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Another Doom Guy Dream
Posted: Sun Oct 11, 2015 6:04 pm
by ibm5155
Can you survive the Doomguy's dream? be ready to fight his nightmares!!!.
DOWNLOAD <- just click <- dont be afraid
Also, the level difficult is there, so if you really play in easy, it'll be easy, and if you play in hard mode, it'll be a nightmare to complete D: (And that, playing vanilla, without extra mods, with some mods it may be even be able to survive this nightmare)
This mod was intended to be a single map, no decorate experiment. Just ACS stuff (also, some dumb guy deleted the code so I'll not update it)
This mod is better played in zandronum 2.0 because of some visual hacks, but it's playable too in the 2.1.2 version.
There're some autosave lines but I recommend to abuse from the save button :)
Also, the level difficult is there, so if you really play in easy, it'll be easy, and if you play in hard mode, it'll be a nightmare to complete D: (And that, playing vanilla, without extra mods, with some mods it may be even be able to survive this nightmare)
The mod was inspired by the following games/mods:
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Descent
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Violett
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JumpMaze MAP63
RE: Another Doom Guy Dream
Posted: Sun Oct 11, 2015 8:07 pm
by ibm5155
Decay wrote:
No screenshot, no download.
Ok, now, you're allowed to download
Spoiler: start room screenshot (Open)
RE: Another Doom Guy Dream
Posted: Sun Oct 11, 2015 10:18 pm
by ibm5155
good, then only pro players will test it :D
RE: Another Doom Guy Dream
Posted: Sun Oct 11, 2015 11:14 pm
by NachtIntellect
I thought there was a rule pertaining that all maps must have the same amount or more detail than E1M1? perhaps I am wrong it was so long since I last heard that and that was on the skulltag forums.
RE: Another Doom Guy Dream
Posted: Sun Oct 11, 2015 11:57 pm
by ibm5155
perhaps you guys didn't found the easter egg with the extra screenshots.
and it's a 1 week map, calm down
common guys, you wanted screenshots, i gave screenshots, if I gave something more, there'll be no more reason to play this :(
Also the map has:
2169 Vértices
2451 linedefs
3988 sidedefs
437 sectors
953 things.
I'm shure that this has more details than E1M1 (and also, it's a mod, there isn't a rule saying how to right is to make a mod, if not, terry 4 vértices mod wouldn't be released
EDIT:
Well, more than 20 people downloaded without the need of proper screenshot, so there'll be a need for more screenies
RE: Another Doom Guy Dream
Posted: Mon Oct 12, 2015 7:54 pm
by TerminusEst13
WhiteAce wrote:
I thought there was a rule pertaining that all maps must have the same amount or more detail than E1M1? perhaps I am wrong it was so long since I last heard that and that was on the skulltag forums.
There is no such rule.
It's very much a suggestion that people put effort into their decorating and detailing, of course, but ultimately there is no rule. Gameplay trumps over looks, and wads like Fragport have demonstrated that you can look like utter shit while still playing good.
Of course, that's no excuse for completely skipping out on the aesthetic front, though.
ibm5155 wrote:common guys, you wanted screenshots, i gave screenshots, if I gave something more, there'll be no more reason to play this :(
This is a crazy mindset to have.
The point of putting out screenshots is to convince people to try your mod and test it out by enticing them, rather than having them decide whether it's a good idea to spend an hour or two of their evening testing out something completely blind that they could be using doing something else more fun. Like fapping.
It has nothing to do with whether the players are "pro" or not--it's trying to convince us that you put effort into this and that it's going to be fun to play. If you're not really even willing to show me what the mod looks like, then I'm probably not going to be interested in even checking it out.
RE: Another Doom Guy Dream
Posted: Mon Oct 12, 2015 9:32 pm
by ibm5155
and then, a proper post about screenshots...
Well, if it's required, here's the screenshots, I'll not reveal everything in details, since it would not make most of the secrets fun...
Spoiler: The main room, without any kind of sector lights, just dynamic lights (Open)
Spoiler: This is the main marine bedroom, again, no sector lights... (Open)
Spoiler: On this room, I lowered the detail level, since the amount of work in the previous rooms were so big that I wouldnt be able to finish the map in a week. (Open)
Spoiler: Some Jumpmaze sectors... (Open)
Spoiler: And also some magic áreas too (Open)
Spoiler: Uh a cute shotgun, I hope it doesnt bite. (Open)
Spoiler: inb4 boss battle (Open)
Spoiler: and I was thinking I defeated the boss, I was wrong... (Open)
More details about the map/mod.
-It had a time to finish, so it was just one week to do all that stuff.
-The rule to make this map was: No new decorate stuff, no new textures, new sounds and acs are allowed.
-The idea was first to make a map like who dun it that abuse from dynamic lights, but it required too much time that it was canceled.
-Also, the map details was decreased in order to fit the one week time.
-There should be 5 main rooms, but since the time was short, I decided on the middle of the development time, that I needed to cut one main room ;(
-I lost the acs source code :v
RE: Another Doom Guy Dream
Posted: Mon Oct 12, 2015 9:37 pm
by Dynamo
well you made a wad that looks worse than most 1994 wads, congratulations.
RE: Another Doom Guy Dream
Posted: Mon Oct 12, 2015 9:38 pm
by ibm5155
why are you still at this thread if you're not even going to test it, think what you want, I'll not let you burn this thread like most of the threads that you touch
RE: Another Doom Guy Dream
Posted: Mon Oct 12, 2015 9:41 pm
by The Toxic Avenger
I don't need to test it to see that big texture error for one
RE: Another Doom Guy Dream
Posted: Mon Oct 12, 2015 9:50 pm
by ibm5155
yeah, there're some bad align textures, but, not many, but I wasn't going to waste alot of time on it, if I did, I wouldn't finish that map in one week.
and Yeah again, the map has some problems (details, textures) but, it wasn't to be the perfect wad, but yes a challenge to make a map in one week, limited with textures and decorate (and also the map idea was in that one week, so it took one day to Project that map on the paper, hm, 6 days for making the sectors and 4 days for making the acs and the boss AI...
RE: Another Doom Guy Dream
Posted: Mon Oct 12, 2015 11:29 pm
by Dynamo
I've seen better maps than that done in 1 hour. The hell is even your point? Unless you're doing a speedmapping contest (for which 1 week is ridiculous anyway for maps like this), you shouldn't aim to make a map as quickly as possible but rather to make it as good as possible, this is literally worse than most 1994 maps I've seen.
RE: Another Doom Guy Dream
Posted: Mon Oct 12, 2015 11:46 pm
by ibm5155
it was a speedmapping...
The idea was not about how many sectors you see, and more about how the acs worked on it, there're alot of visual effects done by acs, that I'm not going to show on screens, and there's no point to argument about details with people that saw half the map only by screenshots and not by playing it...
RE: Another Doom Guy Dream
Posted: Tue Oct 13, 2015 2:56 pm
by Ænima
Needs some epic dialogue to really tie the plot together.
Maybe something like this:
ibm5155 wrote:
no one needs to be the captain SpongeBob