[Project] [BUMP] Sect: Redeemer

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JacKThERiPPeR
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[Project] [BUMP] Sect: Redeemer

Post by JacKThERiPPeR »

Hi there, I've got an interesting idea to convert it to project. It is about an original story of the fight versus a mad spanish monk called Juan Erroto, who tries to conquer the world with supernatural and infernal powers. Sounds crazy, huh? Well, I'll do the largest thread I've ever made just to show what is it about.

Some info (as a reply to Skippy):
1. Actually, I'm looking for a kind run-and-gun gameplay with hordes of spawning creatures and hordes of monsters, but not so stunning. There are moments that the bosses need some tricks to be killed (like Juan or that huge demon). Also, in the first level, I would like to say that it needs a COD2-like thing. It's a real battle.

2. The mapping style is going to be really realistic. In the first levels there should be a "huge room" feeling, like you were in the street, but in further levels, it gets more claustrophobic, until the 2 final bosses, where the room should be big enough to strafe.

3. Did you read Hellboy? Or have seen the movie? I'm looking for that, to make a sinister feel to the further levels. The more advanced, the darker it gets. Actually, the final levels is based on something like this:
http://www.youtube.com/watch?v=j8bUs0eqHYY
And the first playable level should be something like a realistic city.

4. A beta should be done for each 3 months. Each version shall be made in that period or less, until the final version that will be uploaded to idgames.

The plot is set on contemporary age, something after War on Irak.

And I compile everything on the WAD.

NO DEAD END.

First some bits of background story:
Spoiler: Open...
Now, I'll tell you the avaiable spots out there, and the references that you would need to make the content.

Sprite Artist: Being a sprite artist, you should make sprites for the project and give them to me as this: you should name each sprite like every sprite lump does, i.e.: JUANA1, JUANA2A8... This saves time to load in XWE for me. There are sprite resources under this thread. Weapons are included.
DECORATE Coder: If you are a DECORATE coder, you should make the code basing on the resources. There's a special section for DECORATE resources under all this text. Weapons are included.
Mapper: Make maps. That's simply enough. Map lump names are under this text, as the Mapping resources do.

Well, I can't believe I wrote this! Now here's a list of the mapping spots, the crew and the resources. See ya soon!

MAPS:
TITLEMAP: JacKThERiPPeR
INTRO: JacKThERiPPeR
MAP01: JacKThERiPPeR
MAP02: JacKThERiPPeR
MAP03: JacKThERiPPeR
MAP04: JacKThERiPPeR
MAP05: JacKThERiPPeR
MAP06: JacKThERiPPeR
MAP07: JacKThERiPPeR

Crew:
JacKThERiPPeR - DECORATE

Resources:
Spoiler: Sprites
Spoiler: DECORATE
Spoiler: Mapping
End of Resource list.
Last edited by JacKThERiPPeR on Thu Apr 12, 2007 7:58 am, edited 30 times in total.
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Skippy
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Post by Skippy »

Jack, what are YOU going to be doing?
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JacKThERiPPeR
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Post by JacKThERiPPeR »

Skippy wrote:Jack, what are YOU going to be doing?
I'll be doing some mapping for example, and DECORATE.
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Skippy
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Post by Skippy »

Are you going to be using custom textures and music? What about custom weapons? The 'sea creatures' idea sounds like a good excuse to introduce some unorthodox weaponry to take them on with...
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JacKThERiPPeR
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Post by JacKThERiPPeR »

Skippy wrote:Are you going to be using custom textures and music? What about custom weapons? The 'sea creatures' idea sounds like a good excuse to introduce some unorthodox weaponry to take them on with...
Sorry for all the misinformation... I think I need to reedit the thread on something.

I'll use custom music, but almost all textures come from DooM 2. There will be custom textures, custom weapons... And about the sea creatures, they can be killed with ordinary weapons.
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Skippy
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Post by Skippy »

Could you also elaborate a bit on the following:

- What kind of overall gameplay are you aiming for? Are we talking huge run-and-gun battles against hordes of cannon fodder or a more intelligent fight against harder enemies, where you have to pick and choose your moment to attack?
- On a related note, is the mapping style going to be resolutely old-school or are you striving for a more modern feel? Claustrophobic room-by-room clearing or arena-style gorefests?
- What kind of aesthetic are you going for? Sinister gothic? Tounge-in-cheek? Futuristic? Satanic? You call it. If you can decide this now and stick to it, it'll make the overall project feel a lot more consistent, instead of just looking (and playing) like a randomly-thrown-together collection of resources.
- Best of all, what time period are you looking at?

Of course the answers to the above questions are not the be-all and end-all, it's always best to vary the approach and gameplay as much as possible. But giving a good deal of thought to the overall design is vital if you don't want this to end up as yet another half-assed newbieish effort. If you can give me more info I may consider signing up for music/titlemap/cutscenes/HUD/menus and other presentational aspects.
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JacKThERiPPeR
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Location: España / Spain

Post by JacKThERiPPeR »

Skippy wrote:Could you also elaborate a bit on the following:

- What kind of overall gameplay are you aiming for? Are we talking huge run-and-gun battles against hordes of cannon fodder or a more intelligent fight against harder enemies, where you have to pick and choose your moment to attack?
- On a related note, is the mapping style going to be resolutely old-school or are you striving for a more modern feel? Claustrophobic room-by-room clearing or arena-style gorefests?
- What kind of aesthetic are you going for? Sinister gothic? Tounge-in-cheek? Futuristic? Satanic? You call it. If you can decide this now and stick to it, it'll make the overall project feel a lot more consistent, instead of just looking (and playing) like a randomly-thrown-together collection of resources.
- Best of all, what time period are you looking at?

Of course the answers to the above questions are not the be-all and end-all, it's always best to vary the approach and gameplay as much as possible. But giving a good deal of thought to the overall design is vital if you don't want this to end up as yet another half-assed newbieish effort. If you can give me more info I may consider signing up for music/titlemap/cutscenes/HUD/menus and other presentational aspects.
1. Actually, I'm looking for a kind run-and-gun gameplay with hordes of spawning creatures and hordes of monsters, but not so stunning. There are moments that the bosses need some tricks to be killed (like Juan or that huge demon). Also, in the first level, I would like to say that it needs a COD2-like thing. It's a real battle.

2. The mapping style is going to be really realistic. In the first levels there should be a "huge room" feeling, like you were in the street, but in further levels, it gets more claustrophobic, until the 2 final bosses, where the room should be big enough to strafe.

3. Did you read Hellboy? Or have seen the movie? I'm looking for that, to make a sinister feel to the further levels. The more advanced, the darker it gets. Actually, the final levels is based on something like this:
http://www.youtube.com/watch?v=j8bUs0eqHYY
And the first playable level should be something like a realistic city.

4. A beta should be done for each 3 months. Each version shall be made in that period or less, until the final version that will be uploaded to idgames.
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JacKThERiPPeR
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Post by JacKThERiPPeR »

Updated with more resources, this time about Zombies. Zombies should be something like conventional Zombies, leaded by a Zombie mini-boss.
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Skippy
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Post by Skippy »

I'm going to have a playaround with a zombie-infested city type area. Are we talking Raccoon City-style carnage here? And what year is this set in?
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Skippy
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Post by Skippy »

I'm going to have a playaround with a zombie-infested city type area. Are we talking Raccoon City-style carnage here? And what year is this set in?
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JacKThERiPPeR
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Post by JacKThERiPPeR »

Skippy wrote:I'm going to have a playaround with a zombie-infested city type area. Are we talking Raccoon City-style carnage here? And what year is this set in?
Sure it is. We're set in something near today, just after the War on Irak more or less.
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Skippy
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Post by Skippy »

Alrighty. I'm going to use Tormentor667's 'Too Much Brown' texture pack for the city. Going for ransacked buildings, debris all over the street, broken windows, barricades, fires, power cuts, that sort of thing. What's the objective in MAP01, and what needs to take place in the intro?

I should be able to have something for you by the end of the month. I'm currently signed up to another project so it may be a case of give or take a day.
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JacKThERiPPeR
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Post by JacKThERiPPeR »

MAP01 should start in an army truck, with other marines. Just make for that some chit'n'chat for the truck scene. When the truck opens, someone stares at the zombie army and asks "what the hell is that!?". The player should advance through the city until they meet the zombie mini-boss. Objective is simple: detect some kind of origin of the invasion and eliminate every opposing force. Just like in MAP02 or MAP03.

As for cinematics, you should do something like 8-bit SNES action games, like Saturday-Night things. Seen Action DooM? Maybe the first cinematic should be enough for you.

As for the intro, make it as a normal gameplay. First, a cinematic like I told before, telling a bit of Juan's story and so. Now, place yourself on the island where the nazis have their Project Eden, with the cathedral in ruins and banners and so much. If you have seen the Hellboy Movie, maybe this will be useful. Place some WWII marines in the island approaching the campment, with a kind of a portal in the campment, then Juan talks some "romantic" lines with that femenine disciple of him and make something like Hellboy's Rasputin's Portal scene. Juan opens the portal and you can see something through it. Marines attack the campment (start with something, like a grenade) and defeat Juan destroying the portal. If I'm using too much DECORATE stuff, you'll excuse me, but Juan gets attracted to the portal bit by bit until he flies to it and dissapears. That's the intro.

Whoa, I can't believe I wrote this! I'm going to put this on the resources.

Lemme pick MAP05, please...

And I'll compile everything in the WAD.
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JacKThERiPPeR
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Post by JacKThERiPPeR »

Last updated with info about the two disciples of Juan: Muller and Agatha.
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JacKThERiPPeR
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Post by JacKThERiPPeR »

Updated and bump.

EDIT: One more thing, tomorrow I'll not be at home, so care my thread tomorrow if you can and keep it alive so I can see it without changing of page.
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