soulburner
Cipher
- Joined
- Sep 21, 2013
- Messages
- 810
I think Quake 4 and Wolf 09 were pretty good. Singularity... I remember I played it, but did I even finish it?
Quarantined: Viscerafest,
Singularity, Quake 4 and Wolf 09 were mediocre at best.
All those games are hot garbage.
Disagree. Singularity was alright on its own, and even good if compared to other FPS games that came out in 2010.Singularity, Quake 4 and Wolf 09 were mediocre at best.
All those games are hot garbage.
This kickstarter is going to help us bring on additional talent, such as artists, designers, animators, and engineers to generate the content needed for early access as well as pay for our content distribution service.
This kickstarter is going to help us bring on additional talent, such as artists, designers, animators, and engineers to generate the content needed for early access as well as pay for our content distribution service.
Their page could really do with some more information. I don't know what the above is supposed to mean? Is it for the levels made with their level editor?
Our level editor has been integrated into the game and can be accessed directly through the main menu. Every level has a leader board showing fastest times of any%, 100%, and zero death runs. The content distribution system will let mappers share their work with everyone. The future goal is to allow players the ability to browse, play, and rate maps and campaigns across all platforms.
Singularity, Quake 4 and Wolf 09 were mediocre at best.
All those games are hot garbage.
I wonder to what degree the whole "3d game but with sprited enemies/player hands" shtick is WIP, but I gotta say it looks pretty weird.
Hope the red flash-up damage indicator (tm) can be turned off because it's lame.
The Dragonfly has landed! A new addition to the team!
We're excited to announce that Joshua 'Dragonfly' O'Sullivan is joining the Prodeus Dev Team!
Who's Dragonfly? A long time modder of the Doom community, Josh has designed over 100+ levels that range from single player / Co-op / and Multiplayer designs. He's very agile and will become a crucial part of the Prodeus Team. With his design expertise on board, Prodeus's future is looking very bright!
Twitter announcement: Link
Check out his latest Doom WAD Project called "Eviternity" : Rock Paper Shotgun
A word from Josh:
Hey there, I'm Dragonfly and I'm incredibly excited to say that I have joined the Prodeus Dev Team as a dedicated level designer!
You may have heard of me before if you're one of the thousands into the 'Classic Doom scene' - but if you're not part of that please allow me to introduce myself.
My name is Joshua O'Sullivan, though I go by the name "Dragonfly" online. I have a long history of hobbyist level design, most of which are for the ever-immortal Grandfather of first person shooter games, Doom. In my time working on Doom maps, I have crafted well over 100 unique maps - approximately 50 of which were made in 2018 alone! My most notable projects I've worked on in recent history are Skulldash: Expanded Edition and Eviternity, both of which are ambitious Doom mods.
Skulldash: Expanded Edition and is centered around making Doom into an "arcade style collect-em-all speedrunning adventure", whereas Eviternity is a more traditional 32 level "MegaWAD", with the classic doom gameplay we all know and love. Eviternity from it's inception to final release was crafted in less than a single year in time for Doom's 25th anniversary.
I first got into custom level creation back in 2005, I was only 12 years old - I bought a copy of the Doom Collector's Edition, then after blasting my way through numerous levels rammed full of demons, I got curious if there were more levels to play or even a way to make new levels. I recalled how my father used to make Quake levels when I was a child back when he hosted LAN parties for him & his friends. A quick search on google and I came across thousands upon thousands of new levels to play, and shortly after that I found a piece of free software called "Doom Builder". From there, an addiction to level design was born.
I've had experience in a number of engines and games, having made maps for a wide variety of FPS games - Doom, Doom2, Heretic, Hexen, Quake, Quake 2, Quake 3 Arena, Counter Strike: Source... the list goes on. I have even dabbled in console games, making custom Super Mario 64 levels and other maps for similar titles at one point.
I hope to bring this wealth of experience and knowledge to the Prodeus development team, and continue to improve while I'm here! Both Jason and Mike are veteran game developers, and I'm incredibly pleased to be working alongside such accomplished developers on an exciting new game!
For those of you discovering Prodeus who have had experience with other level editors; let me just say you are in for a treat! The bespoke level editing tools packaged with Prodeus are the same tools the developers themselves are using to build levels. I was able to get to grips with the software very quickly and can create some fun and unique environments that would have been far trickier in other editing packages. There's also some features in this engine I desperately want ported to Doom and other games that I like mapping for, now that I've had them I feel I'd struggle to live without them!
Please support Prodeus on Kickstarter today - it'll help us commission more talent for the team and provide you with a fantastic video game. The level editing tools would be worth the backing money alone, in my opinion. Let's make the dream come true!
Closing message: We want to thank everyone for their continued support as we enter week 2 of our kickstarter campaign. We have plenty of more updates to come, not to mention the reveal of our stretch goals next week.
Thanks again!
- Prodeus Dev Team
I wonder to what degree the whole "3d game but with sprited enemies/player hands" shtick is WIP, but I gotta say it looks pretty weird.
Hope the red flash-up damage indicator (tm) can be turned off because it's lame.
I also hope they drop the terrible default UI and stick to something "normal" by default.
Yes, I'm aware of the different UI options and I like that they let the player choose. However, I think they should drop the default UI and use one of the more traditional and compact ones for all promo material.
All of those games were much better than nuDoom and nuWolfenstein.Singularity, Quake 4 and Wolf 09 were mediocre at best.
All those games are hot garbage.