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Bloodbath Giraffe

Voice in the Abyss RC1

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Voce in the Abyss is an 8 map CL9/Boom megawad where doom guy hears voice calling him deeper into the the madness. Fight your way through the demonic hordes
to the end to see what surprises await you.

 

After the end or the games you will be sent to a new game pulse version of the maps where the difficulty is increased or start at map 09 to start out on the new game pulse difficulty.

 

- 8 new maps with New game pulse 

- Modifications to chain gun, rocket launcher and plasma 

- Replaced the Spider Demon and modified the baron attack

- Color pallet and a few other color changes. 

- no difficulty setting plane to add them in soon based of difficulty feed back.   

 

Known Bugs.

 - On map 3 and 11 if using software rendering there are HOM. If you are using OpenGL it fixes the HOM
 

The_Voice_in_the_Abyss.zip

Screenshot (115).jpg

Screenshot (133).jpg

Screenshot (134).jpg

Screenshot (136).jpg

Edited by Bloodbath Giraffe

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Very nice! Azazel's Second Descent was sublime and Bloody Vacation was great too! And your RAMP maps are excellent! Hopefully, will have some time to play this on the weekend.

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Casually skimmed through this, quite interesting! New Game+ looks like a ball buster from pistol starts but probably doable. I like the weapon and monster changes, makes for even faster paced gameplay than usual. My problem is with the palette - it's a combination of desaturation but also a lot of background blue, which hurts my eyes and generally makes stuff hard to see.

 

Edit: Just noticed that there are some big HOMs at the start of MAP03. You may want to check that. Screenshot attached.

doom45.png

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@DreadWanderer

 

Glad your liking the maps the new game map were all tested and beat pistol starting so they are doable.  If you are using software the HOM show up but if your using openGl it looks correct. I will add that into the readme and the post. 

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20 minutes ago, Bloodbath Giraffe said:

@DreadWanderer

 

Glad your liking the maps the new game map were all tested and beat pistol starting so they are doable.  If you are using software the HOM show up but if your using openGl it looks correct. I will add that into the readme and the post. 

 

Yeah I play almost exclusively on software mode and mostly in DSDA, hopefully the HOM won't be a problem in DSDA's indexed mode. Thanks.

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Looks epic! Downloaded for later before I go to bed.

There are tons of players who play in software only because many maps simply look better in it, especially detailed maps with great lighting like the screenshots show. There's really no huge reason to leave homs unfixed, and it's far easier for a mapper to fix homs so the map looks as they intended it for all players in all modes, than to expect every player to switch to a rendering mode they don't prefer.
Unless you're making a map where homs are an intentional visual choice it's probably better to ensure your map looks correct in both modes, imo.

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