Cycloid's doom stuff

Work in progress - codenamed "K"

Screenshots

This project is a 20 level megawad, splitting the action into 3 episodes using the existing doom II intermission screens. There are screenshots from the maps-in progress shown above. yeah i know it's brown as fuck but that'll change when the custom textures start to grow, plus there are areas of greenery etc interspersed so far. each map will be demo friendly , though with short part times there wont be much room to improve a good time, each will also have at least one intentional hidden demo trick and be playable from a pistol start (without lumping loads of ammo at the start of each). But to go with the megawad theme each level crosses over into the next with areas of other levels occasionally visible from the current one as well as series of "hub" levels later on. Sounds ambitious, i know, just remember that i plan to keep the level sizes down!

so far i've done a lot of work on the monster set, no drastic changes have been made really (i.e. they all have a doom feel) but some are different. i wont post spoilers on the monsters here though so you'll just have to wait, but dont expect to be too blown away. also the theme (and title) of the megawad will tie in slightly with the weapon changes, basically two new melee weapons replace the fists and chainsaw (indeed there will be no "beserk" because of this) but don't worry as you'll only be forced (though ammo WILL be available for the pistol and the shotgun) to use these in the first 6 levels (until the first intermission screen).

i plan to alpha (gameplay not graphics) and beta (full package) test these but it'll be a while until i get to that stage. keep an eye out in the wads and mods section on the doomworld forums.