Get ready for the ARMAGEDOOM!!!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Sergeant_Mark_IV
 
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Get ready for the ARMAGEDOOM!!!

#1

Post by Sergeant_Mark_IV » Fri Sep 14, 2012 2:55 am

In first place, NO, this wad has nothing to do with Lord Mattus' ArmageDoom project. When I decided the name for this wad, I was still not active in the Doom modding community, and I didn't even knew about this project.

Well, everyone has to start somewhere (doesn't matter how low the starting point is), and here is where I started.
Back in 2009, instead learning how to map first, I decided to start with a big project. ArmageDoom was supposed to be the ultimate badass wad for Zdoom. It should be a 32 level megawad featuring epic combats with allied Marines supporting you, driveable Mechwarriors, Nuclear explosions, absurd epicness, over-the-top gore, over 30 new weapons and over 100 new enemies, and any other ridiculous gimmicky feature that I could put on it. I think that was too much to expect from a first wad, wasn't it? :P

Brutal Doom was born just as a "testing ground for gore and general sfx" to improve this wad. When Brutal Doom started to gain notoriety in early 2010, I just dropped out this project.
Two weeks ago, I found this old wad rusting on my projects folder. I decided to give it a try just to see how bad were my mapping skills 3 years ago, and I found it actually funny. So I decided to polish the gore and the weapons, and make something worth to play. I actually liked the results. This is my very first wad and I can't be ashamed of it. The starting street sector which you starts on was the first sector that I ever drawed in Doom Builder, so, this wad should totally see the light of day.
I still have plans to restart this project using Brutal Doom as base some day...

ARMAGEDOOM is a partial TC for Zdoom, GZdoom, Skulltag, or Zandronum.
It features 7 new levels, 12 new weapons, many new enemies (with older ones revamped), new gore, and many new stuff.


PLOT:
ArmageDoom is a sequel to Doom 2's plot.
Years after the invasion, demons continued to invade Earth. The surviving men from all parts of the world regrouped at the west coast of North America, somewhere near the desert of Mojave, and constructed a giant Fortress City called Metropolis.
Metropolis was built with a giant force-field protecting it. The ultimate hope of survival for humanity. UAC Marines could start a campaign to clean Earth's surface killing all demons while they could maintain a safehouse that would always be protected against anything.
But plans went not like expected. A new force powered by a greater evil never seen before created new portals, which allowed the creation of new portals, with new races of hellspawn. One of these portals opened behind Metropolis' Force Field. The demons have overrun the Nuclear Power Plant, and disabled the force-field. Metropolis have been facing a great siege that have been lasting for months. The defenses at the suburbs have fallen, and now the demons are marching towards the Downtown. The civilians have no way to evacuate, and humanity again faces its Last Stand.

You are Sergeant Stan "Sarge" Blazckowicz, a genetically-engineered Super Marine. Sarge was from the first generation of Super Marines: more powerful than any other kind of marine, but with grievous mental disorders. Sarge has incomparable strength and endurance, but he suffers from DNA degeneration. He is a heroine addict, and he constantly have strong headaches and hear voices in his head, and have been in jail for the last 2 years accused of murdering Marines and civilians. Now with the war begin lost, the Marine High Command have released him.
Sarge is the only marine badass enough to do such mission: break the siege, get into the Nuclear Power Plant, and turn the shields on again.

Captain Phobos and Lieutenant Crash, which are super marines from the Second Generation were assigned to the mission with Sarge with a couple of other Marines and formed the Bravo Squad. They were supposed to help Sarge to reach the Power Plant, but the group got ambushed in the streets of Downtown, and now they are separated. Your mission: regroup with Bravo Team, move into the Power Plant, and turn the shields on again.


GAMEPLAY:
You will constantly find yourself fighting against large clusters of monsters in ArmageDoom. You have very powerfull weapons like a full-auto assault rifle as starting weapon, and you might find semi-auto and full-auto shotguns, miniguns, heavy .50 cal machineguns, flamethrowers, and even nuclear weapons.
The most notable feature in ArmageDoom is the emergent gameplay. Most objects of the world can be used as weapons. Trash cans, flower pots, and even toilets can be used as weapons. Get near one of such objects, select the Fists, and punch these objects. You can do serious damage with them. You can easily kill a Demon with a trash can, and if you find a big enough flowerpot, you can even kill a Baron of Hell with it.
Theres also a very complex fire system. If you use the flamethrower or the incendiary grenade in an area with a high vegetation, the fire will spread, and set near trees and other near areas with high grass on fire. You can easily create some huge area-of-denial damage zones if you analyze the maps and use the right weapons in the right time.
Also, If you are playing coop, one player can crouch and make a step for another player to get into a higher place to grab a super armor or a megasphere.

Image
Shit Got Serious... in the literal mean of the word.

OVERALL:
If you are looking into a top-quality wad, you should skip ArmageDoom. This was my first wad ever made. You can expect lots of unaligned textures and stuff like that. But you can also expect lots of fun, some epic battles here and there, some linear maps, some non-linear maps with puzzles, etc. The only thing I can guarantee is one thing: This is going to be a funny and different experience.

DOWNLOAD:
http://www.mediafire.com/?ftz21fs5d2922y2
or
http://www.doomworld.com/idgames/index.php?id=16930

SCREENSHOTS:

Image

Image
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
I hope you can have as much fun playing it as I had creating it.


Boko agreed to host this mod with his VPS for the next two or three days. Get there if you want to play some coop.
Last edited by Sergeant_Mark_IV on Sun Sep 23, 2012 2:27 pm, edited 1 time in total.

Death Egg
 
Posts: 31
Joined: Sun Aug 05, 2012 2:11 am

RE: Get ready for the ARMAGEDOOM!!!

#2

Post by Death Egg » Fri Sep 14, 2012 3:34 am

So is there still going to be mechawarriors and nuclear explosions...?

No I kid, looks pretty sweet. Downloading now.
Last edited by Death Egg on Fri Sep 14, 2012 3:35 am, edited 1 time in total.

Sergeant_Mark_IV
 
Posts: 82
Joined: Tue Jun 05, 2012 4:17 am
Location: Brazil

RE: Get ready for the ARMAGEDOOM!!!

#3

Post by Sergeant_Mark_IV » Fri Sep 14, 2012 3:53 am

Nuclear explosions have made it, but unfortunately no Mechwarriors. (they will only be present at the remake)

Boko
 
Posts: 64
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RE: Get ready for the ARMAGEDOOM!!!

#4

Post by Boko » Fri Sep 14, 2012 3:59 am

Hmm looks like the next big neodoom, if you finish it! As you mention this is an alpha, it really is, its got alot of bugs!

BloodyAcid
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RE: Get ready for the ARMAGEDOOM!!!

#5

Post by BloodyAcid » Fri Sep 14, 2012 4:06 am

Do you need some help with weapons? I think I can whip up some conventional daily-use weapons, such as what I did with Household Oddities and others.

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Ivan
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RE: Get ready for the ARMAGEDOOM!!!

#6

Post by Ivan » Fri Sep 14, 2012 4:20 am

Looks like I can finally flush those imps permanently if you know what I mean.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

Springy
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RE: Get ready for the ARMAGEDOOM!!!

#7

Post by Springy » Fri Sep 14, 2012 11:49 am

This is what you were on about over on ZDoom the ancestor of Brutal Doom? Nice, I am downloading now.
[quote=Zero X Diamond ]Careful, you don't want to push that Pikachu dude to action. Who knows what unspeakable things lie in store for you? Maybe he'll... send you another nasty tweet![/quote]
[quote=Sonter_Man]Autism runs amok on zandaemon[/quote]

Sergeant_Mark_IV
 
Posts: 82
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Location: Brazil

RE: Get ready for the ARMAGEDOOM!!!

#8

Post by Sergeant_Mark_IV » Sat Sep 15, 2012 12:19 am

BloodyAcid wrote: Do you need some help with weapons? I think I can whip up some conventional daily-use weapons, such as what I did with Household Oddities and others.
I will actually completely remake this wad. Weapons, Terrain, etc. This is more a concept wad.

Cerebus
 
Posts: 36
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RE: Get ready for the ARMAGEDOOM!!!

#9

Post by Cerebus » Sat Sep 15, 2012 7:03 pm

Downloaded it yesterday and played it, love it. However, with the WAD in its current state, I came across a few lag spikes while playing on the latest GZDoom revision brought my frame rate down to what I'm assuming is below 24 FPS. Right after that, I played it on Zandronum with a much higher frame rate while still not being a solid 60 FPS. Those bugs aside, keep up the good work and good luck. :D
On the charge of playing the Sega Saturn port of Doom, I find myself guilty as charged LOL

Sergeant_Mark_IV
 
Posts: 82
Joined: Tue Jun 05, 2012 4:17 am
Location: Brazil

RE: Get ready for the ARMAGEDOOM!!!

#10

Post by Sergeant_Mark_IV » Sun Sep 16, 2012 1:59 pm

Cerebus, if you are having lag spikes, I recommend turning Dynamic Lights off. IF the problem persists, change your render mode from Quality to Speed, and disable fake contrast.

I have did a final update. This update unmakes the bushes solid and make them interactive. It fix some bugs on MAP01 and MAP03, add some monster closets on MAP02, makes burnable objects don't vanish when burned but have a burned deaths state. I also added "add" translation type for imp, mancubus and plasma projectiles, and added dynamic lights for them.
Also more enemies are added if the player is playing in Raining Blood dificulty.
And one video added.

Check first post for download link.

roman6a
 
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Location: Caracas, Venezuela

RE: Get ready for the ARMAGEDOOM!!!

#11

Post by roman6a » Sat Sep 22, 2012 7:51 am

this looks awesome, ill look foward over bashing some zombies in the face with a stop sign if there is any.

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