[GZDoom] Unfamiliar

New maps, and other projects whose primary focus is new maps, belong here.

Note: This forum, and all forums below it, are not for questions or troubleshooting! Threads created here are for active projects only! If you have questions please feel free to use the Editing subforums or General forum.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
Chief Smokey
Posts: 107
Joined: Fri Jan 24, 2020 6:17 am

Ultimate Edition Release

Post by Chief Smokey »

Here it is. The Ultimate Edition. 29 maps of demon-slaying mayhem. On the surface it may not look too different from the Episode III release but under the hood there has been a slew of fixes and quality of life improvements across the board.

https://drive.google.com/file/d/1xJLDFw ... sp=sharing
https://www.mediafire.com/file/w7dnnn2p ... e.zip/file
Posts: 115
Joined: Sat Sep 25, 2021 11:55 am
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: [GZDoom] Unfamiliar: Ultimate Edition

Post by Plasmazippo »

Little bit of feedback:

If you use an add-on with terrain splashes (DoomTerrains, Splash by Enjay, etc.) the sparks will generate uncharacteristically heavy splashes on a liquid floor. It looks odd and can be really noisy.
User avatar
Chief Smokey
Posts: 107
Joined: Fri Jan 24, 2020 6:17 am

Classic Edition

Post by Chief Smokey »

Well I wasn't really expecting to come back and bring this old mod back from the dead after Ultimate Edition shipped but I've got some more tricks up my sleeve yet. Last year around Christmas time I found upon a beta build of Unfamiliar predating the release of Martian Fury containing material stretching from E1M1 to E3M1 (it may have been a pre-release playtesting build but I can't know if that's true or not) which was in a mostly playable state. So to end my tenure in the Doom modding scene for good I've decided to fix the build up and release it as Unfamiliar Classic Edition.

For the most part the polished build will be faithful to the source material, although some liberties have been taken for the sake of quality of life improvements. Don't expect anything near the quality level of Ultimate Edition, of course, since this is a relic of a different time. This is an act of preserving a personal historical artifact, first and foremost.

Currently this is going through playtesting and post-production. Depending on how much further work in required after receiving the testing feedback, it may release either this week or next week.
User avatar
Chief Smokey
Posts: 107
Joined: Fri Jan 24, 2020 6:17 am

A Christmas Present

Post by Chief Smokey »

Merry Christmas! After much testing and fixing Classic Edition is ready to go.

You can download it HERE:

https://drive.google.com/file/d/1sGH0S4 ... 2Al6M/view
https://www.mediafire.com/file/fe8vk331 ... c.zip/file
User avatar
Posts: 689
Joined: Wed Jan 12, 2005 1:09 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Your forum thread

Re: [GZDoom] Unfamiliar

Post by Nems »

Ooo, gonna put this on my list of things to play. :D
User avatar
Void Warrior
Posts: 139
Joined: Thu Feb 04, 2021 11:54 am
Location: Russian Federation

Re: [GZDoom] Unfamiliar

Post by Void Warrior »

Chief Smokey, greetings! Thank you for creating the DOOM Remake! I even dedicated a review to your project (In Russian: https://doomguy.ru/community/topic/unfa ... -ne-uznal/. I'll explain in advance: I did a review then for the version without 4 Episodes, so you probably fixed the error now).

But just now I have passed the "Classic Edition" and faced one problem. In this version, there are no transitions to Secret Maps in Episodes 1 and 2. At first I thought that the problem was due to the mod. But no: the problem remains even with vanilla startup. Of course, I'm not very upset, but I still had to fix it (Although I looked through SLADE, and there the transition is written! What the hell? :shrug: ).

I plan to write a review on this version, so it would be interesting to learn more about the Beta Build. Quite a good edition for interested players.

Return to “Levels”