Doomed in Space BUGFIX+EXPANSION March 18! Come get it!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
User avatar
Doomkid
Frequent Poster Miles card holder
Posts: 943
Joined: Sun Nov 25, 2012 2:04 am
Location: Aussie Land
Clan: UniDoom
Clan Tag: [UD]
Contact:

Doomed in Space BUGFIX+EXPANSION March 18! Come get it!

#1

Post by Doomkid » Wed Feb 17, 2016 4:00 am

Hello Doomers, today I present you with the finished product: Doomed in SPACE! 13 Sci-Fi themed maps for ZDoom-based ports.

phpBB [media]


DOWNLOAD IT HERE: http://doomshack.org/wads/d_space.zip

The story:
The year is 2088. The UAC's current goal is to remove the line that separates men from machines. Certain undesirables are sacrificed, analyzed and experimented on for the sake of progress. The promise to integrate more effective weaponry directly into the human body keeps the research funds flowing in.

You are one of the UAC's victims - a genetically modified bounty hunter. You were stolen from your home colony as a child but proved harder to control than most of their young test subjects. Using your increased speed and strength, you managed to kill the men guarding your cell and escape in a stolen shuttlecraft.

That was 18 years ago. Crime is the only means of survival you have ever known. Once again, you find yourself locked in a cell, at the mercy of the UAC. An armed medic comes through the door and into your cell. As he checks your vitals, you quickly grab his head and snap his neck. His body lies on the floor and the gun is now in your hand. It's time to escape!


The rules:
You MUST play with freelook ON. Jumping and crouching must be turned OFF. You must also turn the 'infinitely tall actors' flag OFF, as there are several 3D bridges used throughout. Difficulty levels have been very thoroughly implemented, so if you're finding the maps too hard or too easy, simply adjust accordingly.


The maps:
Map01: Escape! by Crunchynut44

Map02: Shuttle Maintenance by Doomkid

Map03: Toxicity Control by Bootleg Guy

Map04: Foreign Planet by Mosshopper

Map05: Überraumstation by UberGewei

Map06: Wheel in the Sky by Empyre

Map07: Terra-6 Planetary Base by Fred512

Map08: Deep Space Installation by Doomkid

Map09: Genetics Lab by Doomkid

Map10: Command Station Zulu by Nevander

Map11: Asteroid Refinery by Angry Saint

Map12: Space Waste by Crunchynut44

Map13: The Speed of Skree by Pinchy



The new stuff:
There are a wide array of new enemies and weapons, lovingly borrowed and modified from a variety of sources. I don't want to give too much away - Play it to see how everything works and expect a few challenging changes that keep you on your toes!


The credits:
Obake (Wavegunner), Doom64, Duke Nukem 3D, Strife, Wolf3D, Star Wars: Dark Forces, area51.wad, equinox.wad, anubis.wad, skulltag.wad, Complex Doom, ChaosCore CTF (Map10 sky), Doomenator (title card). A very special thanks to Crusader No Regret, Obake and Liberation for playtesting and comments.


The ports:
This has been tested in ZDoom, GZDoom, ZDaemon, Zandronum and Odamex - works in each one. Sadly does not run in PrBoom+ as there is no railgun support.

Image

http://doomshack.org/wads/d_space.zip

If you enjoy Doomed in SPACE, please be sure to let us know. I'm sure that everyone who worked to make this project possible would love to hear your feedback, positive or negative. Thanks!
Last edited by Doomkid on Sun Mar 18, 2018 11:05 am, edited 12 times in total.
Image
Image

User avatar
Slim
Zandrone
Posts: 1112
Joined: Sat Mar 16, 2013 7:11 am
Location: Zero Space
Clan: Can't fit it in here
Clan Tag: -=FSR=-
Contact:

RE: DOOMED IN SPACE (A community Project!)

#2

Post by Slim » Wed Feb 17, 2016 4:15 am

Well after I just finished my first map (albeit short), this is inspiring. I should sharpen up a bit and see if I can try something. No promises though, so don't worry if I end up not doing jack-diddly-doo-dah.
Image

"Your childish antics grow tiring. If you dare to fight me, then I accept your challenge: Anytime, anywhere." - Zero, Megaman X5
Spoiler: Quotes (Open)
5:54 PM - Slim: you're complaining about something so small that
5:54 PM - Lance: so? we do that all the time
5:55 PM - Lance: we're a bunch of losers complaining at a bar minus the bar
Spoiler: Galactus tried evading (Open)
Image

User avatar
Doomkid
Frequent Poster Miles card holder
Posts: 943
Joined: Sun Nov 25, 2012 2:04 am
Location: Aussie Land
Clan: UniDoom
Clan Tag: [UD]
Contact:

RE: DOOMED IN SPACE (A community Project!)

#3

Post by Doomkid » Wed Feb 17, 2016 4:53 am

If you do decide to submit a map, just let me know, I'll have you penciled in for now!
Image
Image

Catastrophe
Retired Staff / Community Team Member
Posts: 2558
Joined: Sat Jun 02, 2012 2:44 am

RE: DOOMED IN SPACE (A community Project!)

#4

Post by Catastrophe » Wed Feb 17, 2016 5:30 am

Well from screenshots alone I can tell either your gamma is too high, or the maps are way too bright. Also the sprites for the weapons are just not consistent enough. The gun from Dark Forces sticks out like a sore thumb.

User avatar
Doomkid
Frequent Poster Miles card holder
Posts: 943
Joined: Sun Nov 25, 2012 2:04 am
Location: Aussie Land
Clan: UniDoom
Clan Tag: [UD]
Contact:

RE: DOOMED IN SPACE (A community Project!)

#5

Post by Doomkid » Wed Feb 17, 2016 6:04 am

My gamma is quite high, my monitor has an oddly dark display that I haven't been able to alter. I usually compensate for that and just forgot this time around, they'll be replaced as more development is made. The sprites are a little cheesey in some ways, in the end some of them may be replaced.
Last edited by Doomkid on Wed Feb 17, 2016 6:05 am, edited 1 time in total.
Image
Image

one_Two
Addicted to Zandronum
Posts: 1753
Joined: Thu Jun 07, 2012 4:47 pm

RE: DOOMED IN SPACE (A community Project!)

#6

Post by one_Two » Wed Feb 17, 2016 6:18 am

Superhuman strength and speed - is this going to be reflected in game?

User avatar
Slim
Zandrone
Posts: 1112
Joined: Sat Mar 16, 2013 7:11 am
Location: Zero Space
Clan: Can't fit it in here
Clan Tag: -=FSR=-
Contact:

RE: DOOMED IN SPACE (A community Project!)

#7

Post by Slim » Wed Feb 17, 2016 6:38 am

one_Two wrote: Superhuman strength and speed - is this going to be reflected in game?
Well, Doomguy already is superhuman, so I honestly doubt it.
Image

"Your childish antics grow tiring. If you dare to fight me, then I accept your challenge: Anytime, anywhere." - Zero, Megaman X5
Spoiler: Quotes (Open)
5:54 PM - Slim: you're complaining about something so small that
5:54 PM - Lance: so? we do that all the time
5:55 PM - Lance: we're a bunch of losers complaining at a bar minus the bar
Spoiler: Galactus tried evading (Open)
Image

User avatar
Doomkid
Frequent Poster Miles card holder
Posts: 943
Joined: Sun Nov 25, 2012 2:04 am
Location: Aussie Land
Clan: UniDoom
Clan Tag: [UD]
Contact:

RE: DOOMED IN SPACE (A community Project!)

#8

Post by Doomkid » Wed Feb 17, 2016 7:48 am

The fists deal far more damage than the normal doomguy fists, but I just slid that in there as an off the cuff explanation for Doomguy's existing super speed.
Image
Image

User avatar
uggi121
Forum Regular
Posts: 220
Joined: Thu Dec 20, 2012 12:24 pm

RE: DOOMED IN SPACE (A community Project!)

#9

Post by uggi121 » Wed Feb 17, 2016 11:30 am

Figured I'd post here as well, jot my name down, I'll make a map.
"I want to learn French. Hope I'm taught how to gif French kiss."

User avatar
Doomkid
Frequent Poster Miles card holder
Posts: 943
Joined: Sun Nov 25, 2012 2:04 am
Location: Aussie Land
Clan: UniDoom
Clan Tag: [UD]
Contact:

RE: DOOMED IN SPACE (A community Project!)

#10

Post by Doomkid » Wed Feb 17, 2016 12:57 pm

Cool, done!
Image
Image

User avatar
Ænima
Addicted to Zandronum
Posts: 3523
Joined: Tue Jun 05, 2012 6:12 pm

RE: DOOMED IN SPACE (A community Project!)

#11

Post by Ænima » Wed Feb 17, 2016 1:20 pm

the themes clash a little
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
: a pack made by our community

User avatar
Combinebobnt
Retired Staff / Community Team Member
Posts: 1893
Joined: Mon Jun 04, 2012 3:37 am
Location: Erth
Contact:

RE: DOOMED IN SPACE (A community Project!)

#12

Post by Combinebobnt » Thu Feb 18, 2016 3:43 am

oh yay dehacked, the future. You could make something 69x cooler than this with zdoom features you know.

Ok besides that, I played the 1st map a while ago and here is what I have to say:
The sprites from different sources do clash, but making sprites is hard as hell so I can never get mad at that. However that cacodemon eyeball monster thing looks dumb. Some of the sound effects like the trooper deaths are also silly. By glancing at your intro story text, this wad probably isn't meant to have an attitude as silly as the above content, so I recommend replacing this stuff or improving it. I dunno why the pistol has a laser sound and the chaingun a minigun sound when they both use the same ammotype.

The map was fine but I hope I get more chaingun ammo in the future because the sg bores me (need ssg master race). I think I noticed that most of your maps are very linear Doomkid, you should try making some more nonlinear and exploratory stuff. I'm no master singleplayer critic or mapper though. I love the super fist with berserk and actually hope there will be some very melee centric enemies like demons and hellknights so I can use it more.

User avatar
MrEnchanter
Forum Regular
Posts: 143
Joined: Fri Jan 16, 2015 7:22 am
Location: America

RE: DOOMED IN SPACE (A community Project!)

#13

Post by MrEnchanter » Thu Feb 18, 2016 3:54 am

I'd like to make a map for the project, going to get started later tonight.
Image

dart620
Banned
Posts: 19
Joined: Fri May 01, 2015 1:44 am
Location: Australia
Contact:
Banned: Permanently

RE: DOOMED IN SPACE (A community Project!)

#14

Post by dart620 » Thu Feb 18, 2016 8:19 am

Does not look very good. For example the barrel having the atom sign (it has no shadow when the rest of barrel has it).

Doom maps with soldiers look lame.

Brave project lost due to forcing space environment into a kill demons game.

User avatar
Sean
IRC Operator
Posts: 951
Joined: Thu Jan 16, 2014 9:09 pm
Location: United Kingdom
Contact:

RE: DOOMED IN SPACE (A community Project!)

#15

Post by Sean » Thu Feb 18, 2016 8:50 am

dart620 wrote: Does not look very good. For example the barrel having the atom sign (it has no shadow when the rest of barrel has it).

Doom maps with soldiers look lame.

Brave project lost due to forcing space environment into a kill demons game.
Go back to playing doom.wad then. Oh wait, you won't like it because it's set in space
<capodecima> i dont say any more word without my loyer jenova

User avatar
Doomkid
Frequent Poster Miles card holder
Posts: 943
Joined: Sun Nov 25, 2012 2:04 am
Location: Aussie Land
Clan: UniDoom
Clan Tag: [UD]
Contact:

RE: DOOMED IN SPACE (A community Project!)

#16

Post by Doomkid » Thu Feb 18, 2016 9:21 am

I really appreciate the concise feedback Bob, I guess the story is a little heavy because I do want it to be kinda goofy, but I definitely still am on the lookout for better SFX, and will be sure to incorporate satisfying melee moments and less linear maps.

MrEnchanter, added to the list!

I hope I haven't fully lost this brave project, but I appreciate all the comments fellas, this is just what I needed.
Image
Image

User avatar
Conmon
 
Posts: 74
Joined: Sun Jun 17, 2012 5:45 pm

RE: DOOMED IN SPACE (A community Project!)

#17

Post by Conmon » Fri Feb 19, 2016 6:19 am

Sign me up!

I've still got love for DeHacked and 80s retrofuturism.

EDIT: Any chance we could request our own midi for our level?
Last edited by Conmon on Fri Feb 19, 2016 6:23 am, edited 1 time in total.

User avatar
MrEnchanter
Forum Regular
Posts: 143
Joined: Fri Jan 16, 2015 7:22 am
Location: America

RE: DOOMED IN SPACE (A community Project!)

#18

Post by MrEnchanter » Fri Feb 19, 2016 8:38 am

Safe to assume screenshots for update purposes are cool?

Image

Also, this cannon looking thing from LameDuke might be a good SSG replacement.

Image
Image

User avatar
Doomenator
Forum Regular
Posts: 300
Joined: Wed Apr 01, 2015 4:27 am

RE: DOOMED IN SPACE (A community Project!)

#19

Post by Doomenator » Fri Feb 19, 2016 1:42 pm

Maybe it will be useful to anyone. Download Space Skyboxes 2.

[spoiler]Image

Image

Image[/spoiler]
Last edited by Doomenator on Sat Feb 20, 2016 4:02 am, edited 1 time in total.

User avatar
Doomkid
Frequent Poster Miles card holder
Posts: 943
Joined: Sun Nov 25, 2012 2:04 am
Location: Aussie Land
Clan: UniDoom
Clan Tag: [UD]
Contact:

RE: DOOMED IN SPACE (A community Project!)

#20

Post by Doomkid » Fri Feb 19, 2016 4:57 pm

Thank you, Doomenator!

Added you, Conmon :) custom MIDIs are encouraged.

MrEnchanter, cool screenshots and cool sprite, I'll get to work on implementing that shortly.

(on mobile phone, will update OP soon.)
Image
Image

Post Reply