

Using free-look will ruin some of the visual tricks used in maps, you've been warned! Jumping and Crouching are disabled, but free-look is optional. Maps are all tested from pistol start, although minor consideration was made for continuous play with regards to progression through individual maps.

#OPENGL 4.7 MODS#
Therefore, the usage of mods that modify any monsters is strongly discouraged, as there is a decent chance you will break the game. Some maps require these modifications to remain intact in order to operate correctly. Judgment uses heavily modified resources and Dehacked to significantly modify monsters. Open Graphics Library (OpenGL) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. GZDoom 4.7.0 and Woof! 7.0.0 should also work completely.
#OPENGL 4.7 SOFTWARE#
There might be incongruousness between texture alignment in some places between software and openGLįor the best experience, use DSDA-Doom 0.22.0 or newer, with -complevel 21 if running from the command line or recording demos. MAP26: Rendering issues near the plasma rifle on GZDoom using the Softpoly render engine MAP07: There is a potential crash in GZDoom 4.7.1, reason: unknown MAP06: Some railings don't have proper blocking flags set, going through can cause a softlock With the recent release of the MBF21 standard, the Dehacked was rewritten entirely once again into it's final state, and the maps were modified to take advantage of the new features. Originally the project was targeted at Boom compatibility with a few minor Dehacked edits, but was eventually lifted to MBF compatibility to allow for more extensive changes.

The first map was made in the summer of 2013, and the final map was completed in the fall of 2021. I believe this project somewhat represents a timeline of my mapping style as it has evolved over the last eight years. Think Plutonia painted with a modern brush. Between the various set-pieces is a healthy amount of incidental combat to keep you on your toes. Conversely, the harder you push the harder it will push back, and sometimes knowing when to pull out is the best choice will mean the difference between dying and getting through. The gameplay is centered around pushing and pulling you into different situations to which you have to use your skills to respond. Judgment focuses on two facets of gameplay: pressure and set-pieces. Please report any issues so they can be resolved! Other source ports that support the standard should work as intended, but haven't been tested. Every map was tested in DSDA-Doom 0.21.3 and GZDoom 4.7.0 using hardware rendering. This project uses Doom 2 as an IWAD and requires a source port that supports the MBF21 standard. Deathmatch support is implemented, but remains completely untested. All difficulty settings as well as multiplayer are implemented. Judgment is a 33 map megawad that makes extensive use of Dehacked features to modify existing monsters and implement new monsters and mechanics. After 8 years of (on/off, slow) development, it's finally ready.Īnd now, after another month of public testing and long nights on my end, the project has still not been finalized because we found more bugs!
