Burland v0.6 (GZDoom)

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Published on ● Video Link: https://www.youtube.com/watch?v=-_aZscitj58



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Burland Castle from Dragon Warrior IV Chapter 1, in GZDoom (Made in Ultimate Doom Builder and Slade 3)

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I think most of what's going on here is self-explanatory. You're Ragnar, and you're lined up with your fellow soldiers ready to receive your assignment. The imp-chancellor tells you to wait for the king, as he'll be here to talk to you in a second. And then the Baron-king gibs the soldier in front of you with hellfire. You freak out, and the moment you move, the chancellor and soldiers all aggro on you as well. There is no narrative explanation for any of this.

The front door is locked with the blue key so that you have to explore the castle. The castle treasury is locked with the red key, which is hidden in the armor shop. The door leading up to the outer wall only opens after the Baron is killed. Some of the dressers have items hidden in item (more than the single herb in the original game).

Once outside, you just need to walk out of town and the level ends. Cool. For 100% secrets, you need to find the red key in the armor shop (the awful girl outside the armor shop DOES NOT MOVE so you can't just jump over the counter) to access the castle treasury. You also need to jump the item shop counter and hit a switch (whose texture I'm proud of) to gain access to the computer area map in the castle library, grab the megaarmor out of the moat, and kill the Baron to get access to the outer wall. On UV, you only have a shotgun and a berserk pack to fight the Baron with, but lower difficulties put a chaingun and a Super Shotgun in the treasury.

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I spent about the last two weeks making this, and there's still more I wanna do on this map, but I'm taking a break for now. The "shelf" scripting in particular needs more work; you need to step away from the shelf before it can teleport the item on top of you. I'll have to ask on the ZDoom forums for advice on how to improve it.

There are still a few more sprites/textures I should create or touch up; I'm still not happy with how the tables or well look. The well in particular should be linedefs instead of a sprite. In general, more decorations would help.

I don't know if I would change the weapons and enemies to be DQ themed; I kinda like the current mix of Doom and Dragon Warrior IV that's going on. I also don't feel too strongly about whether or not to allow GZDoom features like free-look and jumping. I was against them, but before I figured out how to disable them in MAPINFO I got used to having them, and rocket jumping with free-look is just so fun.

I might continue working on additional maps after the holidays to see how much I can get done before DW4's release anniversary, because that could make a good stream.

I probably won't release this WAD unless I at least finish Chapter 1.