Sonic Robo Blast 2

This is a trailer for Sonic Robo Blast 2 ver. 2.2.

SRB2 is a mod for Doom that creates a unique 3D Sonic game in the style of the older games. Honestly, it’s probably the best Sonic has ever been in 3D. That doesn’t mean it’s perfect (3d Sonic sets a low bar). The controls have always been too slippery for my liking which makes precision platforming a pain.

It’s nice to see this mod getting some love. It’s over two decades old (originally created in 1998), and it was a technical marvel (for the Doom engine) when it came out. The new release looks like it has added a lot of impressive new effects (destructible terrain using polyobjects!) and I’m looking forward to trying this.

Heretic: Advanced Mapping

For fun and to brush up on my GZDoomBuilder skills I decided to recreate a major location from the freeform RPG I’ve been running on and off for the past 3 years.

There is a LOT of artwork of the various characters.

I really wanted to practice with GZDoom exclusive features more and hopefully this will help me learn some new tricks (the dynamic light shown in the above pic is the first time I’ve ever tried using them).

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The level itself is a small witch’s tower at the edge of a vast forest. So far I’ve only finished the cellar area.

Because Heretic has so few resources I’ve had to add stuff from Hexen and Realm667. After testing out my work in progress I do regret not simply using Hexen as the base, given that the combat feels closer to what I want and there’s so many textures and options available from the start.

Below are some pics from my test map where I’ve been testing out new sprites, animated textures, and monsters. I can’t begin say how proud I am for figuring out how to emulate the Wendigo’s fragmenting ice attack outside of Hexen.

Not only did I get the Wendigo’s attack working, but I’ve also edited the terrain files so that characters sink into mud and create splashing effects as they move in water/slime/mud.

I’ve even managed to create PolyObjects – swingable objects (in this case, a door that creates an ominous creak and slowly opens – this is no mean feat in an essentially 2D game engine based on static sectors).

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