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Highlight
by Jimi
new comments Doom 2, single player
in progress, Limit removing
screenshot #1screenshot #2screenshot #3
25.02.2007

Description:

Highlight will couple maps or a megawad.

Statistics:
MAP01 - Dropzone: 100%
MAP02 - Low Level Engineering: 95%
MAP03 - Nuclear Waste Processing 30-45%

Story: The Doom marines are sent to a mission by UAC. Due to moneyshortage on UAC(caused by the vast demon invasion), UAC only gave them each a pistol and 50 bullets. The mission is to wipe out the possible(it's pretty sure, it's those demons again) demon invasion from the Highlight Experimental Research Center. When you arrived there, the other Doom marines mysteriously disappeared... Again there's only one Doom marine versus the Ultimate Final demon threat.

Screenshot #1 - M03, Green Tech Hall Way:
Up again, in this green hall way... something's been rotting here for a while...

Screenshot #2 - M03, Nuclear Waste Pool:
A small pool of nuclear waste...

Screenshot #3 - M03, Large Nuclear Waste Pool:
A large pool of nuclear waste... Some of the nuclear waste processing work goes on in one part of this large hall.


Ixnatifual writes:(new) 14.02.2007, 13:20 GMT+1

Simple yet very nice-looking.

Dancso writes:(new) 14.02.2007, 13:51 GMT+1

nice doomsday setup! I wish i could set mine like yours :D

Moti writes:(new) 14.02.2007, 13:55 GMT+1

Woah, looking good!
Does it use only doomsday or it can be played with other ports?

Jimi writes:(new) 14.02.2007, 13:59 GMT+1

Currently it's designed to work in all. Don't know yet if I'll make anything Doomsday specific into it... Who knows what it will evolve :D

Nuke em writes:(new) 14.02.2007, 16:54 GMT+1

Love the texture usage. This is certainly work waiting for.

xechireon writes:(new) 17.02.2007, 09:41 GMT+1

I think it looks better if darker, but then again maybe I like Doom3 too much for my comment to be unbiased.

Jimi writes:(new) 17.02.2007, 10:57 GMT+1

I have to say that this will be a bright set of maps... The idea is that brightness is more frightening than the darkness... But I'm not just making fullbright stuff everywhere... I guess I'll add this stuff into the description next time I update... Currently 2nd map is complete and 3rd map is started... dots... :P

Dutch Devil writes:(new) 17.02.2007, 14:15 GMT+1

Map01 Dropzone :p ive used the name as well for one of my projects and also for map01.

The screens look very good.

Tango writes:(new) 18.02.2007, 21:47 GMT+1

Nice looking stuff dude. Shot 1 especially looks awesome.

Rustyphantomsniper writes:(new) 19.02.2007, 06:09 GMT+1

How did he get those kind of glowing lights!? JDoom isn't a limit removing source port is it? Your wad will be more amazing if it turns out that JDoom isn't a L.R.S.P (Limit removing source port).

Jimi writes:(new) 19.02.2007, 08:28 GMT+1
edited 19.02.2007, 08:28 GMT+1

JDoom is limit removing. Currently the maps work in every source port(at least they should). I've only tried it in jDoom though(I don't have any other ports installed... not enough space on my hdd :P ). I'll take the next screenshots with the original lighting method of Doom... Which will be from the 3rd map ;)

Rustyphantomsniper writes:(new) 19.02.2007, 09:07 GMT+1

JDoom makes this mod look nice :D

doomaniac writes:(new) 26.02.2007, 20:03 GMT+1

Can this wad be played in Jdoom?

Jimi writes:(new) 27.02.2007, 10:11 GMT+1

No it definitely can't be played in jDoom. I just took the screenshots in jDoom.. I have made a jDoom specific definition file with a XG script that crashes the game when you start any map :P Though you can remove the XG script if you know how :P

Just kidding... Now I hope people will stop asking questions if it can be played in jDoom or with other ports. Before releasing I will test that it works in the most common ports... unless it has turned into a jDoom specific wad... Currently it might even work in the old Doom2.exe...


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