A Sci-Fi Total Conversion mod inspired by Bungie's classics, Halo and Marathon. Begin your journey on discovering the secrets of the mysterious Meridian while fighting against those who wish to use it. NOTE: This is meant to be played without dynamic lighting. On Map01A you do have the weapon given to you, you just start with the fists.

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ExorcistDemo

ExorcistDemo

Demo 5 comments

The demo for this mod has been released! Featuring one hub level to start with, bright maps, dynamic lighting and also experimenting with stacked sectors...

Meridian (Patch Rework)

Meridian (Patch Rework)

Patch 2 comments

I fixed this patch again as it caused problems, everything will be the same expect now when you start a new game the intro scene will not be skippable...

Meridian

Meridian

Full Version 3 comments

Just click the pk3 file and your set! If you have multiple source ports, just click and drag to GZDoom.

Meridian Alpha

Meridian Alpha

Demo 4 comments

This is just an enemy replacement mod to test them out and to give you an idea what I am trying to do. Let me know what you think. And to play, just drag...

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Proydoha
Proydoha - - 1 comments

I was playing Veteran difficulty, using GZDoom 4.5.0. Version of the mod: Moddb.com
I wasn't taking notes but off the top of my head here's what problems I've ran into during my playthrough.

Map04:
- Door that leads to topmost power core room has Floor Lower by Value special and the value is 0, blocking the progression. All other power core doors have Door Generic.
- Sector tag 65 that leads to sewer secret doesn't have front texture and can be activated only twice (walkover linedefs are not repeatable).
- When elevator sector tag 48 lowers there is an untextured wall behind it.
- It is possible to softlock yourself in bridge-over-nukage area that leads to rightmost power core if you go in there from the vents and hop over the railings without red key. Suggested solution is to remove red key requirerment if you're heading out from that area.
- Prisoners that you're supposed to save are hostile towards player.

Map06:
- Power core behind blue key is exposed by default, pressing the button reveals untextured walls instead.

Map07:
- Fight against enforcers on the beach took all my rocket supplies but you need rockets to break the wall and progress further. Softlock. Cheated BarrageLauncher for myself to progress.

Map08:
- Area behind red door. Fight against two Enforcers right after you raise the bridge. I assume pillars sector tag 16 should lower after the fight but it never happened to me and there are seemingly no other exits from that room.
- I don't think I've seen even one healthkit on this map causing me to savescum after every few killed enemies.

Map10:
- Some items in the room before "1, 2, 3, 4 teleporters" are friendly for some reason :)
- Red key behind teleporter #1 is a little hard to reach, you need to run diagonally at it to pick it up.
- Area behind teleporter #3, 3 more teleporters. Leftmost teleporter is not repeatable.

Overall impression is: very cool looking maps, very low ammo and health supply. Maybe it was my own doing because I've picked Veteran difficulty.

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NDgamer00 Creator
NDgamer00 - - 21 comments

Sorry about that, I did try to make sure each map has a good amount of health and ammo. I did notice myself that I overlooked a few problems, mainly as there were a lot of things to focus on which made me forget others. But thanks for your feedback!

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JohnnyTheWolf
JohnnyTheWolf - - 1,060 comments

Have you thought about promoting your creation on Doomworld and ZDoom forums?

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NDgamer00 Creator
NDgamer00 - - 21 comments

Haven't thought of that. I doubt it will be accepted to idgames as it is over 50mb. And for ZDoom I never used it before.

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Quiver333
Quiver333 - - 67 comments

Try to use ZDoom Forums, it's pretty handy. There's even a separate section for TCs over there.

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JohnnyTheWolf
JohnnyTheWolf - - 1,060 comments

As for the total conversion itself, I noticed the HUD and weapon sprites were not designed with widescreen resolutions in mind; as such, they get cut off on the sides.

Also, would it be possible to make the cutscenes skippable? Watching close-ups of idle, inexpressive sprites with no voice-acting is honestly kind of boring to me, and the presence of the HUD during these cutscenes is rather distracting as well. Alternatively, given your limited means, I would suggest replacing the cutscenes with Strife-style interactive NPCs and Marathon-style text terminals; this way, the player does not have to sit through long scenes of exposition.

Finally, I believe I have spotted at least one typo: "surperior".

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ANDROIDFERRET
ANDROIDFERRET - - 1,118 comments

Hi I thought there where custom weapons?

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NDgamer00 Creator
NDgamer00 - - 21 comments

There are, just not in the alpha file. I'm more interested in adding them when the mod is completed.

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ANDROIDFERRET
ANDROIDFERRET - - 1,118 comments

Hi ..any update lately?

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NDgamer00 Creator
NDgamer00 - - 21 comments

Well it is almost half way finished and I don't know if I should upload a demo or not, as i'm not sure that is a good idea.

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