[RELEASED] Tomb of Omhotep for GZDoom

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Expand view Topic review: [RELEASED] Tomb of Omhotep for GZDoom

by Rex Claussen » Mon Jan 21, 2008 23:00

Downloaded, and will give it a try when I get some time.

Going in, though, I know that the dark maze is probably not going to be my favorite part. However, I'm keeping an open mind.

by Rhino_66 » Mon Jan 21, 2008 22:21

You were right. Dodging the trap means you can't get back in after the key easily.

I made it a little more tolerable...


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by Rhino_66 » Mon Jan 21, 2008 22:00

wildweasel wrote:I also managed to break one of the switch puzzles by accidentally triggering the floor crushers and diving out of the way. I didn't die, but I couldn't use the switches either, so my game was as good as over.
Hmmm... I didn't consider that. Of course, I knew how to get the key, so that didn't even cross my mind. Maybe I can change the crusher so it's actually possible to get through after activation...

As for the maze... It was meant to be like that.


EDITED TO ADD: I'm pulling the download while I look at the trap...


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by wildweasel » Mon Jan 21, 2008 20:41

Well, I'm not an especially big fan of the map, mainly because of the horrible tunnel maze in the second map. It's one thing to present me a maze - it's another entirely to give me a maze where over 50% of it is pitch black and leads in circles or dead ends, with imps in absolutely unfair ambush positions.

I also managed to break one of the switch puzzles by accidentally triggering the floor crushers and diving out of the way. I didn't die, but I couldn't use the switches either, so my game was as good as over.

[RELEASED] Tomb of Omhotep for GZDoom

by Rhino_66 » Mon Jan 21, 2008 19:31

Well, I finally got everything converted over from JDoom. All the scripts and effects are done. The lighting works. The models work.

This is a 5 level Doom 2 wad with a few new textures, 3D models, a couple new sounds, and some new sprites. Not a lot of scripting or complicated effects, but I'm proud of it.

This wad absolutely requires GZDoom because of the lighting. It WILL look awful when run on standard ZDoom. I wrote this one to work with GZDoom v1.0.29, but there's none of the effects that caused crashes with newer versions. It does work with v1.0.32, so compatibility isn't an issue.



Love it or hate it, at least let me know.

http://rapidshare.com/files/86094616/om ... z.zip.html




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