Aisleen
Doomer
Totally not Catpho
Posts: 305
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Post by Aisleen on Apr 2, 2018 6:46:45 GMT -5
Quoted from team member Bauul: " Elementalism takes classic Doom gameplay and combines it with cutting-edge GZDoom enhanced graphical features for an explosive new six-episode Megawad. Confront and conquer the power of the elements, wield the powerful Elementium-powered wand and take charge through six awe-inspiring locations of elemental carnage!" Promised features include:-Six mini-episodes of 5 maps each, with every episode themed around a mystical element: Earth, Air, Water, Fire, Light and Dark -Fast, classic, aggressive Doom gameplay -Atmospheric, top-tier level design, featuring custom textures, ambient sounds, special environmental effects and more. Journey from ancient Mayan temples in rich jungles to clockwork furnaces and beyond! -A dynamic and persistent hub map that allows you to move between episodes while keeping your progress through the levels -7 brand new boss encounters – one for each episode, and a final boss -6 brand new weapons – one for each episode, themed around each of the elements -Extensive use of cutting edge GZDoom graphical features to enhance the look of the levels, including custom-made environmental models, shadowmaps, portals, GLDEFs, dynamic lights, interpolation points, normal and specular maps, and more (but no fundamental gameplay changes – this is classic Doom at heart!) Read more about the team, release date and more information here. Some screenshots:
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Deleted
Deleted Member
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Post by Deleted on Apr 2, 2018 6:58:43 GMT -5
Bleh, GZDoom. Looks good but it just doesn't fit Doom for me.
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Deleted
Deleted Member
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Post by Deleted on Apr 2, 2018 10:12:53 GMT -5
Screens look insane. I love the ideas too, like theme-consistent weapons and the hub design. I will be keeping my eye on this!
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Justince
Doomer
Professional Face-Puncher
Posts: 495
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Post by Justince on Apr 2, 2018 11:37:10 GMT -5
Holy shit...
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40oz
diRTbAg
Posts: 6,107
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Post by 40oz on Apr 3, 2018 6:45:26 GMT -5
Bleh, GZDoom. Looks good but it just doesn't fit Doom for me. It's weird, I kinda felt this way too. There's some slight disgust I have towards modern source ports that I can't seem to figure out how to explain. That said, the screenshots are certainly beautiful and I'm ecstatic to see people like Dragonfly, Phade102, Dreadopp, and Bauul be putting forth what might be their best work yet. I think this is probably the peak of how good Doom is able to look without being something entirely different. As far as my personal tastes, I just love killing traditional doom monsters with traditional doom weapons with traditional controls and the grittiness of software rendering. This is a magnificent work of art more than it is Doom to me that makes me want to view it more than play it, so I'd love to watch people play this when its done.
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Justince
Doomer
Professional Face-Puncher
Posts: 495
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Post by Justince on Apr 3, 2018 10:59:22 GMT -5
Bleh, GZDoom. Looks good but it just doesn't fit Doom for me. I don't see why it has to 'fit Doom'. If anything this port is closer to Quake and that's just fine. The classic Doom mapping movement doesn't seem to be slowing, there's plenty of room for both. I think projects like this have a wider scope/appeal and may even bring new people into the fold, more so than the 2000th Episode 1 remake.
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Deleted
Deleted Member
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Post by Deleted on Apr 4, 2018 11:08:46 GMT -5
Cool to see some poeple mapping for GZDoom, but I must say I'm quite skeptic about this. The mini-episode format is meh but I understand whay they are doing this. In the screenshots I don't see anything impressive but idk, of course everything will have more impact in-game (especially thse kind of maps with ambiental sounds and visual effects going on) and I just love too much vanilla/boom so I can appreciate more those kind of sceneries...
Edit: aaaaaaaaaaaaaaahhhhh fucked up quotes...
Oh really? I don't have enough smug anime girl pictures to reply to this...
To end on a serious tone, and this maybe can have a proper topic, but hearing of "classic gameplay" makes me think of a genuine iwads feel, or following the style of 90's/early 2000's wads, and I doubt they will deliver that.
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Deleted
Deleted Member
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Post by Deleted on Apr 5, 2018 5:24:14 GMT -5
I'm jealous.
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40oz
diRTbAg
Posts: 6,107
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Post by 40oz on Apr 5, 2018 7:37:24 GMT -5
Edit: aaaaaaaaaaaaaaahhhhh fucked up quotes... That's interesting, I was so distracted by the screenshots that I didn't even read any of the text. I'll agree with you that those are pretty pretentious things to say if I heard them come from any random person, but Dragonfly, Dreadopp and Bauul give pretty extraordinary attention to detail in their mapping in a way that's pretty exceptional to most mappers. YukiRaven looks like she does too if her recent screenshots are anything to go by. I don't know much about Phade102 or Remmirath, but they look like they're working hard too. I will say that "Fast, classic, aggressive Doom gameplay" doesn't really mean anything to me these days. I'll have to play it to know and feel how they define it. I trust them to make something that's fun, that's for sure. But with such attention to the aesthetics and atmosphere, that has to get in the way somehow of your interpretation of classic doom gameplay. The level design in what we can see so far doesn't really seem to emphasize the kind of scale and verticality of maps like Gotcha, Industrial Zone, or The Chasm, for example.
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Deleted
Deleted Member
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Post by Deleted on Apr 5, 2018 13:05:12 GMT -5
Heh, I should have clarified that "I fucked up to use the quotes so I had to edit my post to put them back"... Although I felt that a couple of things could be mocked I don't think it's something outrageous to get mad about it.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,071
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Post by joe-ilya on Apr 11, 2018 1:09:53 GMT -5
Meh, flat screenshots. (INB4 I'm a big jealous meanie)
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Aisleen
Doomer
Totally not Catpho
Posts: 305
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Post by Aisleen on Jun 24, 2018 5:46:31 GMT -5
Update from Bauul: Progress with Elementalism continues at a steady pace. Since the original post (March 29 2018), we've continued work on three Fire Episode maps (Fire 2, Fire 3, and Fire 4) and two new Dark Episode maps (Dark 1 and Dark 2). Fire 2 and Fire 3 especially were two of the biggest and most technologically complex maps planned, so having them complete will be a big milestone.
We've also added a few of the new enemies planned, created new code to reduce the rendering glitches in portals and enable spinning platforms, and added one more weapon: the Air Episode weapon. Created by Gutawer, it's best described as a medium-power forking rail-gun. Brilliant against swarms of lower tier enemies, but wasted on lone powerful foes.Also more screenshots: (The goey mass in the screenshot directly above has a material effect, so so it glistens as you run past it) Weapon test: Video of weapon test (probably old):
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