This file contains the Dragon Sector pk3 file. Use this if you want to use your own Project Brutality build, or if you want to play it with another mod.
Dragon Sector now requires GZDoom 4.11 or newer. Due to the crash bug with 4.10. Be sure to check the Documentation folder in the archive for some very useful information and setup directions!
Doom EX runs through The Executive Complex. Thanks for checking us out!
VeJean! goes through Map03 using Project Brutality! There's a point where the framerate drops a lot. This should be fixed now with newer versions of Project Brutality.
A playthrough by VeJean! using mostly normal Doom 2. It looks like he had fun, too!
Martinoz on YouTube did video run-throughs of our maps. Thanks for playing and showing them off!
Just as an aside note, this is one of the previous versions of MAP02 Martinoz was playing. In the current version, those long waits at the Plug Doors has been fixed. Martinoz was experiencing what we were trying to work out, and that was getting the engine to run two or more instances of a script simultaneously, and it has been fixed.
Either way, rock on, Martinoz! We love watching your videos!
Check out RetroDoomer313's Stream replay where he plays through the maps for the first time. Oh, and hit that Subscribe button, too.
Skill levels: yes
Dynamic lights required to be on
Required Port: GZDoom (ver 4.7.1 or later)
Recommended Mod: Project Brutality (Project_Brutality-master)
Tested with only GZDoom-based scource ports.
ZDL recommended
Recommended System:
BarefootMapMaker (map design, ideas and creation)
DarynS (sound editing/design, scripting, new/additional monsters/equipment conversion (to Zscript) and implementation of same for availability to the designer, and was the reason the technical marvels encountered within the maps work as flawlessly as they do)
art.eonworks.com
Sitters and Abbs
Eviternity OTEX
ProjectRemap (https://www.moddb.com/members/projectremap)
Myself (BarefootMapMaker)
And various royalty-free assets found around the web
Realm667 (source code and graphical assets)
From various bits and bats collected over the years, most of these from free sites found around the web. Mostly from SoundBible and Freesound.org, because they rock. :)
Special Thanks to the folks on the ZDoom Discord for sharing their time and knowledge. Agent Ash, Barry Burton, Cherno, and Marisa, thanks, we greatly appreciate it!
We designed the maps specifically to run with Project Brutality. If ran with any other mod, the experience won't be what was intended. They will run with any other GZDoom-based mod, however. I tested them in GZDoom (without mods), Brutal Doom and with Russian Overkill. The maps ran in all without issue.
The reason I designed Dragon Sector - Remake for Project Brutality, was, heh, let's be serious--Project Brutality rocks! I just so wanted to show it some love!
Turn up your music and get ready! We're hopeful that these maps will blow everyone away!
All assets in this wad are free to use without permission or accreditation necessary to the DragonSector-Remake wad (though accreditation is appreciated). All other authors retain rights to their materials, et al.
yo i like what you did
please show your map in the map channel of PB discord for some feedback
Yeah, sorry, I don't do Discord or any other chats like that. But thanks for the invite!
Also, thanks! :D
great work
Thanks!
great work
Thanks!
If you downloaded the dragonsector-remake-v0.12.zip file during the first 10 minutes it was posted, please download the current file dragonsector-remake-v0.12.13.zip instead. Accidentally included yesterday's map edit instead of today's.
Sorry about that, all.
Plays nice with call of doom (cod weapons) quality effort, up there with MMDCXIV
love the hi res effects floors wall decor (add BDV16zombieman sounds hehe)
Nice to hear! Thanks! And glad you're enjoying it!
May you say what HUD is used in this pictures?
Standard Project Brutality 3.0 alt HUD.
Man, I love that skybox!
Thank you! It is kinna awesome, isn't it? ;)
Awesome! a next-level up work-in-progress with the Brutality mod's. And the final shootout is star wars inspired genius. A must-try!
Haha! Well, thank you! I did try to make a fun map! I'm glad you enjoyed!
Hey, if I remember right, you were one of the few that played the original Dragon Sector. Nice to see you found your way to this one!
You remember right!
Doom 30th let's go
Hard at work on MAP02!
As I wrote in my blog, we've worked out a whole new concept for polyobject use.
A PLUG DOOR!
You know - the kind that airplanes use, the kind that use air pressure to keep themselves tightly sealed? Well, imagine that, but for an underwater facility!
Trust me, it's jaw-dropping. We're working on a few other effects too, that ought to get a few grins.
So be looking forward to it!
The map should be ready in about a month, two on the outmost!
Thanks for the support and interest, everybody!
Map02 is about halfway to its completion!
Things we've done:
1. The new Plug Door - which is way cool
2. An underwater control room that is too super scifi
3. Downloaded a bunch of new monsters, being careful to keep them in-theme
4. Got a rebreather, for those underwater excursions
5. And few more new effects, all with a hope of making you grin and go "Hell yeah!" when you play it!
Holy hell this is cool. It's got its own unique atmosphere about it and I'm only just getting started! Only one issue I've found is that I'm -really- bad at the game and found out that if you die early on, you can't open the front door again without starting the stage again!
Glad you're liking it so far! That's a good find, there, too. We'll talk about what we might be able to do to sort that out. I have an idea on that.
Wait until you get to Map02. :)
Hahah! Thank you!
And yep, we're looking for a solution to that problem right now. Expect it to be in the next update!
Either way, glad you enjoyed!
can i run this map with BD Insanity Nightmares?
We haven't tested it with that, but if it runs with Project Brutality and Brutal Doom, then it should. We haven't put anything in the maps that would specifically exclude it.
Only way to know, is to give it a try!
Everybody? We switched back to pk3 formatting. It turns out that pk7 was probably a little too resource-intensive for folks with less than perfectly optimal machines.
Like the machine I use for testing it on for performance - a laptop with a 7th-gen processor and an older GeForce graphics card.
Pk7 was creating some serious lag issues on my laptop, presumably because it was having to stall to load resources from the tighter compression of pk7. It was so bad in some places, it was making the game almost unplayable. As soon as I got DarynS to switch back to pk3, however, everything started running a lot more smoothly again.
So yeah, pk3 it is from now on, I guess. We want to make a game that really shines on high-end machines, but we don't want to leave anyone out who might have older machines, either.
So yep, if you were experiencing these kinds of issues with the pk7 version of our latest upload, try downloading the pk3 version instead - which is now live, and in place of the previous, pk7 version.
Thanks, folks!
use gles 4.6.0b
4.6.1 seems to have some issues when using intensive pbr textures
i moved back to gles 4.6.0b and works fine
Okay, nice to know! Thanks for the info!
We fixed a couple of things. Hoy! Plug Doors and now the maps autosave!
Plug Doors used to operate only one at a time. Ennn't! That was quickly becoming a pain in the backside for players, myself included!
Well, we, DarynS and I, figured out why. And frickin FIXED it! So yep, Plug Doors can now be operated while another one is still doing its thing!
Isn't learning stuff cool?
And autosaves. Put a bunch of them around the maps. So yep, no more getting stuck in certain areas in the map if you die. You now respawn back at the last checkpoint you passed!
You'll get a little savegame message when you pass a checkpoint. Just a little notification string of text up at the upper left hand of your screen.
Enjoy!
well done
Thanks! :D
is just me or the .22 version its using liquid textures 5.0?
Yep. Is.
They've actually been in there for a few versions, but there wasn't that much liquids in Map01 apart from a few spots. Map02 is mostly water, so you got to see them more.
great maps! I hope there's more coming!
Haha! Thanks!
And there is! Working on MAP03 now! ;)
Oh, and be sure to leave us a vote! :D
Just a quick note to let you all know that things are going to be slowed down for a bit. My laptop seems to be broken, and I won't be able to continue working on the maps until I either get it repaired or replaced.
Yeah, like a complete goober, I spilled my drink on my laptop. Instant dead laptop. And since it is what I use to make my maps while I'm on the road, yeah, there'll be no more map making until I can get the laptop replaced. And that could be days... or weeks.
And I was able to get me one - a new laptop.
As the old saying goes? Fall in sh-t and come out smelling like a rose? I found a sweet little Acer at Wally World for less than what I paid for the laptop I destroyed, and which is about as three times as powerful!
Like? Is there someone watching over me upstairs?
Somethin', right?
But yep, a new machine is in hand. All it's going to be now, is getting Ultimate Doom Builder setup properly, and then get everything imported back in. That latter of which will be exceptionally easy, as DarynS and I use Dropbox for storing all of our source files. Sign into it, and you got all of your files back! Woo!
So that said, I'll be back to map-making soon!
Just added a blog detailing the progress and the full theme of MAP03. Go and check it out. The map will be ready in about two weeks!
Thank you so much for put my video in the description :) you guys have a discord or any social media ? to stay tuned about the mod.
¡Hola VeJean!
¡Fue un gran video! ¡Fue un placer publicarlo!
En cuanto al canal de Discord, hablé con DarynS al respecto y me dijo que lo investigaría. ¡DarynS es nuestro técnico!
¡Pero me alegro de que te hayan encantado los mapas!
1st map has huge lag in certain rooms like the looby and the security room
These are likely the two most demanding areas on the CPU in that map. Out of curiosity, what are you running it on?
Yeah, these maps are very resources intensive. One needs to have a pretty impressive machine to run them at full graphics settings.
If you have a slower, older machine, you might try dialing the settings back some. This should help.
But either way, we wanted to make a set of maps that really brought retro-Doom and Project Brutality to life. But in order to enjoy them at their full potential, one just has to have a pretty robust machine.
you added a 3rd map??
Yes, with 0.30 we added Map03. So we have the Executive Complex, Resources Reclamation, and Skyway.
Where can I download the texture pack from this mod for classic doom?
Our textures are all in the textures and hires folders of the pk3. High Res textures for Classic Doom can be found here, though.
Github.com
Will there be more maps ? Remaking all doom maps like this and name The Doomed Sector eh..EH.?
Oh, there will be more maps. But we're not sure how many. We're remaking our original Dragon Sector mod from Risen3D. I think that's still floating around on the Doomworld forums if you want to look at this pack's origins. That pack was nine maps, I believe, and we're shooting for around that for this one. With one map taking between 3 and 6 months to make, doing 20 plus maps to redo the entirety of Doom II would be unrealistic with our limited time.