Tango Posted October 22, 2023 (edited) >>>> DOWNLOAD GODLESS NIGHT RC1 <<<< (Google Drive mirror here)(last updated 11/29/2023) Godless Night is a GZDoom episode built with the Supercharge gameplay mod. It features very light hub elements, loads of (mostly subtle) Castlevania inspiration, and plenty of secrets to find - especially for challenge-enthusiasts. A Doom 2 IWAD (purchasable here on Steam) and GZDoom 4.0+ are required (no Zandronum compatibility yet, sorry D:). Hardware-accelerated rendering mode is strongly recommended, both for visual and performance reasons. ⚠️⚠️ Continuous play is required! ⚠️⚠️ HOW TO PLAY: With Doom 2 installed somewhere on your system, drag and drop the Godless Night pk3 file onto GZDOOM.exe, or use your favorite Doom launcher instead Jumping and crouching will break the maps and are disabled by default Mouselook/freelook is recommended, but not required GENERAL INFO: Supercharge mod built in - featuring new enemies, reloading weapons, de-randomized monster and player damage, along with extra frills like bullet casings, terrain splashes, and more. Check the Supercharge thread for more details. A wide range of difficulty settings that should hopefully give all level of player a surmountable challenge. However, Godless Night does not pull punches from the start, so some Supercharge familiarity is very helpful. It is recommended to not start on the highest available difficulty (Extreme) for your first playthrough unless you are very confident in your skills (or patience). Includes guest maps from the excellent @reflex17, @RonnieJamesDiner, and @Aurelius! SCREENSHOTS: Spoiler TODO: Spoiler Automap cleanup in one map Finish some half-baked, not yet added goodies for Ruin mode Minor fixes and balance changes depending on feedback CREDITS: Spoiler @reflex17 for The Royal Chapel map, and writing the intro text crawl @Aurelius for Gardens of Mechanus map, playtesting, various resource tweaks and suggestions @RonnieJamesDiner for Tower of the Night Seer map @Helm, @Daerik, @EduardoAndFriends, @ShakarAtar, and @Breidr for playtesting naom for menu and HUD graphics Ultra 64 the new glove spritework across all weapons @Phoenyx for fixing the looping on several midis For a full list of credits, see the CREDITS lumps inside the pk3. VERSION HISTORY: Spoiler 10/22/2023 beta 1 10/22/2023 beta 1b fixed inaccessible secret in Gardens of Mechanus 10/29/2023 beta 2 Disallowed vertical rocket jumping Buffed minigun by decreasing windup, and allowing action out of cooldown sooner Fixed bugs across nearly all maps - 100% kills/secrets should be doable without cheats Overhauled several fights in Ruin mode to be more distinct from their non-Ruin counterparts Increased resources in a few places to reduce the chance of unwinnable situations Added hub return portraits in what was previously a point of no return (including on Ruin mode) 11/29/2023 Cleaned up automap on all but 1 map Made a slew of bugfixes across the maps, mainly to prevent easily cheesing some encounters Added proper skill description to Ruin mode once unlocked Slightly nerfed the strength of one super secret Edited November 29, 2023 by Tango 122 Share this post Link to post
OverflowingMocha Posted October 22, 2023 Pardon me but, holy shit. So much good stuff coming out this month, damn!! Super excited to try this, after all Paradise is the first ever mapset I've ever played... So seeing this makes me super happy. 4 Share this post Link to post
Bri Posted October 22, 2023 I'm gonna play this a bit later. It looks incredible! 2 Share this post Link to post
lgdoomworld Posted October 22, 2023 Here goes one more wad to my "to play" list! The art looks amazing, clean and colorful :) 3 Share this post Link to post
Terminus Posted October 22, 2023 Oh hell yeah brother. Gonna play this as soon as possible. 2 Share this post Link to post
Sapfiar Posted October 22, 2023 (edited) Hell, yes! How long have I been waiting for this, my friend. this is a great mapset. You guys have done an amazing job! Edited October 22, 2023 by Sapfiar 2 Share this post Link to post
EduardoAndFriends Posted October 22, 2023 YEEEEAH MAN! This was an absolute joy to playtest for you. Anyone who plays is in for an unreasonably good time. Yeeee! 😎 4 Share this post Link to post
Biodegradable Posted October 22, 2023 Congratulations on finally finishing a beta, Tango! I know you've been working on this sucker for quite some time. I look forward to playing it! :^) 5 Share this post Link to post
Egg Boy Posted October 22, 2023 Love to see it, been seeing screenshots of this forever. 4 Share this post Link to post
Tango Posted October 22, 2023 (edited) thanks all :D just updated the OP with beta1b, which contains a fix for an inaccessible secret in the first map Spoiler Edited December 1, 2023 by Tango : reinserted header image so this would hopefully be the thread preview instead of the one from Scuba Steve lol 5 Share this post Link to post
Breezeep Posted October 22, 2023 Been looking forward to this one! Congrats on getting the beta out! 2 Share this post Link to post
Catpho Posted October 22, 2023 Quote Off-topic but reading this suddenly makes me think how awesome a Tango/Aurelius/RJD collab would be. Your styles synergize well, I feel :D Hey, dreams come true! I played through Aurelius's map (Part 1, Part 2, Part 3) on the "Tough" setting. I only decided to record on a whim when I've already made some progress, but there should still be a substantial chunk of gameplay recorded. I do want to mention that in the Part 1 video during the soulsphere + baron crusher fight at around 9:34, I think I was cheesing the fight by camping in one corner considering how many moving parts there were. Otherwise badass stuff. As a side note, I do wanna ask if I'm setting up the lighting correctly, especially concerning the Gallery map (you can see what it looks like on my end at 6:21 in my Part 3 vid). Always wanna be sure with levels that use a lot of darkness on GZ. I use the "Dark" lighting setting on GZ 4.10. 6 Share this post Link to post
Tango Posted October 22, 2023 (edited) 14 minutes ago, Catpho said: Hey, dreams come true! haha I've smirked each time I've gone back in that thread and seen that comment ;D thanks so much for the videos!! re: the corner, I started doing basically that strategy early on, so I guess it's sort of intended? or permitted, at least, though I don't want to speak for Aurelius. re: lighting, I don't think it looks remarkably different for me either - maybe bringing the brightness up on the map a bit would be warranted? I might have my gamma a bit higher than yours though. the lighting mode should be enforced to Vanilla via mapinfo, however edit: lol @ the rev skull on a pillar in part 3 Edited October 22, 2023 by Tango 3 Share this post Link to post
A.K. Posted October 22, 2023 Ahhh this looks beautiful. Ill be sure to download this and power up my desktop just to play this hopefully this week. "What a horrible night for a curse..." 2 Share this post Link to post
Geniraul Posted October 22, 2023 I love the preview text of the extreme difficulty 😂 From what I've seen so far, this mapset looks amazing and has some interesting gameplay features, will definitely check it out more! 2 Share this post Link to post
A.K. Posted October 22, 2023 (edited) I had the quick opportunity to play the first map (Map lump name MAP03 - Gardens of Mechanus) on the MEDIUM difficulty. The 3D hardware rendering certainly allows the map to have more depth than what you would normally see in maps that aren't allowed to make stacked sectors. The 3D floors really allow a castle environment to come to life. The weapons mod is a nice new balance as well, I've never really messed with weapons mods before so this seems refreshing. Map gameplay spoilers below. Spoiler I was stymied by the lesser cyberdemon in the center many times. That was a pretty good design choice in making the rocket lord turret be the center focus because as a player you're not sure if you should take out the cybie first or not since it could be used as a turret to destroy any oncoming enemies. Anyway, when I have more time, Ill be sure to check out the rest of the set. Cheers 3 Share this post Link to post
Scuba Steve Posted October 22, 2023 Royal Chapel. Assuming the sprites aren't modified to use the new palette. 2 Share this post Link to post
Rex705 Posted October 23, 2023 Looks really cool can't wait to check it out. 2 Share this post Link to post
Velvetic Posted October 23, 2023 Just completed my first playthrough on medium, excellent mapset throughout. Congratulations to everyone involved! Here's some stuff that I noticed while playing (on GZDoom 4.11): Spoiler MAP04 - Iron Blue Intention: Every single health bonus secret give a script unknown after picking them up. ------------------------------------- MAP07 - Tower of the Night Seer: This bit of the map has no projectile collision while looking like there is, which made me lose a bit of health after trying to use it to dodge a revenant missile. ------------------------- MAP08 - Royal Chapel: This small window is marked as a secret, which makes this map impossible to get a 100% without cheating. --------------------------------------- MAP10 - Last Dance with the Devil: This bookshelf is interactible from the outside after passing through the corridor for the first time. I would also suggest either a way back to the hub from MAP10, or a text saying that MAP10 is a point of no return, since this could prevent the player from getting 100% without prior warning. 7 Share this post Link to post
TJG1289 Posted October 23, 2023 Man, I've been in a little bit of Doom burnout the last couple months, but this could bring me back in. Supercharge is a cool mod, the WAD description sounds interesting, and the screenshots look amazing! 2 Share this post Link to post
Scuba Steve Posted October 23, 2023 Quote Credits: @Helm [...] for playtesting Not the same @Helm that used to frequent an old forum for pixel artists, is it? 2 Share this post Link to post
Fabricator Posted October 23, 2023 Let's go! Been waiting for this project to drop for a minute now. Big fan of Supercharge and more maps tailored specifically for it's brand of gameplay is always a good thing :-) Diggin' the gothic / Castlevania vibes that these screenies are givin' off - looking forward to firing this one up and blasting thru when I have a spare moment! 3 Share this post Link to post
Matt Eldrydge Posted October 24, 2023 Just got started playing this and I'm surprised by just how nice everything is. The textures are amazing, the maps are downright gorgeous and the casual difficulty feels perfectly balanced - I particularly like the touch of saying which WADs correlate with Godless Night's difficulty levels! I've played some pretty hard maps in my time, but I never actually beat Ancient Aliens, so Plutonia was the next best thing. :) Great job, all in all! The team did a fantastic job with this project! 3 Share this post Link to post
Bridgeburner56 Posted October 24, 2023 Well, I think I've found the project that'll break me out of my Doom player drought. 5 Share this post Link to post
Tango Posted October 24, 2023 On 10/23/2023 at 8:21 AM, Scuba Steve said: Royal Chapel. Assuming the sprites aren't modified to use the new palette. lol how did you catch this. appreciate it though, fixed for the next version! 10 hours ago, Scuba Steve said: Not the same @Helm that used to frequent an old forum for pixel artists, is it? the very man himself! On 10/23/2023 at 12:17 PM, Velvetic said: Here's some stuff that I noticed while playing (on GZDoom 4.11): thank you so much for all this! fixed a lot of these for the next version, which I will probably put out in the next day or two. I will also add a way back from the end like you suggested, dunno why it didn't occur to me before thanks again all :D 2 Share this post Link to post
Scuba Steve Posted October 24, 2023 You'll appreciate this; I saw them while running down the long hallway and they had a purple glow to them... at first, I thought they had a purple outline applied to them in order to resemble the player sprite in 'Harmony of Dissonance.' I had to noclip and fly over to them to confirm if this was true. 2 Share this post Link to post
Vile Posted October 25, 2023 Amazing set, instantly became my favorite to utilize Supercharge and I'm tempted to give it yet another playthrough after finishing it twice. The ruin mode felt like enough of a new experience to make it worth a second run as it is. Excellent work! 8 Share this post Link to post
Jerem Posted October 25, 2023 What I checked out last night of the first level was absolutely incredible. If I find more time before packing my computer for my flight I intend to really dive into this. 3 Share this post Link to post