ZPack Rejuvenated: Random Maps for GZDoom | v2.0 released

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Tormentor667
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ZPack Rejuvenated: Random Maps for GZDoom | v2.0 released

Post by Tormentor667 »


Dear Doomers, after 16 years of its original release, we proudly present you the rejuvenated version of ZPack - Random Maps for ZDoom, a remastered version of 30 maps from the community's finest, originally released in 2008... wow... it's already been so long.

Why a remaster at all?
Even though the map pack has been of a very high quality back then, it didn't age well in the past years. For the remaster we didn't only add next-gen features but also tried to improve some of the weaker maps, when it comes to gameplay, texture choice and overall aesthetics. We spend the past 2 years (on-and-off) to get the project into a state that feels like a complete consistent experience, with all kinds of additional features that we consider to polish the final experience. I really hope you all like what we've done to the original project and looking forward to your feedback - maybe even from the original authors, as some of them are still around here :)

Screenshots


Features
  • Added a new statusbar (base by NightFright)
  • Added widescreen graphics (incl. additional ones)
  • Added a new palette
  • Added dynamic lights (removed sector light effects)
  • Added special effects (volumetric light, fire particles)
  • Added improved smart weather effects (snow, rain, ember/nukage particles)
  • Added enhanced shaders (underwater effects, heat shader, new torches)
  • Added new brightmaps and gl-lights
  • Added gore effects (modern Nashgore)
  • Added hires sound effects in ogg format
  • Added low-health effect
  • Added footstep sounds with improved behavior (modern approach)
  • Improved map aesthetics (texture choice, geometry, new effects)
  • Converted decorate and old-decorate format to ZScript
  • Improved colors for messages and statusbar graphics
  • Conversion of the whole wad into a brand new pk3
Some of you might ask why things like gore, brightmaps or hires sounds have been hardcoded into the map. The explanation for this is quite simple: As I released the remasters mostly on ModDb for a wider audience, not everyone might be interested or aware of these addons, but I wanted these to be part of the remaster experiences. This might interfer with other mods, I am aware of this but it was a decision that I made in favor for this wider audience of people which are not directly associated with the Doom community.

Special thanks to
Ozymandias81 and Salahmander2 for an amazing work and help on the re-release version. Without your help, this wouldn't be possible!

Download
https://www.moddb.com/mods/zpack-rejuve ... -for-zdoom
Last edited by Tormentor667 on Sun Aug 11, 2024 9:33 am, edited 3 times in total.
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Ozymandias81
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Re: ZPack Rejuvenated: Random Maps for GZDoom

Post by Ozymandias81 »

What a trip it has been, but hey it is done now! Next: ZDCMP1-2 and... UTNT. :wub:
dpJudas
 
 
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Re: ZPack Rejuvenated: Random Maps for GZDoom

Post by dpJudas »

Congrats with the release!
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Tormentor667
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Re: ZPack Rejuvenated: Random Maps for GZDoom

Post by Tormentor667 »

dpJudas wrote: Sat Aug 10, 2024 4:49 am Congrats with the release!
Thank you, I really hope people will like it. We spent a lot of time preserving the original feeling and still improving the overall experience with common features in the modern 20s
resha
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Re: ZPack Rejuvenated: Random Maps for GZDoom

Post by resha »

So looking forward to this!!
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Tormentor667
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Re: ZPack Rejuvenated: Random Maps for GZDoom

Post by Tormentor667 »

Release is prepared on ModDB - 14 hours to go for a blast from the past!
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Ozymandias81
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Re: ZPack Rejuvenated: Random Maps for GZDoom | v2.0 released

Post by Ozymandias81 »

While the mod has been already released (please give use feedbacks, they are welcome!), you can play it with GZDoom 4.11 or higher FYI
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Kanok
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Re: ZPack Rejuvenated: Random Maps for GZDoom | v2.0 released

Post by Kanok »

Question. Is it normal to not see the Hell Knights? After the first map, they become completely invisible for me, so I literally can't see them. I'm using the latest version of GZDoom (4.12.2) on Linux. Using the Vulkan for hardware rendering. Not sure why this is happening, so kinda stuck.

EDIT:
This is the only mod I have installed. Nothing else but ZPack.
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Tormentor667
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Re: ZPack Rejuvenated: Random Maps for GZDoom | v2.0 released

Post by Tormentor667 »

This is strange. Can anyone reproduce this?
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Kanok
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Re: ZPack Rejuvenated: Random Maps for GZDoom | v2.0 released

Post by Kanok »

I see. I guess its because I was on the DOOM.WAD instead of DOOM2.WAD, which I didn't know was required. Seems to be working under DOOM2 instead.
Blue Shadow
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Re: ZPack Rejuvenated: Random Maps for GZDoom | v2.0 released

Post by Blue Shadow »

Kanok wrote: Wed Sep 18, 2024 5:52 pm I guess its because I was on the DOOM.WAD instead of DOOM2.WAD
That's weird. The mod is setup so that the needed IWAD is automatically used. How were you running the mod?
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Kanok
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Re: ZPack Rejuvenated: Random Maps for GZDoom | v2.0 released

Post by Kanok »

I'm using DOOM Launcher
Blue Shadow
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Re: ZPack Rejuvenated: Random Maps for GZDoom | v2.0 released

Post by Blue Shadow »

I guess that explains it. Launchers allow you to choose the IWAD, which overrides the mod's setup.
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NovaRain
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Re: ZPack Rejuvenated: Random Maps for GZDoom | v2.0 released

Post by NovaRain »

There seems to have a broken linedef in E3M0:
https://github.com/Realm667/Re-Releases/issues/311
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Bigbad75
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Re: ZPack Rejuvenated: Random Maps for GZDoom | v2.0 released

Post by Bigbad75 »

Nice, another remaster of one of Tormentor's classic map packs, definitely gonna check this out. :D
Ozymandias81 wrote: Sat Aug 10, 2024 4:07 am What a trip it has been, but hey it is done now! Next: ZDCMP1-2 and... UTNT. :wub:
My dream R667 remaster would definitely have to be a remaster of Stronghold with some new maps made by the community and perhaps support for other gameplay mods.

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