[FINAL] [Invasion] Shadowmaker - Released!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Post Reply
User avatar
Tiger
Retired Staff / Community Team Member
Posts: 381
Joined: Thu May 31, 2012 6:21 am
Location: United States
Contact:

[FINAL] [Invasion] Shadowmaker - Released!

#1

Post by Tiger » Thu Jul 21, 2016 7:57 pm

ImageImage
ImageImage
Image


Shadowmaker contains one map and utilizes Zandronum's Invasion game mode. This small project utilizes some of TGRDM3's aesthetics, with that said - this map will require the OpenGL renderer provided in the GZDoom engine. With that said, Dynamic Lights are recommended to be used, but not completely required. If incase Dynamic Lights is disabled in the player's settings, the 'Light FallBack Mode' will automatically execute - which will illuminate the entire map. Without this feature, the map will simply be too dark and unplayable, but keep in mind that this map is intended to be played with Dynamic lights. Furthermore, this small project utilizes Shane Strife's. Through out some of the waves, the music track will change to another song automatically -- providing a new feel of the incoming waves without being bored with the same-ol' feeling. In addition, this is a submission to the Zandronum Community's invasion project, Invasion Unleashed - Evil Within. Unsure if this will actually be part of the project or not.

Technically, this map is finished - but waiting on a few issues to be corrected in the Zandronum 3.0 [Beta] engine.

Known Issues: Requirements: Links:
Last edited by Tiger on Fri Sep 23, 2016 9:21 am, edited 2 times in total.
Nicholas Gautier

User avatar
Jimp Argon
 
Posts: 40
Joined: Sun Jul 10, 2016 6:04 am

[FINAL] Re: [Invasion] Shadowmaker

#2

Post by Jimp Argon » Thu Jul 21, 2016 8:45 pm

Hey I gave this a go using Zandronum 3.0 and I got this script error message.

[spoiler]Image[/spoiler]

Although I was able to play, there was some missing textures at the ammo spawn which kinda bugged me.

[spoiler]Image[/spoiler]

*Edit*
Nevermind, I didn't see that it needed the skulltag_content2.1a as well. :redface:

Btw. I love Invasion and the map detail is very nice. Good work man.

User avatar
Monsterovich
Forum Regular
Posts: 343
Joined: Sun Jun 17, 2012 5:46 pm

[FINAL] Re: [Invasion] Shadowmaker

#3

Post by Monsterovich » Thu Jul 21, 2016 10:55 pm

Zandronum 3.0 minimal
I love commenting useless 2.7.1 features to play mods in 2.1.2. :P

User avatar
Tiger
Retired Staff / Community Team Member
Posts: 381
Joined: Thu May 31, 2012 6:21 am
Location: United States
Contact:

[FINAL] Re: [Invasion] Shadowmaker

#4

Post by Tiger » Sat Jul 30, 2016 6:09 pm

A new version of Shadowmaker is now available, though this is a minor update.

List of changes:
  • Added more breakable glass within the map
  • Very minor optimization within the breakable glass code

Click here to view the main post for downloads
Nicholas Gautier

Lollipop
Zandrone
Posts: 1124
Joined: Tue Jul 24, 2012 10:34 am
Location: Denmark

[FINAL] Re: [Invasion] Shadowmaker

#5

Post by Lollipop » Sun Jul 31, 2016 8:55 am

I tried out this map out of boredom, loaded it up on hurt me plenty because I was spamming buttons to get into the game with a little a wait as possible.
I found out to my dissapointment that you must be developing this for only the most high end computers, because my computer couldn't get above 16 fps when just standing there in the spawn area. I don't know how you managed to do that, because from what I could see there was absolutely nothing on the map from my viewpoint that could justify that resource usage. Whatever it was, it wasn't significant enough to the user experience anyway, or the thing was just constructed without null space, I have no clue.
I basically lagged too much for this map to be reasonably playable, so when I died at wave three because I couldn't dodge anything because of the horrendous performance, I quit to make this post.

I decided to try with the software renderer too, because it might have something to do with that, right? Well, that was even worse, it lagged too much for me to even have a sense of which direction I was going. Looking around the map with notarget enabled allowed me to pinpoint that it might be the skybox that kills the whole thing, though I don't know how.

I will probably try this again when it is actually possible to play it. Good luck with the map though.

User avatar
Tiger
Retired Staff / Community Team Member
Posts: 381
Joined: Thu May 31, 2012 6:21 am
Location: United States
Contact:

[FINAL] Re: [Invasion] Shadowmaker

#6

Post by Tiger » Sat Sep 03, 2016 8:44 pm

A new version is now available which is merely a work around with a known Zandronum bug: Invasion Spawner fails if sector height changes. If no one can find any issues with this version, I will push this project into the release phase.



>> DOWNLOAD <<
Nicholas Gautier

jwaffe
Forum Regular
Posts: 219
Joined: Sun Jun 03, 2012 11:45 pm
Location: Just beyond the line horizon

[FINAL] Re: [Invasion] Shadowmaker

#7

Post by jwaffe » Sat Sep 03, 2016 9:19 pm

Lollipop wrote:I tried out this map out of boredom, loaded it up on hurt me plenty because I was spamming buttons to get into the game with a little a wait as possible.
I found out to my dissapointment that you must be developing this for only the most high end computers, because my computer couldn't get above 16 fps when just standing there in the spawn area.
Just wondering, what are your computer's specs? I'm trying to figure out what sort of hardware and maps GzDoom / Zand struggles with.

Not sure if this counts as "high end" (it was sort of high end around 2010) but here's my desktop's specs, if it helps:

(I was able to run the spawn area in OpenGL mode fine but software was terrible)

Code: Select all

Intel Core i5 CPU 760 @ 2.80GHz (Nehalem / Lynnfield)
16 GB of RAM
NVidia GeForce GTX 470
Windows 7 64 bit
Image

User avatar
Tiger
Retired Staff / Community Team Member
Posts: 381
Joined: Thu May 31, 2012 6:21 am
Location: United States
Contact:

[FINAL] Re: [Invasion] Shadowmaker - Released!

#8

Post by Tiger » Fri Sep 23, 2016 9:21 am

Shadowmaker is now available on /idgames archive! Special thanks to everyone for testing this map out and providing feedback! Also a special shout out to Shane Strife for making an awesome music collection, you can check out Shane's stuff here!
Nicholas Gautier

Post Reply