Deluge [WIP]
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.
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.
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Re: [GZDOOM] Deluge: Onset [WIP]
I used to play your Deluge map back in Sven Co-op and I must say this looks like a most exciting project to look forward to!
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- Location: The little English village of Old Bottom
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- Posts: 107
- Joined: Fri Jan 24, 2020 6:17 am
- Location: The little English village of Old Bottom
Good news!
After nearly two grueling months of fixes and improvements, Deluge steps into 2021 with confidence. New abilities like telekinesis and teleporting, mass code optimization, new and improved assets, mapping additions and a focused drive for the next phase of development are signs of a release this year.








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Re: [GZDOOM] Deluge: Onset [WIP]
Looks awesome, can't wait to give it a try myself 

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Some gameplay showcasing
Featuring player abilities, monster behaviour, prop physics, visual effects and environment design.
Last edited by Chief Smokey on Sun Dec 05, 2021 11:09 am, edited 1 time in total.
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Re: [GZDOOM] Deluge: Onset [WIP]
What's that big guy?? 

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- Location: The little English village of Old Bottom
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- Posts: 107
- Joined: Fri Jan 24, 2020 6:17 am
- Location: The little English village of Old Bottom
A ModDB page has been opened
The ModDB page will be updated after a new build has been compiled after every dev sprint and will contain information pertaining to what has been done over the development period.
https://www.moddb.com/mods/deluge-onset
https://www.moddb.com/mods/deluge-onset
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Re: [GZDOOM] Deluge: Onset [WIP]
Looks awesome. Love the graphics, especially the gore trees.
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- Joined: Fri Jan 24, 2020 6:17 am
- Location: The little English village of Old Bottom
Overhauled Opening
As gameplay features continue to be refined there is more reason to be crystal clear with teaching the player about their abilities and what is required of them to progress. To this effect a whole new tutorial map has been created covering the basics of player abilities and early game combat. You'll also get another glimpse at the looming behemoth that is Bacillus City.








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Re: [GZDOOM] Deluge: Onset [WIP]
Absolutely astounding mapping. The last one looks absolutely big and i thought it wasn't doom map at all. 

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June 2021 Update Showcase
After several months of grueling development much progress on Deluge has been made, involving overhauls to major elements such as player abilities, monster AI, level design and many assets related to weapons and props.








Last edited by Chief Smokey on Sun Dec 05, 2021 11:10 am, edited 1 time in total.
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- Posts: 107
- Joined: Fri Jan 24, 2020 6:17 am
- Location: The little English village of Old Bottom
Mapping refinements and code overhauls
With the layout and basic journey of each map now more or less finalized, it is now time to fine tune the visuals with an art pass to really bring out all the meaty details.




In other news, there has been much in the way of code overhauls. These range from performance optimizations (certain areas now have a framerate boost up to 50, and think times for actors are cut down across the board) to streamlining of weapon functions to new AI practically remade from scratch.
When this work is finished, the stage will be set to complete the planned monster roster and implement the last remaining major gameplay elements - in effect making the mod ready for the final polish phase where placeholder assets will be replaced.




In other news, there has been much in the way of code overhauls. These range from performance optimizations (certain areas now have a framerate boost up to 50, and think times for actors are cut down across the board) to streamlining of weapon functions to new AI practically remade from scratch.
When this work is finished, the stage will be set to complete the planned monster roster and implement the last remaining major gameplay elements - in effect making the mod ready for the final polish phase where placeholder assets will be replaced.