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Fallen - The Rising (Finished V1.0)
by Nuke em
new comments Plutonia, single player
released, ZDoom
screenshot #1screenshot #2screenshot #3
10.02.2007

Description:

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Story:
You are a marine of the United States Space Army. Your posted on an outpost near the border of the USA and Canada, when an explosion knocks you out. You awake to find your outpost overrun with strange beings. The halls are crawling with these demons. Primary objective: Escape...

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Updates:
Version 1.0 released, I may or may not work out bugs. If any are found please post it in this wad comment area. Please enjoy.

Version 1.1 Released, Fixes have been made, still if any more are found. Please comment on them.

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After some experimenting with zdoom, I have finally started another wad. This time it's a 10 map semi-large wad.

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Fallen - The Rising, is the first of a three part wad series.
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Moti writes:(new) 04.01.2007, 02:02 GMT+1

You'll need to use MAPINFO to change the map's name.
And from what I see here, it's looking good. try to post In-Game screenshots instead of using DB 3D mode. :P

Dancso writes:(new) 04.01.2007, 07:18 GMT+1

I suggest takeing screenshots from INgame. Anyways, looking foward:)

Duke Nume writes:(new) 04.01.2007, 07:33 GMT+1

welcome again,nuke em!
you screen shot i's,but orrendus,plese,use screnshot "in game"no maps e screenshot for the doom builder.
enjoy ;)

BigSt3ve writes:(new) 04.01.2007, 23:40 GMT+1

Anyone know about any megawads that are coming out soon???

esselfortium writes:(new) 05.01.2007, 13:48 GMT+1

bigst3ve, this is not the place to ask about other wads. :|

Nuke em writes:(new) 05.01.2007, 23:13 GMT+1

@Moti:

I'd like to know how to get to the "mapinfo" lump.
I've used "windows key + prtscn" keys to try and get a screen shot, but the colors get messed up. I haven't figured out an in game hotkey for screenshots. If you could help me on that I would get some ingame shots. I want to be able to, but haven't figured it out.

Moti writes:(new) 06.01.2007, 05:12 GMT+1

1. Open XWE.
2. Create a file named MAPINFO.
3. Write this:

map MAP01 "Fallen - The Rising"
next MAP02
music D_RUNNIN
cluster 1
sky1 *Insert Sky Texture here* 0 - 1.5 (Sky scrolling speed, 0.1 - slow, 0.5 medium, 0 - don't scroll)

NiGHTMARE writes:(new) 06.01.2007, 09:36 GMT+1

Go into the in-game console and type the following:

bind "x" screenshot

(where x is whatever key you want to assign this function to)

Now whenever you press the key you chose, the game will create a screenshot.

Nuke em writes:(new) 06.01.2007, 12:53 GMT+1

Thanks nightmare and Moti.

Nuke em writes:(new) 06.01.2007, 21:48 GMT+1

I made a spelling mistake on the first screen shot. It's Refined not refinined... Oops!

Kristus writes:(new) 07.01.2007, 13:17 GMT+1

Looks kinda like Wolfenstein 3d

Nuke em writes:(new) 07.01.2007, 15:27 GMT+1

I've never played wolfenstein 3d, but I've heard of it. This wad uses Plutonia's IWAD and textures with the zdoom engine.

Ixnatifual writes:(new) 07.01.2007, 16:47 GMT+1

I think he means that everything looks very squarish and flat. In Wolf3d you couldn't design the maps as freely as in Doom, and basically the map consisted of square blocks of wall and only one floor/ceiling level.

Nuke em writes:(new) 07.01.2007, 17:05 GMT+1

The first 2 map are relatively straight and simple. I don't expect the player to deal with harsh puzzles and multi-layered rooms right from the get go, but map03 starts a trend of harder more archatelctually sophisticated rooms. Those are screenies from the first two maps.

Dutch Devil writes:(new) 07.01.2007, 17:22 GMT+1

I'm not trying to flame your work here but seriously these shots look like wolf3d that has been doomefied.The layout shot doesn't look bad at all it really could use some difference in height if you do that the gameplay part will improve alot.

Nuke em writes:(new) 08.01.2007, 20:15 GMT+1

1/08/07 - Map03 The Base Proper complete. The fourth map is underway...

(WIP still hasn't updated my wad)

Moti writes:(new) 09.01.2007, 09:13 GMT+1

Looks like it's going on pretty nice. How many maps are gonna be in the wad?

Off-Topic: WIP still hasn't updated my tw2 v.04 too O_o

Nuke em writes:(new) 09.01.2007, 15:47 GMT+1

I'm thinking about story 10 maps, and one bonus map.

Nuke em writes:(new) 13.01.2007, 11:10 GMT+1

Yay! Updated!

Dutch Devil writes:(new) 13.01.2007, 11:21 GMT+1

Shot three wins.

Ixnatifual writes:(new) 13.01.2007, 11:33 GMT+1

Starting to look like something :)

Nuke em writes:(new) 13.01.2007, 11:38 GMT+1

I like the achville shot because it took me several hours to make the physics right in that area to make the ville act as he does. Thnx for the comments.

Nuke em writes:(new) 13.01.2007, 12:33 GMT+1

Moti: I need to be able to do the MAPINFO thing for Plutonia. It doesn't work for plutonia the way you set it up.

Moti writes:(new) 13.01.2007, 13:13 GMT+1

Are you using XWE for this?

Also, screen 3 finally makes it look like a solid map.

Nuke em writes:(new) 13.01.2007, 13:51 GMT+1

Yes, but when I:
1. Press "Entry - Add New"
2. Name it "MAPINFO"
3. An type in
Map Map01 "The Outpost"
Next Map02
Music D_Runnin
Cluster 1
Sky (etc.)
"

I place the Entery right after the Map and it doesn't work.

Moti writes:(new) 13.01.2007, 14:20 GMT+1

If you try and run it on Doom2 IWAD instead of plutonia, does it work?

Nuke em writes:(new) 13.01.2007, 14:52 GMT+1

It didn't work. I have used plutonia textures through out this wad so even if it did work I would havehad to convert it...

Nuke em writes:(new) 13.01.2007, 15:01 GMT+1

I did it, but all that's messed up now is the sky, you line has an error (I inserted F_sky1)

Moti writes:(new) 13.01.2007, 23:36 GMT+1
edited 13.01.2007, 23:37 GMT+1

ohh i get it, the f_sky1 is a wrong texture. try for example insert this: sky1 SKY2 0.5

Tell me if it works afterwards.

EDIT:
I saw your mapinfo lump...
I see the real problem. You wrote "sky(WITHOUT 1) f_sky1 0", instead of sky1 f_sky1 0". That's why it crashed. :P

Rustyphantomsniper writes:(new) 14.01.2007, 07:34 GMT+1
edited 14.01.2007, 07:38 GMT+1

Thanks for your help with my wad, Nuke em, I'll pay you back with about any kind of XWE invovled problem (Can't do textures!) , and a complement this wad is looks really cool, and I'm not saying that just because you helped me with my wad. Oh and why use three wads in a series to complete it? Is it because you think you might somehow lose it ruin it?

Nuke em writes:(new) 14.01.2007, 08:59 GMT+1
edited 14.01.2007, 09:08 GMT+1

@Moti:

Thanks, but that wasn't my mistake, actually it was that tid bit you added about sky scrolling speed in parenthesis. After taking it out and specifing a speed after sky 1 I got this line:

Sky1 sky1 0

It worked great.
Oddly it's a melding of both solutions you proposed.


@ Rusty
No problem, again just trying to help. As you can see, I'm getting tons of help from Moti. If you need help with something I'll try to help, if I need something I'll ask you (or someone else If you can't help). Again , USELESS DETAIL, I hate the time consumption, but it is necessary to a great wad.

EDIT: Rusty, this series of WADs are themed differently.
Fallen - The Rising, is Tech/Earth themed. (10 maps)
Fallen - Hell Wants You, is Hellish/Tech themed. (15 Maps, hopefully)
Fallen - The Last Stand, is Tech/Hellish/Earth themed. (20 Maps Possibly)

Also the other two wads will use the monster reasourse wad built in. Thus, for size reasons (I need to rest as well) I have separated it into three wads.

Rustyphantomsniper writes:(new) 14.01.2007, 10:59 GMT+1
edited 15.01.2007, 17:39 GMT+1

O.k but remember Nuke em, if you need help with an XWE Related problem DON'T ASK ME ABOUT titlepics, interpics, level names, spirtes, or textures (inlcuding flats); I just can't do something that takes forever to do. And now I know why your doing that three seperate wad thing.

EDIT: Sorry if I asked too soon but when is it coming out?

Moti writes:(new) 20.01.2007, 02:18 GMT+1

Shot 1 - Looks very nice.
Shot 2 - It looks a little cramped.
Shot 3 - You need to make the textures combined more realistic. Like in the switch - there's a quarter of TEKGREEN2 texture, try to use Doorstop or Lite5/METAL so it'll look more realistic.

So far, I'm seriously looking forward for this. Keep on the good work! :D

Rustyphantomsniper writes:(new) 20.01.2007, 06:26 GMT+1

Nice screenshots! :D

Nuke em writes:(new) 20.01.2007, 11:41 GMT+1

@Rusty

I'm currently working on map09, but even still I won't be done until I go back to Map01 and do minor fixes to textures, scripts, and balance. I may also completely replace map02, it's not very good in my opinion.

Dutch Devil writes:(new) 20.01.2007, 15:26 GMT+1

Do not replace maps just put more effort into it doesn't matter if it looks really bad who knows the layout of that map could be interesting then you only need add some detail align textures and make gameplay intersting and with an good layout you will have an advantage allready.

Its all about the layout make it interesting, nicely angled rooms with difference in height to make more interesting battles.
I always concentrate on an nice layout first when I'm satisfied with the result I start working on making the room look better and put in monsters/items but usually I move stuff around to places where I think they would make gameplay more fun.

Your new shots look nice btw.

Ixnatifual writes:(new) 20.01.2007, 18:23 GMT+1

Sometimes it can be a good idea to completely scrap a map and start over fresh. If the general layout of a map is broken or it doesn't fit into your concept at all, it might be worth it to completely redo it with an open mind. Though obviously it's a shame to throw out a salvageable map. And yes the shots look nice.

Nuke em writes:(new) 20.01.2007, 18:59 GMT+1

True, I'll see what I can do.

**SPOILER**

The layout is a very short and easy maze, followed by a large room with some low friction sloped paths. If you fall off the path you warp back to the enterance of the room. You must do that while fighting 25 or so monsters. The theme is almost random. I look back and wonder what I was thinking with that map.

/**Spoiler**

Of course the layout isn't too bad, I can make the maze longer and more difficult. Also, I'll Create a general theme (mostly MAP01 style) to make it flow better.

Thanks for the helpful advise.

Nuke em writes:(new) 28.01.2007, 09:51 GMT+1

I'm sure so of you are wondering why I haven't updated yet, well it's because Map09 is still being finished. Map10 is just being put together conseptionally, but everything is coming along nicely. The wad is 90% Finished. Expect release before the end of January. Note: The release may be delayed because of re-modeling some maps, and scripts to work better. If so mid to late February is then the time of release.

Rustyphantomsniper writes:(new) 31.01.2007, 17:56 GMT+1

AWSOME!! :D

Nuke em writes:(new) 03.02.2007, 15:20 GMT+1

NEWS***
AS OF FEBRUARY 3rd, The boss fight on Map10 Cyber Labs MAY need to be cut out and placed into a seperate map (or some kind of odd error occured). No further details will be released at his time. Just note that zdoom stalled and crashed on me whilst fighting to boss(es).

Rustyphantomsniper writes:(new) 03.02.2007, 15:40 GMT+1

I have a question

Does this boss fight have Something like " Cyberdemon = 4000 hp"

or

A Health Bar for it?

And do you use doom builder or XWE for scripting?

Also does this mean that the boss fight won't be in series 1?

Nuke em writes:(new) 05.02.2007, 20:09 GMT+1
edited 05.02.2007, 20:42 GMT+1

Nope, ha, I wouldn't make it hard in that way. One cyberdemon is easy enough to deal with, even with 4000hp...

Also, YES!, the boss fight will be in PART 1. The game just had an odd error the boss fight functions just fine.

Doom builder for scripting (I have a duel screen computer).

Airslide writes:(new) 06.02.2007, 18:26 GMT+1

Looks good :)

Nuke em writes:(new) 06.02.2007, 18:35 GMT+1

Eh, I made a mistake, it should be 20,542 sidedefs and 11,461 lindefs...

Nuke em writes:(new) 10.02.2007, 22:37 GMT+1

I've been beta testing, and found some balance errors and some zdoom related issues. The wad still functions but until v1.1 is released you may not want to play it past Map07. Map08 needs some serious issues resolved, and it'll take about three days of work. Possibly a week before it's updated. Please check back later...

(Thanks for your patience!)

Airslide writes:(new) 11.02.2007, 10:46 GMT+1
edited 11.02.2007, 11:04 GMT+1

I'll download and tell you what I find :)

EDIT: You've probally found this, but on MAP3, there's a problem with the door leading in to the room with 2 cacos and the red key. From inside, it looks fine, but from the outside, it looks like it's just being erased up and then drawn down.

Nuke em writes:(new) 11.02.2007, 11:32 GMT+1
edited 11.02.2007, 11:33 GMT+1

@Airslide
Actually I hadn't discovered that. It was a simple upper unpegged problem. I hade upper unpegged it by accident.

Here's what I've got thus far:
1. Remove Blue Key in Map02 (I had the first one there for testing).
2.No Chainsaw in Map02 - Place one
3. Place a computer map in map05 so player doesn't wonder about tele-traps
4.Change clusterdef's in Map05 - Map06 -Map07 So text from plutonia doesn't appear.
5. Red Key room of Map06 (Doortrak problem)
6. Change background of Map08 - Map09 Enter/exit text.
7. Texture mishap in Map08 blue key room (once pillars are down look up).
8. Map08 - Balance problems in Coop, possibly in single as well.

EDIT: I have fix most of these and I'm working on Map-08

Airslide writes:(new) 11.02.2007, 13:32 GMT+1

Ya, I was going to suggest it being an unpegged problem, but the word escaped me.

Moti writes:(new) 11.02.2007, 13:45 GMT+1

I've played the wad itself... A few notes by me.

Possitive:
1. It looks awesome, seriously. Better than what I can do. Ever.
2. The use of ZDoom effects was great, nice job.

Sidenotes:
1. It could use some new music in maps 01-09.
2. The elevator in map07 isn't working. I had to noclip through it.
3. The maps lack health in UV. You gotta put some more health in there.
4. I ran out of ammo too easy in some maps. Add some more ammo too.
5. Map03 has the lowest detail out of all the maps. Gonna improve it? :P

Overall - Fix all the bugs before releasing it to /idgames. This is a great wad. Waiting for part 2. :)

Dancso writes:(new) 12.02.2007, 09:26 GMT+1

WTF? I downloaded it, started it, and it was missing a lot of textures. is it corrupted?

Airslide writes:(new) 12.02.2007, 09:48 GMT+1

Dancso - You're using Plutonia, right? If not, I beleive Plutonia has extra textures opposed to Doom 2, and he seems to be making use of them, which would be your problem.

Rustyphantomsniper writes:(new) 12.02.2007, 15:37 GMT+1

Cool I'm downloading now!!!

Airslide writes:(new) 12.02.2007, 15:44 GMT+1

I'm guessing you already found this one (I think you listed it already, but just to be sure), but I'm not exactly sure where it is, so I just made a pic. You should recongnize it:
http://img355.imageshack.us/img355/3660/doom0004yu0.jpg

Rustyphantomsniper writes:(new) 12.02.2007, 16:37 GMT+1

No he didn't o_0

Rustyphantomsniper writes:(new) 12.02.2007, 16:40 GMT+1

WTF!!? It saids "File not found" can you post the download link. The part where you click on it and it downloads.

Nuke em writes:(new) 12.02.2007, 17:23 GMT+1

Yes I did use plutonia... (as it says at the top right corner of the wad and in the readme file)

Yes I found the doortrak issue, fixed.

Rustyphantomsniper writes:(new) 13.02.2007, 05:51 GMT+1

Nevermind, I made a mistake XD

Dancso writes:(new) 13.02.2007, 07:25 GMT+1

Airslide: ooooooops :D i didnt even view what game is it on xd sorry.

Airslide writes:(new) 13.02.2007, 08:41 GMT+1

Downloading new version :)

Airslide writes:(new) 13.02.2007, 23:00 GMT+1

Still a problem on map 7, the elevator doesn't work. Had to noclip through it (like Moti did).

Dancso writes:(new) 14.02.2007, 08:57 GMT+1

I played it through, it was pretty good. but the music on the last map was a little bit ear-hurting. There were a few bugs, and i sometimes didnt know where to go next. except these, its pretty good.

Nuke em writes:(new) 14.02.2007, 17:00 GMT+1
edited 14.02.2007, 17:01 GMT+1

Yeah, I have to turn down the music volume on the final map, but that's what I was going for. The wanted the challege to be "where do I go next?"

I haven't got any feedback about the boss on Map10...

EDIT: The elevator is a difficult bug to fix. It seems to work for me if I press the switch inside the elevator twice. I swear it's very weird...

Airslide writes:(new) 14.02.2007, 17:37 GMT+1

Twice? I'll try that. I pressed it once, then tried the other, then tried the one in it again....weird.

Airslide writes:(new) 15.02.2007, 20:13 GMT+1

Found another bug - on Map 08, after killing some chaingunners on a set of wide stairs (infront of a window), the tracks on either side of the door leading into the dark area with large amounts of nukage doesn't seem to be unpegged.


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