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Ambush at Dis. OLD NAME: Fury`s Ambush: More Unveiled
by I_CH
new comments Doom, single player
in progress, Eternity
screenshot #1screenshot #2screenshot #3
20.07.2007

Description:

UPDATE-7/20/2007 (read)
The map has been ported to the powerful Eternity Engine. I felt like doing so. New areas have been added so far. So far it uses Small scripting, Extradata and custom EDF. What I don't plan on making: new monsters, overdetailing, cutscenes.

I wish Quasar would add new functions to his Small list. I had to resort to cross-EDF-small-vanillamapscripting, so I could do stuff otherwise possible with ACS.

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Here's my sequel to the ridiculously pointless E_AMBUSH ( http://www.doomworld.com/idgames/index.php?id=13665 ) for Doom 1 exe. It is based on that map. It almost includes it. It's E3M8 and you have to kill Spider(s) to escape.

In that map, the objective was to pass through the red jagged valley _unscratched_ (no health and armor available) and reach a Spiderdemon you had to kill. The Spiderdemon was helped by a Cyberdemon above, who had lower chance to hit the Spider AND cause infight. Now it's more fair: armor, health, and no Cyberdemon.

This map takes that path and continues it hugely. Basically, this is to be a REAL map, not like that E_AMBUSH. There'll be many challenges of varied nature, and I'll try to make this map as dynamic as I could plan. Expect stuff like monsters released late or multieffect switch(es).

Because of that, the completing might last awhile, more likely during the summer when I have time and inspiration.

Note: all screenshots are taken on Eternity, -nomonsters, 1024x768 which I had to resize to 640x480 with Paint. Sorry for bad quality.

Screenshot 1: the vista from the platform, also available in E_AMBUSH. It seems to cause a nasty visplane overflow in Doom.exe. I couldn't afford to delete the jags that presumably caused it.

Screenshot 2: an interesting switch mechanism before that blue skull ;)

Screenshot 3: heh, I took the brown marble from Office :)


Moti writes:(new) 28.03.2007, 07:54 GMT+1

I don't think it's bad, it looks nice.
Although in shot 3, the green nukage won't fit the sky.

Dutch Devil writes:(new) 28.03.2007, 08:37 GMT+1

Looks pretty cool and classic some texture errors in screen 2 not that it would be an big deal if you would release an map with those in but it would look better if the bricks were not cut in half.

Sorry these things are just things I notice straight away perhaps you have fixed them allready, but I sure like the classic look to it.

CoolD00d writes:(new) 04.04.2007, 08:06 GMT+1

\LOL A MOD 4 NEWBS

Dancso writes:(new) 04.04.2007, 09:48 GMT+1
edited 04.04.2007, 09:49 GMT+1

CoolD00d:Yeah for newbs like you. And it's not a mod, it's a map/mappack. A mod means you modify something else than maps in the game, like grafics. So you mod it. Or you could say 'mod' on some maps, but only if they have been based on the original lvls, etc.

I_CH writes:(new) 21.07.2007, 03:44 GMT+1
edited 21.07.2007, 05:03 GMT+1

Oh yeah, screenshots 1 and 3 have been changed
1: new sky (used to be the same, with old SKY3)
3: new hall (used to be a green nukage pit yard, with brown marble walls)

Added a question: What do you think of D_E3M8? Do you like/hate it? I find it quite repetitive, but as a fitting rythm for fighting a Mastermind. And its instruments aren't loud or treble enough to cause that fabulous ear bleeding.


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