Torment... The souls of the living are about to clash, in this multiplayer shooter. Designed with Doom in mind, and gameplay aspects of Doom. Hellheim Studios brings you Torment. Currently trying to bring you the best experience of Doom there ever was. Doom 1 and 2 brought back to life in this insane twitch shooter. Be sure to watch out for this game... as your time in the arena will come soon.

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So, we've been working on some pretty interesting things here at Hellheim, and the CC community. And it seems we've left out some information for the community/watchers. Well I'd like to start off by explaining this for the people who are continuously saying "This is like Sauer I don't get it" etc. Well lets start off by saying this, no it is not like sauer(CUBE 2). If you choose to compare it to that, go for it. Sauer, doesn't have a Lua scripting front-end, which CC has. The key thing is Cubescript is being replaced by Lua. Entirely.

We will also be using IQM (Inter-Quake Model (IQM) Format) as a standard, special thanks to eihrul for establishing that format.

Lastly on the technology front, we will have it so Torment, can read straight from an Archive. Instead of the old Cube method. What we mean by this is, would be Cube 2 reads the .ogz (map format) and pulls the configuration from from the same name as the map, but it's a .cfg (map configuration file), in Cube 2 that's where all the special textures level defined are declared for the game to pull. How ever, with the technology we're using, Torment will be able to open an archive (pk3, zip, rar etc.) where it could house the textures, configurations, and of course a set of maps etc. Making it easier for the user to share user created content.

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