur
Incorrect. You simply need to stop using KEYCONF, which has been deprecated for many years, and for good reason.
So can the MAPINFO be used in place of KEYCONF?

Re: Nevasca: Mini-episodic wad - 4 of 6 maps released.

Posted: Tue Sep 01, 2015 8:09 pm
by Ed the Bat
For the playerclass declaration, yes. That's supposed to go in MAPINFO. The weaponslots are best handled in DECORATE. Since this project defines a playerclass, declaring the slots there, via Player.WeaponSlot, is an ideal answer. KEYCONF, as its name implies, should only ever be used for configuring keybinds, none of which this project seems to use.

Re: Nevasca: Mini-episodic wad - 4 of 6 maps released.

Posted: Tue Sep 01, 2015 8:39 pm
by Kagur
Thanks for the info Ed.

Re: Nevasca: Mini-episodic wad - 4 of 6 maps released.

Posted: Wed Sep 02, 2015 4:45 am
by Deadwing
Thanks for the tips, guys :mrgreen:
I'll take a look on DECORATE and see how to define weapons slot more correctly. Thanks Ed.

Re: Nevasca: Mini-episodic wad - 4 of 6 maps released.

Posted: Wed Sep 02, 2015 9:33 am
by doony
Deadwing wrote:Wow, thanks for the feedback!

What do I need to do to make my wad compatible with other weapons mod? D:

I've finished level's 5 music. I tried to bring more a D'nB feeling to it:

https://soundcloud.com/tom-s-soares-1/frozen-fields
you don't need to remove your custom weapons
you can do Weapon.SlotNumber to your new guns
like this

Code: Select all

ACTOR Railgun : Weapon 140
{
   Weapon.SelectionOrder 1270
   Inventory.PickupSound "misc/w_pkup"
   Inventory.PickupMessage "You got the Railgun!"
   Obituary "%o was railed by %k."
   Weapon.UpSound "weapons/railgunup"
   Weapon.AmmoType1 "Cell"
   Weapon.AmmoType2 "Cell"
   Weapon.AmmoGive 75
   Weapon.AmmoUse1 10
   Weapon.AmmoUse2 10
   Weapon.SlotNumber 7  <<--------here ^^
   Scale 0.6
   States
   {
   Spawn:
      RLGN A -1
      Stop
   Ready:
      RLGG BCBCBC 5 Bright A_WeaponReady...


Re: Nevasca: Mini-episodic wad - 4 of 6 maps released.

Posted: Wed Sep 02, 2015 11:38 am
by Ed the Bat
Weapon.SlotNumber won't help much for the vanilla weapons that need to be given new slots in this project. Once again, using Player.WeaponSlot in the playerclass definition would be better for that.

Re: Nevasca: Mini-episodic wad - 4 of 6 maps released.

Posted: Wed Sep 02, 2015 7:03 pm
by Deadwing
No need to worry about that, I'll revert the original weapons slots. 6 will be Plasma Gun, 7 Freeze, 8 Bio and 9 Railgun. :mrgreen:

Re: Nevasca: Mini-episodic wad - 4 of 6 maps released.

Posted: Sun Sep 06, 2015 9:12 am
by Deadwing
I've updated the wad with some new changes:

- Weapons slots changes: Plasma Gun is back to slot 6. Freeze gun is 7, Bio 8 and Railgun 9. Now the wad will also support custom weapons mods.
- Cacodemon's projectile slight reduced (same speed as Imp's)
- Powerups were nerfed. Regen lasts 40% less time, Double damage and Damage protection lasts 33% less.
- Reduced autosaves on leves: Now they are only in key areas.
- I've made several mininum health/ammo balance changes in all levels.
- MAP1: You now can get out of the elevator in the regen trap area.
- MAP1: YOu can now access the initial area by a new pathway.
- MAP2: Fixed acid waterfall bug. You can't drop from there now anymore :P
- MAP3: Fixed HOM.
- MAP3: FIxed player-damaging cliff close to where the regen sphere is.
- MAP4 is retextured, with less stock textures.
- MAP4: Added some health bonus to indicate better where the Yellow Key acess switch is in the dark room.

Link: https://www.dropbox.com/s/z9l6fdnive70a ... a.zip?dl=0

MAP4 retextured screenshots:

Image

Image

Re: Nevasca: Mini-episodic wad - 4 of 6 maps released.

Posted: Sun Sep 06, 2015 7:27 pm
by Ed the Bat
I apologize for this being slightly off topic, but since this is part of your 'Discovering the Hell' series, the discussion about mod compatibility reminded me that, in the past, I took it upon myself to make mod-friendly edits of The Invasion and The 5 Worlds, if this should happen to be of interest to you.

Re: Nevasca: Mini-episodic wad - 4 of 6 maps released.

Posted: Tue Sep 08, 2015 5:05 am
by Deadwing
Haha relax, that's amazing man! :D
I'll take a look on them!