Page 1 of 7

[DM] Morgenstern - Released!

Posted: Wed Feb 10, 2016 21:32
by Tiger
Returning Readers
ImageImageImage

ImageImageImage

Morgenstern is a project that focuses on the Deathmatch game mode while utilizing GZDoom's OpenGL specific features, such as lighting, 3D sloped floors, and rendering optimizations. This project tries to reimagine the Deathmatch scene in Doom by importing some of the ideas from Quake 3 Arena, such as weapons that the players use and how the maps are structured. In addition, this project contains maps of various sizes. To elaborate further, some maps can fit eight players nicely while others requires a larger audience of at least sixteen players. Though, there does exist some maps that are designed for two players or four players.

Feel free to share your feedback, I will try to routinely check this topic while the project is still in active development.


Requirements:
Links:

Re: [DM] Morgenstern {WIP}

Posted: Wed Feb 10, 2016 22:04
by Rachael
Those screenshots are absolutely beautiful! :)

Re: [DM] Morgenstern {WIP}

Posted: Thu Feb 11, 2016 6:24
by Tiger
Thanks! :D

Re: [DM] Morgenstern {WIP}

Posted: Fri Feb 12, 2016 4:43
by Rex Claussen
Excellent atmosphere & architecture.\

Re: [DM] Morgenstern {WIP}

Posted: Fri Feb 12, 2016 20:41
by NeoHippo
I am loathe to suggest changes to a fellow mapper, since everyone has their own style, and the map is still WIP.
Yet I am going to anyway :D

I find the niches with the techlamp a bit 1994, with the gate texture drawn flat with the wall.
May I suggest a "solid" look for the gate
  • Image
Also the jump pad texture, which I find very much out of character with the map style.
Perhaps something like this
  • Image
You certainly have the style and atmosphere down pat, especially the lighting and choice of textures.
Kudos.

Re: [DM] Morgenstern {WIP}

Posted: Sat Feb 13, 2016 9:57
by Tiger
These sorts of feedback are always appreciated ;)
NeoHippo wrote:I find the niches with the techlamp a bit 1994, with the gate texture drawn flat with the wall.May I suggest a "solid" look for the gate
I can't guarantee of the cost of making this happening, but when I come back to this map - I'll look into this.
NeoHippo wrote:Also the jump pad texture, which I find very much out of character with the map style.
The jumping pads must always stay consistent, no exceptions. Changing the colour of the pads is fine, but changing the actual texture from one to another - will confuse the player.

Re: [DM] Morgenstern {WIP}

Posted: Sun Feb 28, 2016 11:18
by Tiger
Just letting everyone know that this project is still going strong. I only have one last map to build and complete, this project is officially at 90% completion rate. I am hoping to have an official beta build near the end of next month.

Re: [DM] Morgenstern {WIP}

Posted: Sun Feb 28, 2016 13:14
by Rachael
Sounds good. :) I can't wait to see it.

Re: [DM] Morgenstern {WIP}

Posted: Mon Mar 07, 2016 0:03
by Tiger
Hallo,

Just letting everyone know that I am targeting Monday 14.March.2016 for the first beta release.

TODO List:
  • Finish working on the last map. <MILESTONE>
  • Update compiler to work with Bootless Star 1.5.4; implement Git functionality
  • Plan patches and beta rollouts; ease transitions with minimal effort for end-users.


What to expect in First Beta: Regards,

Re: [DM] Morgenstern NOW WITH A FRICKIN' BETA! {WIP}

Posted: Sat Mar 12, 2016 23:27
by Tiger
GOOD NEWS, EVERYONE! I recently uploaded the first developmental build of my invention! You can check it out here!

Re: [DM] Morgenstern NOW WITH A FRICKIN' BETA! {WIP}

Posted: Sun Mar 13, 2016 3:39
by Rachael
*Frantically grabs*

Re: [DM] Morgenstern NOW WITH A FRICKIN' BETA! {WIP}

Posted: Sun Mar 13, 2016 8:26
by NeoHippo
Although I don't like DM maps im general, I had to download this ... if for nothing else than the visuals.

I gave it a quick run through.
In MAP08 I had to increase the switch time to 16, else it was just too frustrating
Spoiler:

Re: [DM] Morgenstern NOW WITH A FRICKIN' BETA! {WIP}

Posted: Sun Mar 13, 2016 11:09
by Tiger
Eruanna wrote:*Frantically grabs*
NeoHippo wrote:In MAP08 I had to increase the switch time to 16, else it was just too frustrating
For Deathmatch, I don't want to have a secret to be a freebie. I want the players to earn it while dealing with other opponents.

Re: [DM] Morgenstern NOW WITH A FRICKIN' BETA! {WIP}

Posted: Sun Mar 13, 2016 11:32
by Rachael
Once again, you prove that you are an absolute master at texturing and detailing in your maps. I don't DM anymore like I used to, but it's still worth exploring your maps for that reason. They're quite dazzling, imo. :)

Re: [DM] Morgenstern NOW WITH A FRICKIN' BETA! {WIP}

Posted: Sun Mar 13, 2016 11:42
by Tiger
Eruanna wrote:Once again, you prove that you are an absolute master at texturing and detailing in your maps. I don't DM anymore like I used to, but it's still worth exploring your maps for that reason. They're quite dazzling, imo. :)
Thank you :)
I hope others enjoy this too