Title: Shadowmaker
Filename: levels/doom2/Ports/s-u/shdwmkr.zip
Size: 15.5 MB
Date: 09/21/16
Author: Nicholas "Tiger" Gautier
Description: This is my first attempt on making an Invasion map, hopefully it meets up to standards and expectations of a traditional invasion game. This map contains seven waves, in which the player will have to fight through mounds of demons and hellspawn. To spice the waves up a bit, I have included different music to play through every few waves. Moreover, this is a contribution submission to Zandronum's Community project: Invasion Unleashed [ https://zandronum.com/forum/viewtopic.php?p=43155#p43155 ]

Furthermore, I will note that the light house - isn't exactly the way I imagined. The light house just doesn't seem like a light house without some sort of halo or a strong indication of the source hosting an actual light. When the player is in side the light house, the point light is enough to demonstrate that the light house's light source is active, but from a-far - it isn't as it is simply way too dark. There has to be a better way to make the light house actually seem like a light house, but I am unsure as to how. If anyone has a solution, feel free to make it happen.

In addition, do note that the SkullTag Resources is required to play this map. With that said, the load order has to be specific. Load Order must be the following: SkullTag_Contents.pk3 shdwmkr.pk3 The link to the SkullTag Resources is provided below under "Other files required".

Why is this map called Shadowmaker? Primarily from this song by Apocalyptica: Shadowmaker [ https://youtu.be/MtUU5AP4XZg ]



VIDEO RENDERER NOTES ------------------------- OpenGL _IS_ required when playing this map. This map utilizes dynamic lighting as a source for lights and effects, as well as 3D Slopped Floors.



PERFORMANCE NOTES ------------------------- This map might be rather resource and rendering intensive on various systems abroad. Here is a few Console Variables that could help a bit by disabling some special features based on the Zandronum [GZDoom] engine: Line Mirrors (Software Renderer) R_DrawMirrors [True|False] Line Mirrors (OpenGL Renderer) GL_Mirrors [True|False] Sector Reflections GL_Plane_Reflection [True|False] Dynamic Lights GL_Lights [True|False] Render translucency effects R_DrawTrans [True|False] Toggle Rendering Precision GL_Render_Precise [True|False]
Credits: RESOURCES AND ASSETS ------------------------- This a brief list of credits, for more information and links to the resources, please see the Credits.txt located in the /documents/ in this .pk3 archive. Affliction Created a script to detect duplicate files. Tormentor667 Made available the Fog and Rain assets. Boris Created and made available the breakable glass functionality. GZDoom Builder Created and made available the 'light bulb' image. BouncyTEM Made available the Demonic Drones sounds. Arctura Created and made available the rain sound effect. Sevin7 Created and made available a Electrical humming sound effect kbnevel Created and made available a Electrical humming sound effect ppfpower87 Created and made available a ocean wave sound effect nhaudio Created and made available the wind whistling sound mario1298 Created and made available variations of wind sound effects Equality_X12 Created and made available a wind sound effect klankbeeld Created and made available a sound effect of broken glass. Erdie Created and made available a sound effect of people whispering. Shane Strife (AKA Shane) Created and made available a high definition version of Doom and Doom 2 soundtracks [ http://forum.zdoom.org/viewtopic.php?p=472461#p472461 ]



TEXTURES ------------------------- This a brief list of texture credits, for more information and links to the resources, please see the texture documentation located in the /documents/textures/ in this .pk3 archive. Too Much Brown (Build 1) [2mbrown] http://www.doomworld.com/idgames/?file=graphics/2mbrown.zip Skulltag Community Domination Project [STDOM] https://www.doomworld.com/idgames/deathmatch/skulltag/stdom Doom Textures For Doom II [d1gfxd2] http://www.doomworld.com/idgames/?file=graphics/d1gfxd2.zip deConstruct Industrial Textures [decontex] http://www.doomworld.com/afterglow/textures/zips/decontex.zip DarkBase Texture Wad (dgdbtxtr.wad) [DGDBTXTR] http://www.doomworld.com/afterglow/textures/zips/dgdbtxtr.zip Gothic DeathMatch (II) Graphical Resource PWAD [GOTHICTX] http://www.doomworld.com/afterglow/textures/zips/gothictx.zip Graphtallica Texture Pack for Doom2 #3 [graphtx3] http://www.doomworld.com/afterglow/textures/zips/graphtx3.zip mortres [mortres] http://www.doomworld.com/metabolist/ftp/doom2/mortres.zip 5th Episode textures (Doom 2 version) [nb5texd2] http://www.doomworld.com/afterglow/textures/zips/nb5texd2.zip Parallel Phobos Texture Pack [pptex] https://www.doomworld.com/idgames/graphics/pptex Crucified Dreams [crudream] https://www.doomworld.com/idgames/levels/doom2/deathmatch/Ports/megawads/crudream Doom Noir [doomnoir] https://www.doomworld.com/idgames/graphics/doomnoir NMN Corporation Texture Set Part 1 [NmnCorp1] http://www.doomworld.com/idgames/?file=graphics/nmncorp1.zip Sabbat Martyr Deathmatch [smdm] http://www.doomworld.com/idgames/?file=levels/doom2/deathmatch/Ports/megawads/smdm.zip Duel32f [duel32f] https://www.doomworld.com/vb/post/1549742 Ogro Texture Pack for Doom2 [ogrodtex] http://www.doomworld.com/afterglow/textures/zips/ogrodtex.zip The Return [RETRES] http://www.doomworld.com/idgames/?file=themes/TeamTNT/return/retres.zip doompotp [doompotp] http://realm667.com/index.php/repository/texture-stock-mainmenu-152/1107-doom-potpourri-texs?catid=55%3Adoom-style drdrtextures [drdrtextures] http://realm667.com/index.php/repository/texture-stock-mainmenu-152/1353-drdoctor-texture-pack?catid=55%3Adoom-style Dusk's Texture Packv [dtexpak] http://realm667.com/index.php/repository/texture-stock-mainmenu-152/1436-dusks-texture-pack?catid=55%3Adoom-style Baker's Legacy Texture Pack [BAK_LEG] http://realm667.com/index.php/repository/texture-stock-mainmenu-152/752-bakers-legacy-texture-pack?catid=56%3Aheretic--hexen-style Breakable Glass (Test Submission) [breakglass] http://forum.zdoom.org/viewtopic.php?p=814835#p814835



SPECIAL THANKS ------------------------- NeuralStunner Helped with setting up the appropriate mathematical formula needed to make the point lights to rotate at the center of the light house. CodeImp For making Doom Builder and Doom Builder 2 MaxED For making GZDoom Builder, the best freakin' Doom map editor available! Graf Zahl Taking ZDoom and adding OpenGL, making GZDoom. The best engine around! Zandronum Development Team Continued work on the Zandronum engine and making what used to be SkullTag even better!
Base: New from scratch
Build time: Approximately a Month
Editor(s) used: GZDoom Builder, SLADE, Notepad++, GIMP, MSPaint, and some Shell Scripts
Bugs: Zandronum 3.0: Music will not fade out as the ACS function 'SetMusicVolume()' was added in after ZDoom 2.8.0. The light house will not work as expected as the ACS function 'Warp()' was added in ZDoom 2.8.1.
Rating: (3 votes)
Download here

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