Skulldash - A Fast-Paced Speedrun Arcade Mod

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Dragonfly
 
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Skulldash - A Fast-Paced Speedrun Arcade Mod

#1

Post by Dragonfly » Thu Oct 22, 2015 9:51 pm

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Hello everyone!

Today, after over seven years of development, I am proud to announce the release of Skulldash, a fast-paced speedrun arcade mod for Doom II!

The objective in Skulldash is to collect the Skulltokens scattered around each level to unlock the exit. While collecting the Skulltokens you have to race against the clock, as there is a time limit to beat – all while defending yourself from the hordes of monsters from hell.



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While on the hunt for the hundreds of Skulltokens scattered across the various realms, you’re having to race against the clock! Failure to beat the level in the permitted time will cause you, the player, to be splattered into many pieces.

Fear not, however, hidden throughout most levels are many secret areas containing blue Skulltokens, which add a precious five seconds to the clock.



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With twenty standard levels, four boss levels, five bonus levels, a giant level-hub (and a tutorial) you’ve got plenty of hours of gameplay available!

Skulldash takes you to many realms & locations, including but not limited to technical bases, aztec temples, icy caverns, in a submarine, on a series of treetops, in hell, a haunted mansion, a medieval castle, a jungle altar, high in the sky and even in space!

Take a look at each of the levels, read descriptions & see screenshots of them all at the Skulldash Website.



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Every level has a plethora of secret areas, containing bonus equipment and Skulltokens – keep your eye out if you want to go for 100% completion – when you 100% a full tier of levels, you unlock a bonus level!

At the end of each Tier (except the 1st) there is an action packed boss map. Each boss is found in an environment crafted around their strengths and weaknesses. Bosses are often accompanied by hordes of hellspawn to assist them in taking you out. Prepare yourself to face the Lava Golem, the Dark Inquisitor, the Gate Keeper & the Overlord!



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To download, please visit the Downloads Page of the Skulldash Website!

An IDGames mirror will come in due time.



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Below is just a small collection of screenshots. If you want to see more, please visit the Skulldash Website!

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Samuzero15tlh
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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#2

Post by Samuzero15tlh » Thu Oct 22, 2015 9:55 pm

I should wait for Zandro 3.0 or i just download it? It looks pretty great!
Everyone wants happiness without pain, but you cant have a rainbow without a rain.

I'm working in the Shotgun Frenzy Plus mod in my free time.
Yes, I have a pet that helps me to build doom projects, the Pack-O-Daemon, ain't it cute?.

Spoiler: My Other zandro stuff! (Open)


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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#3

Post by Dragonfly » Thu Oct 22, 2015 9:56 pm

Just download it. :) If you're unsure what version to go for, you can use the 'full download' that is present on the website. ^^

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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#4

Post by Samuzero15tlh » Thu Oct 22, 2015 10:04 pm

Dragonfly wrote: Just download it. :) If you're unsure what version to go for, you can use the 'full download' that is present on the website. ^^
Thanks mate! Fuck it YOLO!
Everyone wants happiness without pain, but you cant have a rainbow without a rain.

I'm working in the Shotgun Frenzy Plus mod in my free time.
Yes, I have a pet that helps me to build doom projects, the Pack-O-Daemon, ain't it cute?.

Spoiler: My Other zandro stuff! (Open)


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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#5

Post by FateLord » Thu Oct 22, 2015 10:22 pm

holy SHIT. it's a speedrunner's dream come true.
<Sean> .broadcast FateLord has a massive, hard wallhack
<Exciter> Global broadcast sent.

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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#6

Post by arkore » Thu Oct 22, 2015 10:22 pm

Good work.
Creator of Zone-F, Rocket Arena, Jail Break, Hellway Invasion, Hellstop, Bosses from Hell, Chillax II, and ArkDoom.

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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#7

Post by Samuzero15tlh » Thu Oct 22, 2015 10:27 pm

FateLord wrote: holy SHIT. it's a speedrunner's dream come true.
Collecting skullcoins, Running vs the time, some doomed action, damn...
now THAT'S what i call a mod for the speed runners!

Hey dragonfly, this can be mixed up with mods? (for example Complex or Brutal Doom)
Everyone wants happiness without pain, but you cant have a rainbow without a rain.

I'm working in the Shotgun Frenzy Plus mod in my free time.
Yes, I have a pet that helps me to build doom projects, the Pack-O-Daemon, ain't it cute?.

Spoiler: My Other zandro stuff! (Open)


Samuzero15tlh

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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#8

Post by Dragonfly » Thu Oct 22, 2015 10:49 pm

FateLord wrote: holy SHIT. it's a speedrunner's dream come true.
I watch a lot of speedruns (Not exclusively doom, pretty much anything that lands on SDA or TASVideos), so they've helped to shape my taste in gaming over the years. :)
Samuzero15tlh wrote: Collecting skullcoins, Running vs the time, some doomed action, damn...
now THAT'S what i call a mod for the speed runners!

Hey dragonfly, this can be mixed up with mods? (for example Complex or Brutal Doom)
I've not extensively tested but I know it works with Brutal doom... except Bonus Map 3, Brutal doom made that impossible without cheats, so cheat through it if Brutal doom's your thing.

If you find some mods don't work with it that you really want to use I'll take a look into it, if it's simple to fix I'll publish a patch. I can't imagine there will be many mods that don't work with it though, to be honest!


arkore wrote: Good work.
Thank you!

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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#9

Post by Samuzero15tlh » Thu Oct 22, 2015 11:16 pm

Dragonfly wrote:
Samuzero15tlh wrote: Collecting skullcoins, Running vs the time, some doomed action, damn...
now THAT'S what i call a mod for the speed runners!

Hey dragonfly, this can be mixed up with mods? (for example Complex or Brutal Doom)
I've not extensively tested but I know it works with Brutal doom... except Bonus Map 3, Brutal doom made that impossible without cheats, so cheat through it if Brutal doom's your thing.

If you find some mods don't work with it that you really want to use I'll take a look into it, if it's simple to fix I'll publish a patch. I can't imagine there will be many mods that don't work with it though, to be honest!
It's ok I can do the patches for some mods, but this works for me thank you for the info!
Everyone wants happiness without pain, but you cant have a rainbow without a rain.

I'm working in the Shotgun Frenzy Plus mod in my free time.
Yes, I have a pet that helps me to build doom projects, the Pack-O-Daemon, ain't it cute?.

Spoiler: My Other zandro stuff! (Open)


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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#10

Post by Combinebobnt » Thu Oct 22, 2015 11:44 pm

Why is ur website for this wad better than this one

7 years, nice job finishing and the product looks like a success
Last edited by Combinebobnt on Thu Oct 22, 2015 11:45 pm, edited 1 time in total.

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agaures
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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#11

Post by agaures » Fri Oct 23, 2015 2:36 am

Glad to see this finished Dragon. Nice work!
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#12

Post by Dragonfly » Fri Oct 23, 2015 9:08 am

Samuzero15tlh wrote: It's ok I can do the patches for some mods, but this works for me thank you for the info!
No worries, I hope you enjoy playing Skulldash!

Combinebobnt wrote: Why is ur website for this wad better than this one

7 years, nice job finishing and the product looks like a success
Thank you! I am a web designer/developer by profession, so I figured a nice site to go with my 7 years of effort was a good idea. :)
agaures wrote: Glad to see this finished Dragon. Nice work!
Thank you Aguares! :D

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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#13

Post by N30N » Sat Oct 24, 2015 11:50 am

Pretty cool mod, a fun idea too.

but is the spidermastermind in map11 supposed to get stuck?
Ką?

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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#14

Post by Shot846 » Sat Oct 24, 2015 7:57 pm

Amazing
I remember testing this, Nice to see it on the forums.

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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#15

Post by Dragonfly » Sun Oct 25, 2015 12:15 pm

N30N wrote: Pretty cool mod, a fun idea too.

but is the spidermastermind in map11 supposed to get stuck?
The Spider Mastermind doesn't get stuck for me. May I ask what difficulty you played on?


Shot846 wrote: I remember testing this, Nice to see it on the forums.
Oh good God, Shot846! I am SO sorry, I think I may have actually forgotten to include you in the credits! Long time no speak my friend. I am going to be working on a v1.1 release, I will ensure you're in the credits for this version.
Shot846 wrote: Amazing
Thank you! :)

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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#16

Post by N30N » Sun Oct 25, 2015 3:32 pm

Dragonfly wrote:
The Spider Mastermind doesn't get stuck for me. May I ask what difficulty you played on?
I played on Ultra-violence, screenshots in case you don't believe me.

http://imgur.com/a/uV09y
Ką?

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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#17

Post by Dragonfly » Sun Oct 25, 2015 3:52 pm

N30N wrote:
Dragonfly wrote:
The Spider Mastermind doesn't get stuck for me. May I ask what difficulty you played on?
I played on Ultra-violence, screenshots in case you don't believe me.

http://imgur.com/a/uV09y
How odd. Either way, I've theorized a solution, and it will be implemented in version 1.1.

Thank you!

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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#18

Post by agaures » Mon Oct 26, 2015 5:59 am

Alright some feedback thus far. Currently in Tier 4.

Good:
-Great fucking mod overall
-I like how combat is optional most of the time.
-Nice looking maps although i can get lost easily in a lot of them.
-All the maps have a nice atmosphere (especially the ghost one)
-I like how the secrets are generally nice and easy to find (as opposed to 'unf' on 50 identical walls)

Bad:
-I think it would be better if the hub teleported you to the current tier you're doing rather than the same tele everytime. Kinda annoying having to walk around the hub that much to get to each level.
-The floor detail on a lot of the maps is quite annoying not just while speedrunning but also killing monsters. I'ts bad gameplay in general to have such bumpy floors.
-I have found the maps to be buggy and pretty easy to break at times such as
--the map Time Warp, one of the blood demons on the pillar never unfreezes making it impossible to get every token in the level.
--In the map Liquidation it is possible to get stuck at the end room even having killed all hell knights.
-The boss fights are average. Would be better to have them more creatively themed like "collect all the tokens to kill the boss" or something rather than just having a bullet sponge with 5 tokens to pick up right in front of you.

And uhh... i think my skulltag files are different to yours http://i.imgur.com/ySSwab5.png
If any of the bugs above sound like they're to do with the skulltag files leme know.
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#19

Post by Dragonfly » Mon Oct 26, 2015 9:17 am

agaures wrote: Alright some feedback thus far. Currently in Tier 4.

Good:
-Great fucking mod overall
-I like how combat is optional most of the time.
-Nice looking maps although i can get lost easily in a lot of them.
-All the maps have a nice atmosphere (especially the ghost one)
-I like how the secrets are generally nice and easy to find (as opposed to 'unf' on 50 identical walls)
Thanks for the compliments! The idea of combat was to be 'obvious if a kill trigger', and not to have too many of those. An example of said kill triggers would be the imps on level 2. There's nowhere to go until they're dead.

Sorry you're getting lost in the maps. Not really much I can do about that except make them linear. :P

I'm glad the secrets haven't been too wall-humpy for you! :P I did try to make some interesting secret areas, which proves to be hard as a mapper.

agaures wrote: Bad:
-I think it would be better if the hub teleported you to the current tier you're doing rather than the same tele everytime. Kinda annoying having to walk around the hub that much to get to each level.
-The floor detail on a lot of the maps is quite annoying not just while speedrunning but also killing monsters. I'ts bad gameplay in general to have such bumpy floors.
-I have found the maps to be buggy and pretty easy to break at times such as
--the map Time Warp, one of the blood demons on the pillar never unfreezes making it impossible to get every token in the level.
--In the map Liquidation it is possible to get stuck at the end room even having killed all hell knights.
-The boss fights are average. Would be better to have them more creatively themed like "collect all the tokens to kill the boss" or something rather than just having a bullet sponge with 5 tokens to pick up right in front of you.
I think better yet would be a 'teleport to tier' teleporter becoming available in place of the two computer stations at the start of the hub. Thanks for the idea!

I did make an effort to flatten a lot of the levels, but it seems not enough. I'll see if there's anything I can do to solve this one.

I confess I'm not the best when it comes to inventing bosses :P

As for the rest of your bad-points; I'm aware of these issues and will be looking into fixing them.


agaures wrote: And uhh... i think my skulltag files are different to yours http://i.imgur.com/ySSwab5.png
If any of the bugs above sound like they're to do with the skulltag files leme know.
Well, the version of Skulltag you're using doesn't seem to have the runes?! That's pretty critical, Boss 3 becomes unplayable as the scene starts when you collect that pickup. :s

In version 1.1 this (hopefully) won't be an issue as I intent to merge it all into one single package.

Thanks for your time playing Skulldash, Agaures!

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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#20

Post by agaures » Mon Oct 26, 2015 10:19 am

Dragonfly wrote: Thanks for your time playing Skulldash, Agaures!
No thank you! As a speedrunner I'm really enjoying this and like the challenge these maps give.
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

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