@[DarynS](members:daryns:959492) and I have been friends for nearly 30 years, he and I working on various projects together, for many of those years. @[DarynS](members:daryns:959492) has the ability to pick up very quickly on technical matters, learning very rapidly, thereafter able to apply what he has learned with great effectiveness. Whereas I, apparently, have some small knack for making Doom maps. Our two talents compliment each other's perfectly, all of our projects, without exception, emerging remarkably well. Especially our Doom maps. I have dabbled in making maps for Doom since the late 90s, getting my start with DoomEd, then later graduating to DoomBuilder2, when I decided to get back into map-making again. Now, I use Ultimate DoomBuilder, enjoying it very much, and especially its developers' apparent desire to make the full power of GZDoom accessible to as many people as they can.

Report RSS Getting it All Ready!

Posted by on

So, we're satisfied with what we have so far, and intend to go forward with our update this evening, as planned. Like I mentioned in my previous blog, there is a ton of cool new stuff to look forward to in this update.

A number of things we paid particular attention to:

  • Boss in Map 6
    • We have him fixed up pretty well. He is very murderous and wants very much to see you as a splatter across the floor of his domain. And he'll do it, too, and hardcore. But! There are a couple of strategies implemented that will make him almost easy to defeat. Well, almost! But for certain sure, we have him fixed from what he was in our last release. You'll see when you play it. It makes a lot more sense now, and hoooo boy, is he a serious challenge.
  • We changed out the turret model. We think you are really going to like how it looks now. It actually looks like a turret now!
  • Gave all of the maps a bit of a facelift across the board. Nothing too significant, but as we learn, we add. We think you're going to like the improvements.
  • We went back to a lot of code in our monsters, improving them, too. Some of them are more aggressive than before, and others do things specific to what skill level you're playing at. You'll catch on to the changes pretty quick, as you play the maps. But all of them are well thought out and make sense to the specific monsters.
    • For instance, as one example, the Zombie Fodder now drop health and armor bonuses based upon skill level. The harder skill you've chosen to play, the less they drop.
  • Ammo pickups and monsters-placement strategies are a lot more intelligently placed now. It will now be very hard to get a full inventory of ammo as you play - and the more powerful the weapon, the more scarce the ammo is for it. Our maps now play as more of a traditional Doom challenge, than they did before.
    • Note for you guys who like to play on Brutal and above? Yeah, you better wear your big boy pants when you do. Ammo and monsters placements now make these higher skill levels very challenging. But a challenge is what you like, when you're playing on the higher skill levels, right? ;)
  • Cooperative Play is now supported.
    • But... not so much with Project Brutality. We learned that there is a pretty serious syncing problem when using it. So you'll need to either play in vanilla or use a different mod. We're hopeful the awesome guys developing Project Brutality has plans to address this problem. But, they're working pretty hard over there, so we're left with little doubt they will.
    • The maps support up to five players.
  • So that's all for now. DarynS and me are working to get the update ready now.
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: