Page 1 of 4

Doomed in Space BUGFIX+EXPANSION March 18! Come get it!

Posted: Wed Feb 17, 2016 4:00 am
by Doomkid
Hello Doomers, today I present you with the finished product: Doomed in SPACE! 13 Sci-Fi themed maps for ZDoom-based ports.

phpBB [media]


DOWNLOAD IT HERE: http://doomshack.org/wads/d_space.zip

The story:
The year is 2088. The UAC's current goal is to remove the line that separates men from machines. Certain undesirables are sacrificed, analyzed and experimented on for the sake of progress. The promise to integrate more effective weaponry directly into the human body keeps the research funds flowing in.

You are one of the UAC's victims - a genetically modified bounty hunter. You were stolen from your home colony as a child but proved harder to control than most of their young test subjects. Using your increased speed and strength, you managed to kill the men guarding your cell and escape in a stolen shuttlecraft.

That was 18 years ago. Crime is the only means of survival you have ever known. Once again, you find yourself locked in a cell, at the mercy of the UAC. An armed medic comes through the door and into your cell. As he checks your vitals, you quickly grab his head and snap his neck. His body lies on the floor and the gun is now in your hand. It's time to escape!


The rules:
You MUST play with freelook ON. Jumping and crouching must be turned OFF. You must also turn the 'infinitely tall actors' flag OFF, as there are several 3D bridges used throughout. Difficulty levels have been very thoroughly implemented, so if you're finding the maps too hard or too easy, simply adjust accordingly.


The maps:
Map01: Escape! by Crunchynut44

Map02: Shuttle Maintenance by Doomkid

Map03: Toxicity Control by Bootleg Guy

Map04: Foreign Planet by Mosshopper

Map05: Überraumstation by UberGewei

Map06: Wheel in the Sky by Empyre

Map07: Terra-6 Planetary Base by Fred512

Map08: Deep Space Installation by Doomkid

Map09: Genetics Lab by Doomkid

Map10: Command Station Zulu by Nevander

Map11: Asteroid Refinery by Angry Saint

Map12: Space Waste by Crunchynut44

Map13: The Speed of Skree by Pinchy



The new stuff:
There are a wide array of new enemies and weapons, lovingly borrowed and modified from a variety of sources. I don't want to give too much away - Play it to see how everything works and expect a few challenging changes that keep you on your toes!


The credits:
Obake (Wavegunner), Doom64, Duke Nukem 3D, Strife, Wolf3D, Star Wars: Dark Forces, area51.wad, equinox.wad, anubis.wad, skulltag.wad, Complex Doom, ChaosCore CTF (Map10 sky), Doomenator (title card). A very special thanks to Crusader No Regret, Obake and Liberation for playtesting and comments.


The ports:
This has been tested in ZDoom, GZDoom, ZDaemon, Zandronum and Odamex - works in each one. Sadly does not run in PrBoom+ as there is no railgun support.

Image

http://doomshack.org/wads/d_space.zip

If you enjoy Doomed in SPACE, please be sure to let us know. I'm sure that everyone who worked to make this project possible would love to hear your feedback, positive or negative. Thanks!

RE: DOOMED IN SPACE (A community Project!)

Posted: Wed Feb 17, 2016 4:15 am
by Slim
Well after I just finished my first map (albeit short), this is inspiring. I should sharpen up a bit and see if I can try something. No promises though, so don't worry if I end up not doing jack-diddly-doo-dah.

RE: DOOMED IN SPACE (A community Project!)

Posted: Wed Feb 17, 2016 4:53 am
by Doomkid
If you do decide to submit a map, just let me know, I'll have you penciled in for now!

RE: DOOMED IN SPACE (A community Project!)

Posted: Wed Feb 17, 2016 5:30 am
by Catastrophe
Well from screenshots alone I can tell either your gamma is too high, or the maps are way too bright. Also the sprites for the weapons are just not consistent enough. The gun from Dark Forces sticks out like a sore thumb.

RE: DOOMED IN SPACE (A community Project!)

Posted: Wed Feb 17, 2016 6:04 am
by Doomkid
My gamma is quite high, my monitor has an oddly dark display that I haven't been able to alter. I usually compensate for that and just forgot this time around, they'll be replaced as more development is made. The sprites are a little cheesey in some ways, in the end some of them may be replaced.

RE: DOOMED IN SPACE (A community Project!)

Posted: Wed Feb 17, 2016 6:18 am
by one_Two
Superhuman strength and speed - is this going to be reflected in game?

RE: DOOMED IN SPACE (A community Project!)

Posted: Wed Feb 17, 2016 6:38 am
by Slim
one_Two wrote: Superhuman strength and speed - is this going to be reflected in game?
Well, Doomguy already is superhuman, so I honestly doubt it.

RE: DOOMED IN SPACE (A community Project!)

Posted: Wed Feb 17, 2016 7:48 am
by Doomkid
The fists deal far more damage than the normal doomguy fists, but I just slid that in there as an off the cuff explanation for Doomguy's existing super speed.

RE: DOOMED IN SPACE (A community Project!)

Posted: Wed Feb 17, 2016 11:30 am
by uggi121
Figured I'd post here as well, jot my name down, I'll make a map.

RE: DOOMED IN SPACE (A community Project!)

Posted: Wed Feb 17, 2016 12:57 pm
by Doomkid
Cool, done!

RE: DOOMED IN SPACE (A community Project!)

Posted: Wed Feb 17, 2016 1:20 pm
by Ænima
the themes clash a little

RE: DOOMED IN SPACE (A community Project!)

Posted: Thu Feb 18, 2016 3:43 am
by Combinebobnt
oh yay dehacked, the future. You could make something 69x cooler than this with zdoom features you know.

Ok besides that, I played the 1st map a while ago and here is what I have to say:
The sprites from different sources do clash, but making sprites is hard as hell so I can never get mad at that. However that cacodemon eyeball monster thing looks dumb. Some of the sound effects like the trooper deaths are also silly. By glancing at your intro story text, this wad probably isn't meant to have an attitude as silly as the above content, so I recommend replacing this stuff or improving it. I dunno why the pistol has a laser sound and the chaingun a minigun sound when they both use the same ammotype.

The map was fine but I hope I get more chaingun ammo in the future because the sg bores me (need ssg master race). I think I noticed that most of your maps are very linear Doomkid, you should try making some more nonlinear and exploratory stuff. I'm no master singleplayer critic or mapper though. I love the super fist with berserk and actually hope there will be some very melee centric enemies like demons and hellknights so I can use it more.

RE: DOOMED IN SPACE (A community Project!)

Posted: Thu Feb 18, 2016 3:54 am
by MrEnchanter
I'd like to make a map for the project, going to get started later tonight.

RE: DOOMED IN SPACE (A community Project!)

Posted: Thu Feb 18, 2016 8:19 am
by dart620
Does not look very good. For example the barrel having the atom sign (it has no shadow when the rest of barrel has it).

Doom maps with soldiers look lame.

Brave project lost due to forcing space environment into a kill demons game.

RE: DOOMED IN SPACE (A community Project!)

Posted: Thu Feb 18, 2016 8:50 am
by Sean
dart620 wrote: Does not look very good. For example the barrel having the atom sign (it has no shadow when the rest of barrel has it).

Doom maps with soldiers look lame.

Brave project lost due to forcing space environment into a kill demons game.
Go back to playing doom.wad then. Oh wait, you won't like it because it's set in space

RE: DOOMED IN SPACE (A community Project!)

Posted: Thu Feb 18, 2016 9:21 am
by Doomkid
I really appreciate the concise feedback Bob, I guess the story is a little heavy because I do want it to be kinda goofy, but I definitely still am on the lookout for better SFX, and will be sure to incorporate satisfying melee moments and less linear maps.

MrEnchanter, added to the list!

I hope I haven't fully lost this brave project, but I appreciate all the comments fellas, this is just what I needed.

RE: DOOMED IN SPACE (A community Project!)

Posted: Fri Feb 19, 2016 6:19 am
by Conmon
Sign me up!

I've still got love for DeHacked and 80s retrofuturism.

EDIT: Any chance we could request our own midi for our level?

RE: DOOMED IN SPACE (A community Project!)

Posted: Fri Feb 19, 2016 8:38 am
by MrEnchanter
Safe to assume screenshots for update purposes are cool?

Image

Also, this cannon looking thing from LameDuke might be a good SSG replacement.

Image

RE: DOOMED IN SPACE (A community Project!)

Posted: Fri Feb 19, 2016 1:42 pm
by Doomenator
Maybe it will be useful to anyone. Download Space Skyboxes 2.

[spoiler]Image

Image

Image[/spoiler]

RE: DOOMED IN SPACE (A community Project!)

Posted: Fri Feb 19, 2016 4:57 pm
by Doomkid
Thank you, Doomenator!

Added you, Conmon :) custom MIDIs are encouraged.

MrEnchanter, cool screenshots and cool sprite, I'll get to work on implementing that shortly.

(on mobile phone, will update OP soon.)