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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...
Spoiler: Background
Juan Erroto, a spanish sectary that worked in the Spanish Civil War and the World War II with Hitler and Franco, returns from Hell after some kind of "incident" in World War II. He decides to take the entire world with masses of undead warriors, quakes, raining fire and so much he thinks of. A marine's (you) wife was dead because of his disasters, so you, the marine, take revenge of him, as with other marines that try to stop him just for trying to destroying Earth. Will you survive?
Spoiler: About Juan Erroto
Maybe from unknown origin, Juan Erroto was born in Bilbao, in 1895. His family left him in the Vasque Mountains seeing that he's going to be dangerous for the entire humanity (for now, the actual cult to God was Catholic, when Sabino Arana was alive, and one more thing: the monk who baptized Juan is kinda a believer of Sabino). Then it seems that someone picked up Juan and from his childhood, IT cared him, fed him, teach him and let him go by his own in search of something: a call from the Elder Gods (this includes Cthulhu, Shub Niggurath, Cthon...) to join them to destroy what buried them in the depths of Earth. But after some years (he arrived at an unknown Elder Temple when he was 22 and now he's 45), some guys called him to fight with Franco, as a tool to defeat the Republic in Spain. When Franco won, the nazis saw that he was useful, and "stole" Juan to let him work for Hitler in the Third Reich.
Actually, the experiments were various. From a mutant gorilla to the head of Mussollini (the Ocultist war of WWII DIDN'T END until two years later of Mussollini's murder). Now, the main experiment is Project Eden. Juan Erroto will open a portal to wake up the Elder Gods, and let the new Eden rise from the ashes. BUT, problems begin: a team of U.S. marines in the project's enplacement (it seems like an unknown desert island with a cathedral in ruins inside, that nobody founded or named) attacked the nazi campment and destroyed the portal. Juan died in a horrible death, entering the remains of the portal that closed upon them.
Now Juan had 2 disciples: Agatha (a nazi woman converted to his sect) and Muller (another dead nazi, converted to the undead during the final years of the Ocultist War). Now, Agatha went to the ancient temple where Juan has prayed before the Spanish Civil War, and resurrected him...
Spoiler: The Marine
Howard Steve. Marine of the U.S. forces during the first war against Irak, now married with his wife Serena Jones, and with children. One day, he was going out home, when suddenly, his home with his wife and children inside, burnt in flames. This was Juan Erroto, but actually one of his punk disciples made it for him. When he was sentenced to prison, the only words this punk fuck said were: "Juan... Erroto...". Now Howard seeks revenge on Juan Erroto, trying to save the world from him with other marines.
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!
Spoiler: Zombies Replacements and Zombie Mini-Boss
Alternative to Zombie Mini-Boss:
Spoiler: Random Final Bosses (or demons)
Cthulhu:
Chthon:
Shub Niggurath:
Spoiler: Agatha Mini-Boss
+
Let her have a Rocket Launcher.
Spoiler: Muller Mini-Boss
+
KNIFE CLEAVED ON HIS HEAD!!! SHOULD BE USED FOR WEAPON!!!
Spoiler: Zombie Lord (Boss)
Spoiler: DECORATE
Spoiler: Juan Erroto
Multiple attacks as possible.
LIGHTING
FIRE WALL
When dead, spawn a Random Demon Seed (like a squid baby or something).
Spoiler: Imp Replacement
Imps should climb ceilings, floors and walls if possible. Should be fast.
Spoiler: Zombies and Zombie Mini-Boss
Zombie mini-boss should be fast and destructive.
Zombies only have melee attack.
Spoiler: Weapons
The Warrior Pistol should be quite faster than the Doom pistol.
The M4 Rifle should be like the Counter-Strike one: fast and precise, but with low damage each bullet.
The Rocket Launcher should be like the Half-Life 2 RPG. It should throw the rocket, and the rocket leaves a trail of dense smoke after a few seconds of gravity weight. This means, first a few seconds of gravity and then no gravity at all and smoke.
The DeathSphere should be like the Bloodsphere in Zen Dynamics, only that it throws souls randomly. As for the damage taken by the player by using it, keep it the same as Zen's Bloodsphere, more or less.
SEA ZOMBIES ressurrected and made by Davy Jones-like chief. ARCHI-VILE LIKE RESSURRECTION.
PLAYER IS NOT BUILT IN DECORATE: USE PLAYxxxx SPRITES!!!
Spoiler: Random Demons
Should be all fixed to the floor.
Cthulhu: Let him make:
SHOCKWAVES:
GRABBING AND THROWING:
Chthon: Let him make several types of fireballs.
Shub Niggurath: Let him spawn several monsters.
Everyone can be killed via telefrag.
Spoiler: Agatha and Muller
Agatha, as obvious, should have to launch rockets as usual.
Muller has to be very fast, even jumping and climbing, and should attack with a knife, making mortal attacks on the player.
Spoiler: Mapping
Between each map there should be a cinematic. No intermissions.
TITLEMAP:
Conventional arcade introduction. Something like Zen Dynamics, but not focusing on Earth, just focusing on that Island where Juan should be inside.
INTRO:
Make Juan, whenever the player sees the nazi campment, to shoot a beam at the portal location. PORTAL BLOCKING!!!
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.
MAP01:
A zombie infested city. Mini-boss: Zombie Chief.
Use Action Doom's first level as reference. Plus a cinematic intro made of images. You have a marine team. The mini-boss is a giant zombie, kinda like an abomination from Warcraft III or WoW. This is a kind of an invasion of zombies through all the city.
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.
MAP02:
A destroyed city full of zombies and imps. Mini-boss: Muller.
Suppose your team has been lost and stranded after MAP01. City more destroyed than before. A few zombie mini-bosses. A lot of zombies and iimps.
MAP03:
A piece of street/Suburbs. No Mini-Boss
First encounter with Juan!!! First Boss is the Zombie Lord (not the same as Zombie Mini-boss)!!!! Same than MAP02, but no zombie mini-bosses.
MAP04:
An island with a cathedral on ruins. Mini-Boss: Sea Zombie Captain.
A ship goes to the island of Project Eden. It lands and some sea creatures appear. (SEA ZOMBIES) When the Sea Zombie Captain is killed, then proceed to open the secret passage to MAP05.
MAP05:
Cathedral's inside (crypts, catacombs and stuff). No mini-boss.
Second Boss is Agatha!!! Introduction passage!!! (This means, to kill more monsters in a passage and killing all the marines before fighting him)
If Agatha hits the player, then the player should teleport himself to next map. If player defeats Agatha, player is hit by Juan and goes to next map.
MAP06:
Cathedral's altar (back to it) No mini-boss.
First, as a cutscene, Howard (the player) should be chained to the floor, unmovable. Juan liberates him as a response of a duel to fight with him to let the world be saved.
SECOND ENCOUNTER WITH JUAN!!! JUAN is the BOSS!
MAP07:
The entire island. No Mini-boss.
FINAL BOSS!!! It's a random demon, check DECORATE entry called "Random Demon".
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. (@Skippy)
End of Resource list.
Last edited by JacKThERiPPeR on Thu Apr 12, 2007 7:58 am, edited 30 times in total.
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...
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.
- 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.
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.
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.
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.
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.