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HQDefault

SPECTACLE CREEP (EPISODE 1 COMPLETE) - Doom 1 UDMF Remaster WIP - [MUSICIANS WANTED]

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Had a go at the E1M1 remake since I've already played the E1M3 one. It's really great, man. I love the extra details and spooky ambient opening before things kick into action. I really love the extra detailing, tweaks and new additions that just help it look and feel even more like a space-age techbase. You added the right amount of spice while also being faithful to the spirit and foundation of Romero's original design. A+

 

 

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I had a play of this, I loved where it's going :) Definitely in agreement with what Biodegradable said, it strikes a nice balance between modernizing the maps and making them GZDoomy without losing the recognizable locations!

 

 

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Good news my dewds.

 

Content update is ready to go. Nuclear plant is finished. Let me know if there's any major issues.

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New update and new version!

We now have Violence+ edition, which adds more enemies and reduces health and ammo pickups. If you're going for all the secrets it's still not exactly "hard" but it isn't nearly as ridiculously easy as the base game.

 

Aside from that we have some minor fixes to E1M3 and new intermission music from Quake 3 Arena.

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On jeudi 27 août 2020 at 1:35 AM, HQDefault said:

Note that since you're using UDMF, you could have only one file. You can create new skill settings in ZMAPINFO which use new skill filters so you could have things set out to spawn when using skill 6.

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47 minutes ago, Gez said:

Note that since you're using UDMF, you could have only one file. You can create new skill settings in ZMAPINFO which use new skill filters so you could have things set out to spawn when using skill 6.

You're right, I hadn't thought of that. That would save me a lot of trouble with having to maintain two separate versions.

 

EDIT: I just thought of something, would adding new Skill settings to MAPINFO hurt compatibility at all? I added a custom difficulty selection thing to a previous mappack I worked on, and it would overwrite the skill selection of that mod. But that said, I did also have the "clear skills" tag enabled, so maybe it's fine without that.

Edited by HQDefault

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Alrighty, got a new version up and running.

 

Consolidated the files so the harder variant is now just a separate difficulty level.

Also added a TITLEMAP.

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Cool news, lads.

 

New version available, E1M9 is ready to go.

 

Also added some custom intermission screens that add a bit of lore here and there.

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Went ahead and smashed through the whole set for you, fam. Love your work. Fantastic additions that give all the maps a fun, modern sheen while also being respectful to the original designs while also sprinkling in your own unique touches. Sorry if I'm repeating myself a little from my last post, but that's all I got haha good stuff.

 

 

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Quick update that added a bit more detailing to the military base as well as putting in a health pack in the final fight.

 

That one was a little rushed, so I figured it deserved a quick touch-up.

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Video for maps 2 and 9! I continue to love where this is going - it has a great balance of reworking the original areas and modernizing them while keeping them recognizable. The new interstitial screens and title map look great as well. Really looking forward to being able to play the whole thing!

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Alright, just giving a quick update that I'm gonna be taking a quick break from Spectacle Creep to get caught up on college. I let myself get a little behind, so I'm just gonna cut myself off from mapping stuff until I can get myself sorted out.

 

If I post an update in the next 7 days I want you all to be very disappointed in me.

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Boop.

 

 

EDIT: This video has been up half an hour and has 3 views, why tf have I needed to delete 2 spam comments already

Edited by HQDefault

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Yo.

 

We got a content update ready.

 

E1M4 Command Control is finished.

 

Bad news is I decided to disable jumping though, it was just becoming kind of a burden to account for. Crouching is fine though. You still never need it, but I figured there wasn't really any reason to leave it disabled.

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Quick update. Fixed a minor issue in Command Control and did a few minor detailing improvements here + there. Small stuff.

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I made an account just to tell you that this is a really good mappack. Here's a demo file of me playing it on GZDOOM.

SPECTACLECREEP.zip

 

EDIT: Definitely gonna try out the other maps that I didn't play too. Expect demo of that too!

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Christmas update, lads 9CDLLkP.png

 

Map 5, Phobos Lab will be posted probably tonight if not tomorrow morning. I'm wicked excited about it right now because I think this might be the most ambitious map I've worked on out of the pack so far.

Layout comparison between Spectacle Creep's E1M5 and Vanilla

WS8Q1qE.png

 

 

In terms of future updates after this, I'm definitely going to be playing around with some more environmental particle effects, and I'm also planning a fairly minor optional gameplay mod that just adds some new animations and rebalances a few things. (Also thinking of ways to incentivize finding weapons you already have in secrets even if you don't pistol start the levels)

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Cool stuff my dudes.

 

Phobos Lab update is live. Obviously includes a new map, but also went through previously released maps and implemented actual dynamic lighting stuff.

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Very nice work, I particularly like how you make the maps feel modern even though you mostly use stock textures (or their variants). The intermission screen texts help to "sell" the maps, too. The Crud-Buster difficulty is a good call, I tried the first two maps on UV, but CB was much more enjoyable. I really hope you plan to expand this in the future!

Edited by Caleb13

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We have a new content update!

 

Spectacle Creep now comes bundled with the "Spectacle-Creep Addon Mod" or S.A.M.

This is a work in progress mod, but I have all the core rebalancing that I wanted to do finished, and I have complete sprite sets for the fists, chaingun, pistol, shotgun, chaingun, rocket launcher, and plasma rifle. (Pistol, shotgun, and rocketlauncher sprites each use jdredalert's angled weapon mod as a base. So credit to the sprite artists Denis Belmondo, Minigunner, JoyTD, Sonik.o.Fan, and Amuscaria)

To spawn a weapon in console it's just "SAMPistol", "SAMChaingun", and so on.

dv4gpDV.png3itfgH2.pngoURWxNz.png05ErbEN.pngbNyHCT7.png

 

The major changes are:

1- Obviously the new angled weapons and animations, Doomguy now has correctly colored gloves, and I've committed a minor blasphemy and gave the man sleeves on his power armor. (It's literally supposed to be for space marines, I'm trying to keep believability here)

2- I'm now calling the chaingun a "Rotary SubMachine Gun", because that's what I always felt the chaingun's world sprite reminded me of. It was clearly designed for regular infantry to run around with, at least.

3- Rebalanced how the pistol/chaingun work (now RSMG but whatever). Pistol is now actually even a bit slower, but it's now 100% accurate all of the time and deals consistently decent damage (15-21 damage, to be exact). Meanwhile the Chaingun/RSMG fires even faster, but each bullet is mildly less powerful than the base game and it's just generally a little less accurate. The idea here is to make the pistol better for dealing with small groups of enemies & long range encounters while saving some of your bullets. The chaingun is for embracing stagger and speedy kills at the cost of much less ammo efficiency.

4- Shotgun spread has been very mildly altered. It's horizontal spread is marginally tighter but it now also has vertical spread. Vertical and horizontal spread is each 4 degrees. However, I also made it so it fires 1 single pellet with 100% accuracy with exactly 10 damage. Just so have one you can count on.

 

Note that S.A.M. is still a work in progress. Obviously I don't have the BFG done yet, and I also want to add Doom 2 support because it'll be a lot more useful with new Super Shotgun sprites. (Although it will still work fine if you run it with Doom 2 wads, it'll just have a mismatching super shotgun) Beyond that, I'd like to add some new sounds for the plasma rifle and rocket launcher, and maybe find something for the shotgun the sounds less... "stock".

There's also one particular mechanic that I want to experiment with, but that'll take me a while to figure out and the balance tweaks were the most important thing.

 

And of course, all of the gameplay additions are in a separate WAD so you can choose to run Spectacle Creep without it, or use it in conjunction with other maps.

 

***

 

Besides all that we have a few minor updates to the maps as well. Mostly just some minor detailing improvements, I made it so the E1M5 music is no longer 6 billion decibels, and also added a secret RAD suit in Military base because that last section with the mandatory nukage pipe is annoying.

Edited by HQDefault

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Smol update.

 

Mostly just some additional polish to E1M1 because there were a few areas I wasn't happy with.

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Another tiny update. Did some more polish work to E1M4 and E1M2 and also fixed the thing with SpecAddonMod that was causing the fists to have priority over the chainsaw.

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Hey wanna see some more blasphemy

 

https://i.imgur.com/85iRVeD.mp4

 

I'm experimenting with weapon degradation and jamming.

 

The major intent is to incentivize players to scout out each level and find new pickups of weapons they already have, even when not pistol starting. Don't worry, I promise to avoid making it too intrusive. But regardless, I'll make sure to add something in the menu that allows you to turn all this stuff off if you're not into it.

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7 hours ago, HQDefault said:

I'm experimenting with weapon degradation and jamming.

 

The major intent is to incentivize players to scout out each level and find new pickups of weapons they already have, even when not pistol starting. Don't worry, I promise to avoid making it too intrusive. But regardless, I'll make sure to add something in the menu that allows you to turn all this stuff off if you're not into it.

 

Reminded to me Fallout New Vegas system. Yeah, now we need an exploring project with big areas...

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