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

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.

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Doomkid
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RE: DOOMED IN SPACE (A community Project!)

#22

Post by Doomkid » Sun Feb 21, 2016 5:42 am

Sweet :)

MrEnchanter, would you mind sending me that sprite? I can't seem to find a ripped version of it anywhere for some reason.

EDIT: Nevermind, found it!

EDIT2: Got it in there, still need to put the pickup sprite in, but I think it fits in well. http://www.geocities.ws/doomkid/dmdnspce.wad
Last edited by Doomkid on Sun Feb 21, 2016 10:31 am, edited 1 time in total.
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Bootleg Guy
 
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RE: DOOMED IN SPACE (A community Project!)

#23

Post by Bootleg Guy » Wed Feb 24, 2016 2:04 am

I would like to contribute with a map

Some pics of said map

Also, quick question, is the map sent trough pm or I just post the link in this post?
YE

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RE: DOOMED IN SPACE (A community Project!)

#24

Post by Empyre » Wed Feb 24, 2016 10:47 pm

My map is ready: Wheel in the Sky (MAP16).

Screenshots:
[spoiler]
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[/spoiler]
Last edited by Empyre on Wed Feb 24, 2016 10:56 pm, edited 1 time in total.
"For the world is hollow, and I have touched the sky."

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RE: DOOMED IN SPACE (A community Project!)

#25

Post by Dynamo » Wed Feb 24, 2016 11:00 pm

good to see a community coop project going :) keep it up
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RE: DOOMED IN SPACE (A community Project!)

#26

Post by MrEnchanter » Thu Feb 25, 2016 12:10 am

I'm adding these 4 textures:

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RE: DOOMED IN SPACE (A community Project!)

#27

Post by Doomkid » Sat Feb 27, 2016 4:42 am

Bootleg Guy wrote: I would like to contribute with a map

Some pics of said map

Also, quick question, is the map sent trough pm or I just post the link in this post?
Feel free to link publicly or PM, either is fine :) Great screenshots, and welcome aboard.

Empyre, your map is great. I left a bit more detail over at Doomworld.

MrEnchanter, cool custom textures, I really like the dish especially!

Dynamo, thanks for the voice of support :)

Obake has also posted a map over at the Doomworld thread: https://www.doomworld.com/vb/post/1565725

Keep up the fine work everyone.
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RE: DOOMED IN SPACE (A community Project!)

#28

Post by MrEnchanter » Sat Feb 27, 2016 3:12 pm

More progress!

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I'm really trying to get the feeling of an old moon colony across with my map and I hope that it translates well.
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RE: DOOMED IN SPACE (A community Project!)

#29

Post by Combinebobnt » Sat Feb 27, 2016 5:30 pm

You should use those white moon rock textures (the ones in valiant) over ashwall, ashwall is ugly af


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RE: DOOMED IN SPACE (A community Project!)

#31

Post by Combinebobnt » Sat Feb 27, 2016 7:23 pm

Image

straight from nasa

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RE: DOOMED IN SPACE (A community Project!)

#32

Post by MrEnchanter » Sat Feb 27, 2016 7:56 pm

Combinebobnt wrote: You should use those white moon rock textures (the ones in valiant) over ashwall, ashwall is ugly af
Yeah, yeah, yeah, I know, it's placeholder for right now until I get more of this area fleshed out and import the textures because I'm a tad bit lazy.
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RE: DOOMED IN SPACE (A community Project!)

#33

Post by Doomkid » Sun Feb 28, 2016 2:41 am

Alrighty, the resource file has been updated yet again! Gave the SSG a pickup sprite, altered the machine gun's to look more like it. Used the old ones for the SSG, more fitting all around.

Got obake's WaveGunner enemy in and functional in odamex, zandronum and zdaemon! Use the keen actor. Sadly, the fireballs don't spread as I originally desired, but it's still the same concept: 2 rev fireballs, and half the speed and twice the HP of the rev. A very formidable foe, appropriate in places you'd use a Baron of Hell in vanilla Doom.

The revenant sprite has also been altered entirely into an 'evil imp'. Don't worry, his fucktionality is 100% the same as always, he just looks/sounds like a tough, fast imp. The fireball is used by both him and the WaveGunner, so it needed to look appripriate for both, and now I believe it does. (A giant undead skeleton running around just seemed particularly out of place, anyway.)

Here's the new resource pack, and soon I'll be compiling the maps we have so far in to it. This "TC" is certainly coming into it's own. http://www.geocities.ws/doomkid/dmdnspce.wad

I'm still gonna make the eyeball brain look better, that's to come though. Enjoy!
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RE: DOOMED IN SPACE (A community Project!)

#34

Post by Empyre » Sun Feb 28, 2016 4:13 am

I see a problem. You're releasing a lot of versions of the resource wad, and they all have exactly the same file name. This can cause confusion.

Maybe I'll replace the hard-to-see cyber demon (with the gray computers as a background) with the wavegunner.
Last edited by Empyre on Sun Feb 28, 2016 4:13 am, edited 1 time in total.
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RE: DOOMED IN SPACE (A community Project!)

#35

Post by Doomkid » Sun Feb 28, 2016 4:53 am

Good call, Empyre - From here on all betas will be numbered so people know what version they have.
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RE: DOOMED IN SPACE (A community Project!)

#36

Post by Conmon » Sun Feb 28, 2016 9:08 pm

Spoiler: Some progress (Open)
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EDIT: Also, I noticed Nevander on the Doomworld forums wants to know how I'm starting MAP13 - my map isn't on the moon (like everyone else's seems to be... hmm...). He can just have a teleport exit or something.

It doesn't have to be on the moon, does it?
Last edited by Conmon on Sun Feb 28, 2016 9:14 pm, edited 1 time in total.

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RE: DOOMED IN SPACE (A community Project!)

#37

Post by Doomkid » Mon Feb 29, 2016 7:17 am

Oh no, in fact it will be great to have a few outside on a moony planet, but a few indoors or with a slightly different looking outdoors area. That's totally fine!
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RE: DOOMED IN SPACE (A community Project!)

#38

Post by Bootleg Guy » Wed Mar 02, 2016 3:23 am

Decided to update my map to use some of the new stuff, and change some things around

[spoiler]ImageImageImageImage[/spoiler]

Toxicity Station MAP17
Last edited by Bootleg Guy on Wed Mar 02, 2016 3:23 am, edited 1 time in total.
YE

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RE: DOOMED IN SPACE (A community Project!)

#39

Post by Doomkid » Thu Mar 03, 2016 12:11 pm

Screens look great Bootleg Guy, will be compiling it into the wad and posting the first beta within the next few days. Also, someone has suggested connected exits, which we can work on implementing at the very tail end of the project - everyone ok with that idea?
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RE: DOOMED IN SPACE (A community Project!)

#40

Post by Doomkid » Sat Mar 05, 2016 1:41 am

Alrighty people, I've compiled the first 'real' little beta of what we have so far!

http://www.geocities.ws/doomkid/1dmspace.zip

The current maplist is as follows:
MAP01 "Escape!"
The starter map, I still need to add some detail and polish here and there, but it's pretty much complete.

MAP02 "City of Tiny Lights"
Very early progress on another map, will likely (as in definitely) not remain in slot 02.

MAP03 "Outdated Outpost"
Obake's map submission. Great map for early in the pack, plays well and I dig it. There's two little HOMs in software mode but it's very minor stuff.

MAP04 "Brain Damage"
MrEnchanter's submission. Like Obake's, has a few little HOMs and texture oddities in software mode/Odamex, but It's a damn good map that aside. Great 'lunar surface base in a valley' feel here!

MAP05 "Command Station Zulu"
Nevander's submission. Good lord this map is beautiful. I think I found a tiny HOM or two but once more, the issues are tiny and far between. I think this one will need to go a bit later in the pack, it's very grand.

MAP06 "Wheel in the Sky"
Empyre's submission. Whatever the final map rotation is, I want this one right in the middle - It has a fantastic "Hub of all the space stations" feel to it. Can be beaten in only a few minutes, which is fantastic - Not every map needs to be long.

MAP07 "Toxicity Station"
Bootleg Guy's submission. I really like this map, matches up perfectly with my mapping style, if you don't mind my saying. Fits the theme well, fun to play - Great stuff.

MAP08 "Space Madness"
Very early submission from everennui. There isn't much here yet, though I really like the little computer room in the central area. It's fitting the theme well and I hope to see more progress. There are several HOMs here, but like all of them, should only be a quick fix.


I'll be adding further submissions in the correct order according to the OP, then further along we can decide on a rotation. At the moment, the focus is getting more submissions / polishing what we have so far. All the screenshots I've seen of not-yet-submitted maps are looking very promising as well.

More to come, and keep up the fantastic work, as always!
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