Since the release of the Baerhon's Dungeon Maps, the development of the mod slowed down a bit because i decided to work in a side map first, but well now it is released too and just needing final improvements.
In fact i never stopped to work in the mod for real, but i was giving low attention to it by just fixing minor bugs and keeping the regular maintenance, now i came back to work alot on it again there's a bunch of new things i'm working on at the moment:
The Titlemap is going to be finished for the next update of the map pack file:
Rarlocan Main Base is still halted in development, this is the last finished room at the moment which is just the next room after the CG render where Tyzen and Crash was:
Baerhon is already getting animated for future usage, he will not appear in his own dungeon, he will be located at another realm instead:
More Tamers Of The Dark is planned to be included as bosses too as the story heavily focuses on them as main villains, Veridion already recieved lots of improvements and redesigns since his introduction in Version 2.6, now it's time for Zanieon joins the fight and in fact, due to the mod's storyline, i named him before i adopted his name as alias, so he was planned since i came with the idea of multiverse and the Temple Of The Portals, he is the only ally Tamer which will appear in the mod (in fact he is that creature that is thrown in the room with the arena warriors in the little intro of the mod's description) he's a kind of overpowered one-man army, so to summon him have a cost and not in all cases he can be summoned.
Ranerion and Kadrenon is pending to be added too, those will be so hard enemies as well Veridion is:
The Invul Hunter have been removed from inverse concept and became more bulky as Hellknight:
A reference was added when you die to explain to new players the difficulty level the mod have fast as possible:
After all these things, there's also a little rebalance in the ammo usage in Trakion Cannon, due to it's power and behavior of the projectile on mobs, the Cannon will now consume 10 shots instead of 3, some weird frames appearing in certain player characters is fixed, the revenant obituary message was having a mistyped adress to it's location message resulting in simply show the "Player has died" message.
Well this is all for now, sorry for delaying alot to post some news here, but i wanted accumulate progress done to show everything at once here. Stay tuned for more!
really nice :) i´m enjoying this so much , keep it coming <3
Wow, so big as those figures are!!!
Really awesome !!!
And that blood and gore in the video,
LOVE IT !!!!!!!!!
Forgot to say that i find it amazing how you are able to get all these 3D monsters in the doom engine. Really fantastic!!
Leon
Is this made really with the DooM engine IDTech1? Truly impressive for the level of details and polygons! Gj
Edit: ah no wait, from the videos this is clearly IDTech3 (the quake 3 arena engine)... Great anyway!
*That moment you realize you are confusing people*
Dude that is id Tech 1, GZDoom engine to be precise, it just have a touch of ReShade, i wish i could made all this in Quake 3 itself, but i have no knowledge of id Tech 3, so i brought Quake 3 to an engine which i know.
Incredible, I didn't even think it was possible with id Tech 1! (yep I did not have comments notifications enabled, it's been a stupidly long time but by chance I saw you answered and I couldn't just ignore that :D)
No worries, and many many things has changed since this post, the mod is in a much more advanced state now.
Simply awsesome, you push the boundaries of gzdoom, keep the good work m8
best dam mod ever idk what magic you used but keep it up :>