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new comments Doom 2, single player
in progress, ZDoom
screenshot #1screenshot #2screenshot #3


For my upcoming TC, Paradox, I created a detailed timeline of events that occur after the end of Doom 2 and before and during Paradox. Serving as both a prologue and a preview, Wrath is a series of levels which will explore some of these events.

The first screenshot is from "Return to Phobos". The UAC wishes to return it's Phobos base to working order, and you're one of several marines sent to clear the place up.

The second screenshot is from "Outpost Gothicka". Survivors on Earth have discovered a strange complex deep underground that seems to fuse Gothic and tech, but who created it and why is a mystery. You're sent in to investigate.

The third screenshot is from "Mission to Deimos". This time the UAC have sent you through a dimensional gateway to retrieve some vital files from the Deimos computer network.

Other levels will see you travelling to other places on Earth, the Moon, a Space Station, Mars, Saturn, Jupiter, Io, Europa and all sorts of other locations.

Update on 22/03/04: brand new screenshot #2. Enjoy! :)

Cyb writes:(new) 29.12.2003, 08:49 GMT+1

hehe I hope that last screenie is a new flat and not insane sector work :P

looks good, looking forward to this one

SargeBaldy writes:(new) 29.12.2003, 08:57 GMT+1

OMG looks good :) I'll be waiting for this one.

SargeBaldy writes:(new) 29.12.2003, 08:59 GMT+1

Oh, and I also want to point out I thought it was cool you made Deimos hellish... since it clearly would have been pretty quickly :)

Jow writes:(new) 29.12.2003, 17:10 GMT+1

That first shot is amazing. Very nice hallway. The other shots looks a bit dull compared to the first shot.

ellmo writes:(new) 29.12.2003, 17:16 GMT+1

Impressive work on those lights in shot 1. Do I see correctly, that those lights are getting deeper? Sure I do. Second screen is very, very climatic. Are those crates drifting right here?

Overlord X writes:(new) 29.12.2003, 19:27 GMT+1

I like the lighting thing in the hallway in screenshot 1. Nice use of lighting. Screenshot 2 seems a bit dark, but looks pretty good otherwise. Screenshot 3 looks pretty sweet, I like how the lava is flowing through the cracks between the rocks. Is that one of the flats in Doom 2 or did you make a new one by hand? If so it must have been a pain.

NiGHTMARE writes:(new) 30.12.2003, 02:00 GMT+1

Cyb + Overlord X: Yes that's a new flat. It wasn't that hard to make either; I simply used PSP's "magic wand" tool on the cracks in RROCK04, saved the selection, loaded it on each of the LAVAxx flats in turn, and copied 'n' pasted the lava back into RROCK04.

SargeBaldy: Yep, some parts are more hellish than others though. In fact, there's three distinct themes in the level; dark tech, metal & marble, and rock and lava. All intertwined together of course. Over all the level looks like a cross between E2M7 and something out of the Darkening E1 :)

Jow: heh, I actually thought the reverse was true ;)

NiGHTMARE writes:(new) 30.12.2003, 02:09 GMT+1

Oops pressed enter too quickly. Any, back to replies...

ellmo: yes they do. The top and bottom light are 8 units high, then i go back 1 unit and have another 8 unit high light, then back 1 again and this time a 16 unit light, then finally back 1 again and another 16 unit high light. It creates a vaguely curved kind of effect. Since this level was originally intended for Boom, I haven't yet tried doing it with actual slopes... As for crates, eh? There aren't any in any of the shots.

Overlord X: Most of the room in shot #2 has a light level of 160; the darkest parts are 128, which isn't that dark really. BTW you can't really tell in the shot since the ceiling isn't visible, but shot #3 has some nice lighting too. The lava sectors are 208, the rock w/ lava in the cracks is 192, the rock w/ dark cracks is 176 and the brown rock is 160.

ellmo writes:(new) 30.12.2003, 18:13 GMT+1

Soory, thought these were tops of the crates in shot 2 :P

NiGHTMARE writes:(new) 30.12.2003, 22:04 GMT+1

I think I see the confusion. The red floor in shot #2 isn't blood, it just looks that way because of the shot being slightly blurred (due to png compression). It's actually carpet, with the orange diamonds being a pattern in the centre -- the same pattern as on the PANRED texture in fact.

SargeBaldy writes:(new) 30.12.2003, 23:48 GMT+1

PNG compression is lossless. The blur is due to JPG conversion, which WIP does automatically to save server space.

NoPoet writes:(new) 03.01.2004, 22:51 GMT+1

Shot #3 is very impressive. Shot #1 is okay because of the lighting, but that corridor looks boring as all hell. Shot 2 looks a bit musty because of the horrible red carpet, but the computer stations are ok.

Tormentor667 writes:(new) 04.01.2004, 20:11 GMT+1

Screen 3 looks pretty cool :) The only sad thing about it is, that you can't apply the warp effect to the lava and NOT to the stones. Otherwise this would be very amazing ^_^ (I hate that frame by frame lava movement -_-*)

cccp_leha writes:(new) 23.03.2004, 00:44 GMT+1

Looks lovely.

Jow writes:(new) 23.03.2004, 03:46 GMT+1

Nuke in the 2nd shot is awesome. So is the other stuff on the scene.

[LeD] Tuz writes:(new) 17.12.2004, 08:05 GMT+1

Tranclucent 3D floor on 3rd shot!& For ZDoom!& I am confused...

[LeD] Tuz writes:(new) 17.12.2004, 08:08 GMT+1

Sorry, in 2nd shot.

CoolD00d writes:(new) 08.02.2005, 17:43 GMT+1

i especlly like shot 2, but the last one i cant quite see the green fitting in with the wrest of the map, any ways looks good keep it up

Doom_Dude writes:(new) 24.09.2005, 19:31 GMT+1

I really like that 2nd shot.... looks really spiffy. Please finish this map. :p

thug555666 writes:(new) 03.10.2007, 16:50 GMT+1
edited 23.11.2007, 21:05 GMT+1

3rd screenie is extreme

is that a new flat cause if thats sector work ima crap my pants

esselfortium writes:(new) 04.07.2008, 22:18 GMT+1

Screenshot 2 looks incredible. When do we get to play this? :P

_bruce_ writes:(new) 18.09.2008, 02:05 GMT+1

Looks interesting.
Detailed but not overdone.

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