I'm tentatively targeting maybe sometime in the 2030s or later. It'll genuinely be a long time until I have the creative energy to come back to this.
I'm tentatively targeting maybe sometime in the 2030s or later. It'll genuinely be a long time until I have the creative energy to come back to this.
It's not officially supported, as many of the level scripts break with the presence of a second player. But if you are okay with a bunch of stuff breaking, and be willing to be liberal with NoClip to get you where you need to be, in theory it wouldn't be impossible.
The higher system requirements are due to the level complexity, not any special effects or high texture quality (the textures aren't actually any different resolution than vanilla Doom).
Unfortunately there'd be no way to reduce the system requirements without fundamentally redesigning the levels.
I'm afraid I have no idea. I've never heard of a mapset stopping Vulkan mode working, and it certainly isn't something Elementalism is doing. I use Vulkan myself without issue.
I can only assume it's a problem with Reshade. I'd suggest either not using Reshade, or speaking to the Reshade developers and see what they suggest.
Are you running the latest version of GZDoom? Elementalism requires 4.7.1 or newer.
Most weapon mods actually seem to work with Elementalism fine, as long as they're robustly programmed. In fact mods generally seem to work pretty well with it.
Jimmy made an entire megawad, Deathless, in just 9 days, while Mordeth's new megawad has been in progress for 25 years. Project length has never been an indicator of ambition in Doom mapping.
There are a great many Doom wads that do focus on locked-in combat encounters, but Elementalism isn't one of them. In fact the biggest encounter in the level I think you mean by "the water temple" (the second water level) has about a dozen enemies at most. Are you sure you're not mixing up cramped combat with arena fights?
For anyone else reading this, Elementalism is generally considered on the easier end of the spectrum of modern mapsets. Additionally it contains two new difficulty settings - Medium-Violence and Mild-Violence - to reduce how dangerous the monsters are.
As explained in the readme, this mapset was not designed for mod support. The custom enemies and weapons are an integral part of the experience, and the maps were built with them in mind. They keep appearing because they are part of the mapset. I find your anger at the mapset behaving correctly peculiar.
Realistically a long way off. I'm taking a substantial break from Doom mapping, plus another five years or so to finish Phase 2, puts the release date somewhere in the mid 2030s.
GZDoom doesn't support carrying over save files from one file to another, but I will include an option in Phase 2 to automatically set the first three episodes "complete" so you don't have to replay them if you don't want to.
Not possible unfortunately: Sadly Zandronum lacks many of the features necessary for the maps to work, even aside from the new custom things.
Thank you for the suggestion, but the maps were designed with the custom enemies and new weapons in mind. A few things to confirm though:
1) The sprites of some enemies are from Realm 667, but the underlying code is almost entirely new
2) None of the new weapons are from Realm 667
3) The bosses are entirely original and "new never seen" (in fact I don't think anyone has ever done anything like the Elementalism bosses in Doom before). I don't know where you got the impression they weren't.
Unfortunately GZDoom doesn't support transferring saves between different mod files, but I will likely implement a "set the first three elements to Complete" option for returning players.
It's a fully standalone mod, no separate files needed. Everything is part of the same package.
Contact the makers of Project Brutality and ask them to look into it. Mod authors often need to build compatibility patches for specific mapsets, so they'll likely need to do the same here.
I've updated the changelog here: Moddb.com. You can see the full list of changes there.
You contact the makers of Project Brutality and ask them to make a compatibility patch for this mapset. If there's a conflict between a mod and a mapset, and you can't get it working yourself, that's the process for getting it fixed.
You can warp to a map of your choosing using the console "changemap" command, e.g. changemap E1 will take you to the first Earth map. Or otherwise just replay the mapset from the start.
After you've beaten the game you mean? The option to return to the hub from the credits is so you can read any tablets around the back of the room you missed. Once you've done that, just quit the game the normal way.
I just double checked and that key works fine, so it's probably Brutal Doom messing with the scripts unfortunately. As outlined in the FAQ, some mods will break this mapset if they're too heavy handed with how they're coded. Try running it without any mods.
We do! I've updated the Summary Page with a link, but you can also join it directly here: Discord.gg
We put huge amounts of hard work into optimizing the mod as much as possible, but the simple fact is that modern PCs really struggle with GZDoom. It's a single-threaded engine that will ignore the majority of a modern PC's processing power.
We targeted a minimum frame rate of 30fps on a medium powered PC (GTX 1060 running at 1080p), so anything more powerful than that you should hit a solid 30fps+. But even with an absolute monster of a PC you sadly won't get the kind of frame-rates you are used to with modern PCs just because of the engine we used.
The mapset is way too complex to make entirely mod-compatible, but most mods do seem to work relatively well with it
Not currently, but I'll put one into the next version! A few people have asked about it so I'll be sure to add one in.
Edit: The current version now has an option to skip the intro text.
The plan was always to use the basic Doom 2 arsenal - this is a mapset more than it is a mod, so all the vanilla Doom 2 assets (weapons, monsters etc.) are still all present and correct. We've simply added a few new things on top of them.
Then you'll be pleased to know we have a release date! It's coming out March next year.
It comes with its own version of GZDoom
Unfortunately not. The Wad already features something like 20,000 lines of custom scripting and coding, it'd be impossible to disentangle that from the maps themselves. That said, I have tested it with a few mods, and most seem to work pretty well.
I can think of only one map, Map 32, that features a large number of imps firing at you from a distance. Can you elaborate on what the others are?
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