Invasion Unleashed - Evil Within (Invuled-EW) for short is going to be the sequel of Invasion Unleashed. Been a while since the release of Invasion Unleashed where there were some good maps, some fun maps and the "crazy" maps.
This time, we are going to try a few different things and hopefully put the Invasion game-mode back on the map.
This project will also be Survival Friendly as well so if anyone wants to, they can try their luck on Invasion Survival to give people a good challenge and to use team work while the maps are not that hard to the point that everyone looses.
Spoiler: Screenshots - Note: These are work in progress and are for one map at the moment - suggestions/feedback is encouraged :D (Open)Anyone can help out on this project by either submitting maps or by helping us testing... or the best of all.. providing feedback on our progress.I am aware of some changes that need to happen on the map so far, so do not worry, Will be fixing those soon :)
There is also a sub forum/section that has appeared recently, and contributors will gain access to it to get the necessary resources needed to map for this.
Anyways cheers guys. If anyone wants to make a map or test, just post in this thread.
Spoiler: Mapping Guidelines/formats etc (Open)Project Team:Map format: Zandronum UDMF
Can use any textures you want, as long as we can get the permission to use them.
Custom monsters/weapons allowed, as long as we can get permission to use them, or make them yourself. You will also need to make a CustomInvasionSpawners in DECORATE.
Must have skulltag_data_126.pk3 and skulltag_actors_1-1-1.pk3 as resources in doom builder to get most of the pre-made items and functionality.
ACS scripting knowledge is needed because scripts are required to make invasion work.
A typical Invasion map normally has a start area where monsters start spawning then it opens up to provide goodies/weapons etc per wave. You can design the map any way you want, as long as it looks decent and plays nicely. I expect some detail in the maps but I do not expect a map to contain over 9000 sectors worth of detail. Basically detail and game-play needs to be balanced.
Feel free to use any opengl features such as reflective floors and quake 2 style skyboxes. 3d floors can be used also, I did it :P
Untrustable (correct me if I am wrong)
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https://www.dropbox.com/s/eznq6gc79mcac8...1.pk3?dl=0 > Main pk3 file 40 MB
https://www.dropbox.com/s/vy984htbdu8gib...0.pk3?dl=0 > Music pk3 file 45 MB