The first release of The City of the Damned: Apocalpyse has hit the crowd on the 1st of November 2007. That's quite a long time to be honest. It was well received and still is one of the must-play-classics but it didn't age too well. In the past two years I didn't release anything new after finishing Blade of Agony but I remastered a few older releases that I thought of deserving it, like Austerity, Sapphire or The City of the Damned. For the second part of the series, I avoided working on it for a while because I found it too difficult to realize my own ideas without too much help. Fortunately though some well-known people from the communt like Blue Shadow, Nash and Ozymandias decided to join me and since about half a year we are concentrating on this very special remaster. So, what can you expect?
- An extensive overhaul 3 years in the making
- Combat tweaks with punchier weapons
- Improved gore effects
- A journal to keep track of your objectives, as well any letters you've found
- A new, custom font to improve readability
- New areas to discover (city cistern, camping site, swamp)
- Expanded areas (new rooms in buildings, new shortcuts to avoid backtracking)
- New puzzles and quests
- A new item to help you anticipate the impending nightmares
- Unique ammo types for all weapons
- Fully localized text
- Improved user interface for reading letters
- Improved grammar and language
- High resolution letter images
- Revamped monster cast (improved enemies, new enemies)
- Short introduction cutscenes for bosses (skippable)
- Final boss variants depending on whether you choose the Path of Doom or the Road of Blood
- New final boss battle music
- New fullscreen HUD and a slightly customized alt HUD
- Judicious use of shaders for some sprites, and post processing
- Toggle-able fog and snow effects
- Optional weapon sway and strafe-tilting
- Voxels for some static decorations
- Converted most doors into Polyobjects for increased realism
- Faux volumetric lighting effects
- Displacement maps
- Widescreen support (21:9)
- Animated TITLEMAP instead of a static graphic
- Full color sprites and textures
- Actor optimization and massive scripting cleanup
- Full coop support (GZDoom multiplayer only; not Zandronum)
- Special: Finally you can visit the barn from the original TITLEPIC ;)
That's quite a lot, isn't it? For further details and the latest content, just feel free to check the GitHub repository. Stay tuned for more media soon!