Hell On Mars will be only for skulltag. Simple, good looking, and that classic feel with an extra touch is the goal.
You start out in the usual base, located on mars. Your mission is to fight your way through the invaded base and into hell itself. The demons have already came, and they are changing things...
This is episode one of Hell On Mars.
Welcome to the dungeon marines! Two years have came and went since the release of Hell on Mars. I've an idea floating around in the back of my skull for some time, wondering if I should develop Hell on Mars 2. Since Skulltag is no longer being developed, HOM2 will be exclusive to GZDoom and use: Dynamic lights, some ACS code, etc. Most resources for HOM2 have been gathered and crafted into the project standards. The aim for now--may change later--is five maps.
Another project that will be finished soon is fixing bugs and various other annoyances that plagued a number of people with HOM1. I'm going to update it. I'm going to bring HOM1 to GZDoom and revamp the three maps, using Dynamic lights and some new monsters (with taste and sparse, nothing like KDiZD). Map03 of HOM1 was a lazy job. It could have been much better but I was tired of staring at the same project and just wanted to finish the blasted thing, but that won't happen again. Every map in HOM2 will be given the proper time to finish no matter how long it takes. I've some pretty big ideas that will translate into a fun Saturday night dooming session.
Stay tune, Marines!
In the meantime check out my newest & finished project, Simplistic Evil.
Twelve weeks ago development started on what I now call Simplistic Evil. It began one night when three semi-finished maps laid before me and no other...
Hey, whats up? Work has slowed down on this for the last few weeks because ive lost interest for the moment, but no worries Ill get back into soon. Just...
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