Dark Tartarus version 3

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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pla
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Dark Tartarus version 3

#1

Post by pla » Sun Feb 10, 2013 5:03 pm

Hi everyone

The 2nd version of my maps are released on 01-23-2013, it was done in haste because I was running short of time, there's still a lot room for improvement. I am also planning to add some new maps. Any suggestion, Ideas, or criticism are welcome.

DL link:
http://www.doomworld.com/idgames/?id=17086

Upcoming features:
-A full new episodes(about 9 maps), which feels completely different from the rest of the maps.
-Every single map will contain a super secret.
-Most map will have an alternative way to complete.
-All maps Maxable on UV skill with pistol start.

-New Powerup:
Bloodlust Sphere: Grant you quad damage, double speed, life-draining attack and a small boost to health/armor. Effect lasts FOR 450 SECONDS! usually can be found at the end of the map.
MegaMap: Give you IDDT Cheat.
StimBonus: Increase your max health by 10.

-New inventory item:
FieldKit: Instantly restores lost HP.
MegaPack: Replenish all ammo.
Beacon: Summon 5 marine carry various weapons, each marine have 400 HP.
Tome of Forsaken:Works like a portable guard sphere, quarters damage done to you for 30 sec.
Deployable Sentry Gun: nuff said.
...

-About 20+ new monsters (Don't worry, they will not make a mess)

-New Weapons:
Tartarus Scepter: The strength of Railgun ,Minigun, Rocklaucher and Nuke Combined, It will surely make every monster's life miserable... as long as you have enough ammo.
JadeWand: A versatile support weapon that has the ability to leech health, summon health pot, and spawn gas cloud.
Last edited by pla on Thu Feb 21, 2013 4:02 pm, edited 1 time in total.

Dynamo
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RE: Dark Tartarus version 3

#2

Post by Dynamo » Sun Feb 10, 2013 6:17 pm

Can you please import the software fixes from the SNS wad? I was the one who made that, and I was pretty irritated when I found out they were not imported in the new wad, which means if we are to host the future version on another SNS I would have to fix it AGAIN.

Other than that, good job, really like the wad, though I haven't played it much after the first version
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pla
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RE: Dark Tartarus version 3

#3

Post by pla » Sun Feb 10, 2013 7:01 pm

Dynamo wrote: Can you please import the software fixes from the SNS wad? I was the one who made that, and I was pretty irritated when I found out they were not imported in the new wad, which means if we are to host the future version on another SNS I would have to fix it AGAIN.

Other than that, good job, really like the wad, though I haven't played it much after the first version
Do you mean the ACS lumps? I will import them in the new wad (and other SNS fixes, I just noticed SNSCHANG until now). out of curiosity, what does software fixes do and why it can't be used in a separate wad? If I said something wrong please forgive my ignorance, I am a competely noob at lumps. :wink:

Edit: Oh, I nvm, I know the difference after run some large map by myself :P

2nd Edit: I figured it out, gonna fix the skies now, really thanks! *facepalm*
Can you tell me what the ACS lumps do?
Last edited by pla on Sun Feb 10, 2013 7:36 pm, edited 1 time in total.

Dynamo
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RE: Dark Tartarus version 3

#4

Post by Dynamo » Mon Feb 11, 2013 12:15 am

The ACS lump clears the inventory after a map is beat, and then gives a fist and pistol to the player. This is especially useful for map08 since you're supposed to use the berserk packs. It is not related to the sky fixes, which I've done by editing the maps themselves
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pla
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RE: Dark Tartarus version 3

#5

Post by pla » Mon Feb 11, 2013 2:30 am

I've fixed all the sky problems, also added the fix for map32. I'll have to say software lightning looks fabulous, I should have given it a try. the fact that 3d floor can be rendered in software mode really surprise me.

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Empyre
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RE: Dark Tartarus version 3

#6

Post by Empyre » Mon Feb 11, 2013 6:31 am

I am about 3/4 the way through playing these maps, and they look absolutely stunning, but they are way too overpopulated with monsters. Even with sv_fastweapons 2, it is overwhelming.
"For the world is hollow, and I have touched the sky."

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Ænima
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RE: Dark Tartarus version 3

#7

Post by Ænima » Mon Feb 11, 2013 3:40 pm

Empyre wrote: I am about 3/4 the way through playing these maps, and they look absolutely stunning, but they are way too overpopulated with monsters. Even with sv_fastweapons 2, it is overwhelming.
I felt the same way.

It's borderline Chillax at times.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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Dynamo
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RE: Dark Tartarus version 3

#8

Post by Dynamo » Mon Feb 11, 2013 5:48 pm

That is why skill levels exist. On version 1 it was beatable on SP on I'm too young to die without feeling chillax (btw I hate the map called Hex), and had some pretty epic moments on map28 and map32.

In any case suffice to say I like the wad, however I wish it went less into slaughter directions at times and played more often like straight-up simple (or harder) challenge maps like map04. Just me.
Last edited by Dynamo on Mon Feb 11, 2013 7:52 pm, edited 1 time in total.
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Ænima
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RE: Dark Tartarus version 3

#9

Post by Ænima » Mon Feb 11, 2013 7:51 pm

Dynamo wrote: That is why skill levels exist. On version 1 it was beatable on SP on I'm too young to die without feeling chillax (btw I hate the map called Hex), and had some pretty epic moments on map28 and map32
Oh. My bad. I didn't notice that it had skill levels. I'm so accustomed to just launching the game on -skill 3. :p

Thanks. Gonna run through the set again in a few minutes and then tell you what I think.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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pla
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Posts: 13
Joined: Thu Oct 25, 2012 12:30 am

RE: Dark Tartarus version 3

#10

Post by pla » Thu Feb 21, 2013 4:13 pm

Some Screenie:

Image

Image

Image
Last edited by pla on Thu Feb 21, 2013 4:29 pm, edited 1 time in total.

Dynamo
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RE: Dark Tartarus version 3

#11

Post by Dynamo » Fri Feb 22, 2013 5:44 pm

Ehm... I take it that's aeons of death or something?

By the way, are you on IRC?
Last edited by Dynamo on Fri Feb 22, 2013 5:49 pm, edited 1 time in total.
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pla
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RE: Dark Tartarus version 3

#12

Post by pla » Fri Feb 22, 2013 8:13 pm

Dynamo wrote: Ehm... I take it that's aeons of death or something?

By the way, are you on IRC?
It's not really like Aeod, Aeod is kinda "brainless killing"(but I like the mod anyway). The layout of enemies are carefully planned, and you won't meet much custom monsters until map33. perhaps we can say it's more like Demon Eclipse. While I am adding new stuff, I'll try to make my maps or mod compatible with others (like samsara, tiberium, brutal...).

The inventory item are very rare, very hard to find, and you can only carry a few of each type (mostly 1). Most of them are not very efficient expect Tome of Forsaken. On UV, you will need luck to get past many areas, the book can save you from the worst case, thus making a full UV run possible.

New weapons are a compensation for doom weapons.
The primary attack of tartarus scepter similarly as Jabberwock's Eye Staff, secondary attack fire a rocket like projectile that spawn some ripping bouncy balls on impact. The scepter is very powerful at mid range, much useful than a chaingun for long range attack, but sucks at close range, it can kill you quicky if you are careless.
Jadewand it's like a portable rejuvenate unit, it can also heal your teammate, or use as a sniper weapon, the gas it spawned has a lot stopping power, a very useful weapon overall.


hmm... about the IRC, I don't have one yet, I think I'll make one soon, I'm quite shy :razz:
Last edited by pla on Sat Feb 23, 2013 12:52 pm, edited 1 time in total.

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