TheDarkArchon wrote:Thursday? Sucks to be you. I'm not back until a week on Tuesday

How'd you manage that? When did your school break up?
Anyway, I worked into the early hours last night (this morning), and most of today as well and I think I've got Overlord to a releasable state. I hope so anyway, I just uploaded it. It's amazing how long doing little more than transferring resources and updating control lumps takes. And I've just realised I've uploaded a version with my working, rather than the final version of a weapon sprite (the hands look shitty). Oh well.
As of about 10 minutes ago, the file should have landed in /incoming. Assuming I haven't borked it up somehow, and Ty gives it a clean bill of health, it should arrive in /newstuff in the next couple of days. Look out for a file called njol.zip
What's different about this version?
Well, quite a few things. This version is definitely GZdoom specific. I've tried to take advantage of quite a few GZDoom features.
I only made absolutely minimal use of 3D floors. The obvious and logical place to use them would be to create more room in the towers, but I simply couldn't be bothered trying to get my head round a fairly complex building on 3 floors all above each other, with items spawning in at different heights, so I left 3D floors to a few minor, mainly cosmetic, touches elsewhere.
I think all items (where appropriate) have dynamic lights defined for them.
I have used my Marine assault custom palette, but because GZdoom supports paletted pngs, I was able to put some of the Doom pickups back in their original dark blue (armour and bottles). I've also used paletted title and intermission screens.
I've used a GZdoom-style skybox.
The Alt-HUD has been configured very slightly differently.
There are a couple of newly defined or refined DECORATE items and a DECORATE weapon.
There are also a few additional non-GZdoom things.
I added the Incanese propaganda posters from my TC. Originally these bore faux Spanish/Latin/Hutese slogans decrying the BGPA. Now they decry the UAC.
The level itself hasn't changed too much. One of the tunnels under the cliff/mountain has been extended slightly and the final bunker area is significantly longer. I personally think that section gets a bit old and repetitive, but it's what my friend requested because he just loves going from room to room, tossing in grenades and gunning down surviving Incas. So, it may be to some people's tastes (my friend has a save game at the start of that section and he plays it over and over) but, be warned, it's a bit Wolfenstein 3D in style.
I've tried to balance the ammo, but I find it very hard on this level. Just the slightest change seems to leave me with far too much or far too little. Health, rather than ammo is at a premium. This is partly to reflect the more cautious style of play required for this level.
And finally, a few people mentioned that an awful lot of Marines were killed rescuing a handful of prisoners, so I increased the number of prisoners and the opening script tells you that they are senior officers. Quite how a whole bunch of senior UAC officers ended up in an Incanese prison, I have no idea.
Well, there we go. Is this the first level released that actually requires GZdoom - ie won't run properly on anything else?