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Description The second public prototype of Ground Zero has been released!
In this mod, you begin somewhere in the area surrounding Springhill, which is occupied by a hostile force of raiders. Each time the map is loaded, you will find a different city in front of you: the size, appearance, and location of structures; the number, strength, and position of enemy fighters; the composition of barricades and furniture; the possibility and distribution of weapons and ammunition.
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What's new:
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Prototype 2's main showcase is a demonstration of our early constructor toolset. Constructors can be placed like brushes in the Doom 3 editor, which at runtime then spawn complex groupings of other entities (such as characters, walls, lights, debris, weapons, other props, and even other constructors). These entities can inherit determinate and randomized attributes from their constructor, but function as discrete objects once spawned. Combined with Doom 3's dynamic capabilities, constructors can be used to generate things as simple as a single wall or randomized items on the floor, to entire cities complete with interactive props and characters.
Also new in this release are a number of combat system improvements. The crosshair has been fixed to always indicate precisely where the character is targeting, and there are now visual indications of projectiles that are deflected or absorbed by armor. Most significantly, target visibility now impacts an attacker's chance to hit; even partial cover or simple angling of the body offers some protection. Luckily nearly every object in the environment is moveable, so look both ways before crossing the street and take some cover with you!
Lastly we are of course showing some of our new architectural models and designs, sound effects, and music. Please be patient until we replace the Doom Guy and zombies with new, highly customizable characters, which should start to make an appearance in our next release.