Scorpio Posted September 29, 2019 Hello! I am pleased to present to you my third work for GZDOOM, which I called "Shadow Zone". This minipack consists of three levels, two of which are redone old levels, and the third is completely new. Mouse look is supported but not required. Music taken from Quake II by Sonic Mayhem. Enjoy! Download 25 Share this post Link to post
Tango Posted September 29, 2019 this looks fantastic!!! a new sky would be swell too, but this looks really great. I love your usage of slopes :D 2 Share this post Link to post
Scorpio Posted September 29, 2019 14 minutes ago, Tango said: this looks fantastic!!! a new sky would be swell too, but this looks really great. I love your usage of slopes :D Thank! I did my best :) 2 Share this post Link to post
Matias Posted September 29, 2019 This is was really good, Nothing really to complain from me Visuals are great and gameplay is great. There was couple areas that felt a bit tedious and slowed down the flow maybe a bit too much but that is nothing huge. Overall excellent work Here is my gameplay video 2 Share this post Link to post
Brock Posted September 29, 2019 Hello , may I ask how you made the celling lights have that fade effect to a specific height? 0 Share this post Link to post
Scorpio Posted September 29, 2019 27 minutes ago, Matias said: This is was really good, Nothing really to complain from me Visuals are great and gameplay is great. There was couple areas that felt a bit tedious and slowed down the flow maybe a bit too much but that is nothing huge. Overall excellent work Here is my gameplay video Thank you for the video! I was interested to watch it. When you make levels, a different scenario of walkthrough is imprinted in the brain, and it was interesting to see this from the outside. 2 Share this post Link to post
Scorpio Posted September 29, 2019 14 minutes ago, Finnthemapmaker said: Hello , may I ask how you made the celling lights have that fade effect to a specific height? Hi! This is just a 64x64 px gradient texture. You can see in the editor how this is done. 1 Share this post Link to post
Tetzlaff Posted September 29, 2019 Looks great! The architecture with the angular buttresses and the trapezoid doors give it a distinct Quake II vibe. 1 Share this post Link to post
Scorpio Posted September 29, 2019 3 minutes ago, Tetzlaff said: Looks great! The architecture with the angular buttresses and the trapezoid doors give it a distinct Quake II vibe. Bingo! That is what I was inspired :) 1 Share this post Link to post
Diego Ignelzi Posted September 29, 2019 Good details on the maps, good music. In some parts there is a lack of health, but I really enjoyed playing this wad. 2 Share this post Link to post
Scorpio Posted October 5, 2019 UPDATE: Environment sounds added (for those who prefer to play without music). 1 Share this post Link to post
Rex705 Posted October 7, 2019 My playlist of all 3 levels 100% secrets :) Fun levels. 1 Share this post Link to post
Scorpio Posted October 12, 2019 (edited) On YouTube, I found a curious video with my maps: a dude passes them with a mod "Brutal Doom". It's a little unusual to see it, but it's fun :) Thanks, man :) 2 Share this post Link to post
TravyB Posted October 15, 2019 I really liked that. It's neat seeing what can be done with some creative use of the vanilla textures and geometry wizardry. 1 Share this post Link to post
Count651 Posted October 15, 2019 Just finished these maps. Good stuff all things considered. Great music choice (everyone loves Quake 2's soundtrack), and it played fast and fun just how I like it. Only bit of criticism I can provide is that a lot of the map layouts feel very square and uniform. A lot of if not all rooms are very square in their general design and are only ever broken up by doorways or straight halls. Overall a fun map set although a bit repetitive in its layout. 1 Share this post Link to post
Scorpio Posted October 15, 2019 22 minutes ago, Count651 said: Just finished these maps. Good stuff all things considered. Great music choice (everyone loves Quake 2's soundtrack), and it played fast and fun just how I like it. Only bit of criticism I can provide is that a lot of the map layouts feel very square and uniform. A lot of if not all rooms are very square in their general design and are only ever broken up by doorways or straight halls. Overall a fun map set although a bit repetitive in its layout. In general, it is. But I like the symmetry in the design, that's why I make such levels :) 0 Share this post Link to post
Marlamir Posted October 17, 2019 Nice maps, i don't have much to complain. Visuals and detailing was nice and is was fun to play with good flow. Interesting and nice used of slope and very nice music choice. I feel like you lost bitt of potential when you used light textures for sloped walls butt didn't put some bigger light variantion to them like flicker, glow etc but anyway good job it was fun to play which is important. 1 Share this post Link to post
Scorpio Posted November 11, 2019 (edited) On 10/15/2019 at 3:46 AM, TravyB said: I really liked that. It's neat seeing what can be done with some creative use of the vanilla textures and geometry wizardry. To be honest, working with the original textures is pretty hard. They are not "sharpened" under the standard changes in the height of the sectors. Being a perfectionist, it's not easy for me to deal with them. Textures of a floor in general leave much to be desired. They're nothing. In this respect, I really like the textures from Quake. Perfectly thought out and worked out. I think that in the future, I will use custom textures. There are magic numbers for a mappers: 8, 16, 32, 64 ,128. And most of the original textures have problems with that. Look at BTSX - there is absolutely amazing visual component, and most of them because of competently drawn textures. Edited November 11, 2019 by Kuleshoff 2 Share this post Link to post
TravyB Posted November 11, 2019 (edited) I think the same, especially the flats. There's just not enough to satisfy my endeavors most of the time, but I do want to work on a speedmapping megawad at some point, using only vanilla textures, just to get more work in on gameplay instead of worrying about this or that looking how I want it to. It can get VERY tiring messing with textures after awhile. 2 Share this post Link to post
Custom Longplay Posted July 29, 2023 Project Brutality 3.0 - Doom 2 - [Shadow Zone] - Map: #01 - Substation - [4K60ᶠᵖˢ] - [100% Secret] Project Brutality 3.0 - Doom 2 - [Shadow Zone] - Map: #02 - Dam - [4K60ᶠᵖˢ] - [100% Secret] Project Brutality 3.0 - Doom 2 - [Shadow Zone] - Map: #03 - Outpost - [4K60ᶠᵖˢ] - [100% Secret] 1 Share this post Link to post
Scorpio Posted July 29, 2023 6 hours ago, Custom Longplay said: Project Brutality 3.0 - Doom 2 - [Shadow Zone] - Map: #01 - Substation - [4K60ᶠᵖˢ] - [100% Secret] Project Brutality 3.0 - Doom 2 - [Shadow Zone] - Map: #02 - Dam - [4K60ᶠᵖˢ] - [100% Secret] Project Brutality 3.0 - Doom 2 - [Shadow Zone] - Map: #03 - Outpost - [4K60ᶠᵖˢ] - [100% Secret] My first works in mapping. Nostalgia :) Thanks, man! 1 Share this post Link to post