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EDIT (11-05-2012): As MisterX pointed out, we are now at IRC (by Marnetmar's suggestion). The channel is #doomeu in the server OFTC. If you have any questions, suggestions, wanna help, we are eager to read you.
EDIT (01-04-2012): Hi people! This kinda got rushed, because we wanted to deliver this yesterday, but since MisterX didn't want to include his version of E1M7 here 'cause it's kinda not ready, we ended up including E1M9 instead (that I fear it would spoil one of the best secrets in the game). So, this is gonna be our first playable beta. Download link:
You see, those are the maps that appear in the videos. Most features (except for cutscenes and some powerups) are already in, so you are free to test them. ACS source is not included in this release. Sorry. The files you should see in the zipped archive are DoomEU.pk3 (game file) and DoomEU.txt (some info /idgames style).
YOU NEED THE LATEST ZDOOM SVN BUILD TO PLAY. Of course, you can find it here.
EDIT (08-02-2012): Well, it seems that the guy working in the artwork and all that stuff has given up because he has no time to work for me (as if I was paying him LOL). Anyways, progress has been really slowed down, but it's far better. You know, when you don't rush things, everything gets a lot more polished and of course gets much better.
I have no word of the people contributing, so I guess they left? Anyways, MisterX has been contributing a lot in terms of mapping, and he's gotten help from Marnetmar to perfect his maps. He has already finished E1M12 (Observatory) and is working in E1M7 now. If anyone is interested in helping in any way they like, you are welcome.
That's it for updates. As our artist left, there won't be opening cutscene during the time being, however, I bring you a gameplay video of the aforementioned map by MisterX:
It is the secret level (E1M12: Observatory), and of course I didn't reveal any secrets. I played as John Pietrovich, in Ultra-Violence skill. I already implemented the hitting monster gimmick that Tom wanted for E1M9 (Laboratory) which leads you to a ledge and a secret room with a teleporter, but I decided not to include that part in the video as E1M9 is way too incomplete by now. The quality is terrible, I know, but I recorded it in 320x200 to simulate a DOS game-feel.
EDIT (25-09-2011): I had promised to reveal the opening cinematic for this update, but for some important reasons, I cannot yet, but it's under progress. The reason is that Aron, my artist, is waiting for his new computer to arrive, and as of yet, it hasn't, so he cannot digitize his drawings nor paint them and can only have his sketches in his notebook. This is not bad, though, as rushing this project will only cause features to be trimmed down, and we don't want that .
As a side note, I have made an article in the ZDoom wiki here, so main features and info will be posted there, and this topic will be mostly some sort of a changelog.
And of course, we have 2 new mappers: MisterX and UltimateCarl, while ChronoSeth is currently not helping with the work because he has no time by now. I hope he is able to reincorporate in the near future, though.
Anyways, that's for the updates. I hope I can show you the opening sequence in the next update. Stay tuned!
EDIT (17-07-2011): A new team member is in. As some of you may have read between posts, Wargasm92 is now helping with mapping too. Be sure to check his awesome Talons of Darkness Quadrilogy. Now for what concerns this here topic.
Mappers have had some trouble figuring out the ordering of the levels, and it's comprehensible since they are building maps which don't include keycards. Pretty confusing, as hubs tend to have only few keys for all the levels. Shame on me, haven't even told them how the maps will connect LOL. Okay, so this edit here will be directed specially at people mapping for this project. People who are looking forward to play this mod should not read the following spoilers, as they might contain secrets and walkthroughs which could effectively ruin the gameplay, so YOU ARE ADVICED.
Okay, Keycards play a very important role in solving the game, and we know that. There will only be the normal 3 keycards from Doom (Red, Yellow and Blue) and the Colonel's Hand (yes, Colonel's, not Captain's). There are other 2 secret keys in the episode, which aren't vital for advancing, but will unlock secret doors containing score items, ammo, weapons, powerups and so on.
Spoiler:
The Colonel's Hand is VERY important for progressing, as it is the key needed to activate the final monorail to the mines (Anomaly). The other 2 secret keys are the Heart of Lothar (found in a secret in the Laboratory map) and the Sandwich (found in a secret in the Enlisted Quarters map). These both keys are needed for opening one of the two secrets that contain the Super Shotgun. The other SSG secret needs to have the Power Plant running.
I've made a list containing important things contained in some levels (Don't read if you are not mapping for this):
U1M4: Enlisted Quarters (contains "Mess") -Sandwich here (secret, in Mess kitchen?).
U1M5: Comm Tower -Yellow Key.
U1M7: Officer's Quarters (contains "Personal Storage") -Personal Storage blocked (need Colonel's hand, Power Plant must be running). Contains powerups and SSG.
U1M8: Power Plant -Red keycard here.
U1M9: Lab -Exit to Anomaly. Requires all Keycards, plus Colonel's Hand. -Heart of Lothar (secret)
U1M11: Supply Depot 1 (contains Hangar 1) -Super Shotgun here (needs Sandwich and Heart of Lothar). -Blue card here.
And last but not least, the map ordering. I made a picture (very crappy, but hey! ) to illustrate this. Take into account that was Tom himself who ordered the maps like this, so don't tell me I'm fussy (you can have a look, even if you are not mapping for this):
Spoiler:
Spoiler: Topic archive
EDIT (08-07-2011): Jake Crusher and ShadesMaster have already sent submissions for voice acting (thank you very much!). They fit very well with their respective characters (Jake = Dacote, Shades = Dimitri), however, I would like to hear about others as well. Regarding mapping, I've not received any updates on the maps some people is already working on. I know they will do good, however, as they've already submited very good maps. Any interested mapper is always welcome. Anyways, these are the maps that are in need of work (maybe need to be redone from scratch), because they are all uber ugly (sorry, Tom it's true). However, I don't plan to ditch them totally, because we can still make new maps from scratch, but rescuing some distinctive parts from to give them that "alpha" feel: -E1M3 (Waste Processing): This one is the early version of E2M3 of finished Doom that appeared in the Doom Alphas. -E1M5 (Communications Tower): Early version of E1M6 of finished Doom. Terrible map, which doesn't even look like a tower. -E1M7 (Officer's Quarters): Early version of E1M7 of finished Doom. This map isn't really anything. Can be replaced totally without even being missed. The starting area looks similar to Computer Station, though. -E1M8 (Power Plant): This one has a lot of potential (maybe because is a Romero map). It's still too similar to the finished E1M2. Not to be discarded, but must take a different direction so it ends up different to Nuclear Plant.
-E1M12 (Observatory): Oh, this one is very special. The main goal of this project is recreating the Doom Bible as it was written. I've been doing everything as close as possible to the Doom Bible. I've even been implementing the demon that punches you and throws you to a secret ledge in the Laboratory's basement. I think that Tom's ideas were perfect. I'd say he is a genious, but it really hurts to say this: I cannot even consider Tom's ideas here. Sad, but true. The plans that Tom had for this map were terrible. How are we supposed to struggle and find a (very difficcult to find) secret level, when it's actually better not to find? I mean, for those of you that don't know, this map IS supposed to be a single room, where you can see other room upstairs with some stuff, but you can never actually get there. You have a basement here too, where there is a crate maze and lots of imps (Heretic-like ones) and powerups which won't help you in any way. WHAT THE EFF YOU SEE KAY. I cannot visualize anything that will make this map better. Fitting Tom's design would be the idea, but IT IS A TERRIBLE IDEA. I know, in creative-director's perscpective, it fits perfectly as a "bonus map" and a novelty to find, as it has a lot of treasure. Fits with the concept that it's supposedly a place where you are not supposed to normally find. However, as a player's perspective, and I know you agree with me, it's a damn boring map. No fun here, and everyone will avoid playing it no matter what. Almost no enemies to fight, very small places to explore, items that won't help you. No. I cannot agree with Tom's design here.
Anyone willing to suggest a new idea for the Observatory (something that will make you really want to visit it) will be greatly appreciated.
Anyways, I have screenshots of what currently ShadesMaster and Chrono Seth have submitted:
Spoiler:
E1M11 (Supply Depot 1). This map was started over, as the original E1M11 was terrible. This one was made by ShadesMaster: Starting area The monorail we took from Lab Some stairs here... Door to Supply Depot Starting area of crate maze A possesed Soldier greets us Oh! I don't have the Colonel's Hand. DIE! The guard post and the 2 huge platforms A Zapper firing Looking at the entrance from above There's a bathroom here The 2 elevator platforms now open Berserker mode. About to destroy a Trooper. The entrance to Hangar 1 Hangar 1. Looks any similar to something? Berserker fading out A view of the Hangar bay. Cool ship is still not here. If you can recognize this room, you are gifted. Hangar 1 Landing bay. Cool ship can enter now.
E1M10: Anomaly. I cannot take much screens of this one, because it's pretty dark. Details are being added by Chrono Seth and a new layout for the caverns is implemented. Sorry for not showing much. Current entrance to mining sector An elevator here will take you deep into the mines After you go down the elevator, you have two options. Left or Right. Pretty lights here Feels like a déjà vu... Keep going down, and more demons will greet you. Entrances to the mining tunnels.
You will have to explore deep into the caverns and find where the interdimensional gate is located, and then jump through it. What could lie beyond?
I haven't told you that I changed the behavior of the Berserk Pack. It no longer heals you to full health, since that's now what the Soul Sphere does. Instead, it grants you super-strength, so your Bayonet attacks pack 10 times more power (Thi Barret does 200 minimum damage with it). In addition, your current max run speed is multiplied by 1.35 and your health regenerates slowly. Pretty much transforms you into a Berserker-like warrior. It no longer lasts until the end of the level, but 60 seconds. In addition, I added the Vampiric Jar, which makes your melee attacks (Bayonet and Chainsaw) drain life from your enemies. Powerups are now shown in the lower-right part of the fullscreen HUD when they are active.
Also, for the episode 4 planet, I have some options some of you have submitted. Which one do you like most? -Nex Addo (Death Bringer) -Alieno Carcer (Stranger Prison) -Dakota Gamma -Daemonum Sedes (Demon's residence) -Mala Domus (Evil's house) -Equa Stella Nox (Night-mare planet)
EDIT (08-04-2011): Making a lot of progress What I need now, is people willing to do voice acting for the characters. The current characters who talk are: -Buddy Dacote (intro cutscene and voice messages throgout the game). -Lorelei Chen (intro cutscene and E1M1) -Petro Pietrovich (same as Lorelei) -Dimitri Paramo (same as Lorelei) -Thi Barret (same as Lorelei) -Survivor in crate maze of E1M11 (the one who tells how everyone got possesed and so on).
Remember that I'm still working on the script for Dacote and the survivor, so it's not something immediate, however just to let you know, I need actors
EDIT (08-01-2011): I've made more weird tests today. This time, I experimented with the weapon bobbing. The code was taken from DOOMERO-21's Ultimate Doom 3 mod (be sure to check his stuff ).
I don't know, in his mod the bobbing looked very cool. In Evil Unleashed, looks kinda jerky, however. I think it doesn't quite work with Doom 1-style weapons. What do you think? (By the way, Dimitri's sprites aren't finished yet, that's why he uses Petro's).
EDIT (07-31-2011): I've been feeling very bad these days, but that's because I've got the flu (you know, it's winter where I live). It means I've slept a lot 'cause I'm really tired. Anyways, I've contacted some mappers, and ChronoSeth is eager to help us with that. Some other persons have yet to respond.
Aside of that, today I wanted to make some weird tests, and made up a quick map (10 or 15 mins maybe ) for testing Episode 5 (YES, EPISODE FIVE: BASE INSTINCT). Here 'tis:
Spoiler:
You can see here the animated sky for that episode, along some lightning strike sounds I borrowed from other games (HardW[a]r is abandonware, so there's no crime in that). Damn, it really pisses me how id could not have considered Tom's design. Just look at the video and you will agree with me. That Sky looks so kickass, and even better when animated. This really motivates me to keep going with this, but of course I will need your help to speed this process up (you know, I read that Doom Bible-based projects are cursed to never reach completion, but I never actually believed in curses, and never will).
So, I will inform you of how things will turn once we reach Episode 4 and 5 (after of course, completing Episode 1 and the others). Episode 4 will start with the player and his or her friends in jail for having destroyed Tei Tenga. The jail will however, be a prisoner-transport ship (much like Vortex Rikers of Unreal). You then, will be freed to have a word with the guys in charge because they know the work you had done by destroying the gate in Episode 3, so they take you to one of the moons of ????** because UAC scientist just opened a gate there, and the UAAF lost many men there and a very important weapon (the BFG 2704), so the first levels of Episode 4 will be in that moon (or planet). From there you travel to Hell again (a diferent section than in Episode 2), and kill the Cyberdemon which has the BFG attached (so he launches rockets, and sometimes BFG shots, but don't worry, his BFG is like the Press Beta one). Once you kill him, he drops the BFG which you pick up, however, for the story's sake, I made the BFG unable to fire if you don't have one specific dummy inventory item. If you cheat however, you will obtain that dummy inventory which lets you fire the BFG even outside the normal storyline.
So, after that, you return to the base and Episode 5 begins, and you need to "repair" the BFG, so you take it to a scientist that will give you the Quest Item needed to make the BFG fire. Episode 5 will be something like Ultimate Torment and Torture, Episode 3. Haven't thought much of it, though
**: The name of the moon or planet can be discused here, what do you think? I was thinking of borrowing one of the planet names of Stronghold (just to make storylines cross much like a giant Marvel universe LOL). I thought this moon or planet could be Skorpid, because it's very sandy and all of that, but you know, we are free to do here. What do you sugest?
EDIT (07-13-2011):
Many people are requesting for screenshots, but better yet: I will give you a small gameplay video WARNING! The video has HEAVY spoilers, so watch at your own risk. Anyways it's in beta state, so many things can change without advice.
In the video you can see the following: -The last battle against the Bruiser Brothers (rotations of their new attack are still missing, so I'm working on them.) -The scene where Buddy Dacote dies ripped in half -Some of the differences in stats of each player class (in order: Lorelei Chen, Petro Pietrovich, Dimitri Paramo, Thi Barret).
As you can see, Lorelei and Thi are faster than the default speed, but they clearly get more punishment as they have 90 and 80 hp respectively. Chen's best weapon is the Assault Rifle (starting weapon) and since the Bayonet is a lame weapon, I also gave Thi a good Chaingun effect, firing faster, but less damaging. Petro is average in speed and average effect with all weapons, except the Shotguns, which are his best options, firing much faster and doing the same damage as the default. He sucks with the Rocket Launcher, which fires slowly and pushes him back. Dimitri is the slowest character of them all (his speed is just a bit more than the default's half). However, his firepower is considerably better, firing faster with all weapons (but doing less damage with the normal Shotgun). His best weapon is the Rocket Launcher, which fires homing rockets.
I apologize for not showing the Super Shotgun or the Machinegun. The Super Shotgun has also a different effect depending on the character, but the Machinegun behaves exactly as the finished Doom's Chaingun. I recorded the video in 16:9 aspect ratio to show that the new HUD adjusts itself automatically to your screen resolution and aspect ratio.
ORIGINAL POST:
Hi everyone! Time ago, I received authorization from Sodaholic to continue his dead project. For those of you who are unaware of what I'm talking, it's Doom: Evil Unleashed, an over-attempted attempt at creating a Doom game based on Tom Hall's design document, AKA The Doom Bible.
I'm not presenting this as my own project, because it was Sodaholic's idea and project. He seemed to have no interest on it anymore, so I asked for permission if I could finish it. It was so sweet to let it die.
Anyways, I've been working mostly on the HUD (helmet HUD from Doom 0.2), balancing out the atributes of the Player Classes, simplifying the weapons (they were defined one for each player class, so I made every weapon just 1 that works differently for each character), simplified texture definitions (made all textures to be contained in a TEXTURES lump), made the Unmaker, Probiectile, fixed the BFG 2704, and well, I have been working on lots of things on this project for now.
Unlike Sodaholic, who gave up in this project because he got no colaboration from anyone, I like to work alone. It gives me a lot of freedom. It's not that I overlook your help, as I will be open to sugestions, and of course if you would like giving me a hand, that will be really appreciated.
Anyways, I will be posting here what my interpretations to what Tom Hall's horrible (sorry, Tom, it's true) grammar include:
- The Dark Claw* ("Demon weapon that casts a dark cloud of tortured essence. Silent but deadly.") doesn't alert monsters and summons a cloud that appears at the obstacle just in front. This weapon shoots an invisible fast projectile, which on impact generates the cloud, which is a seeking projectile with the same master and target. This means it will be yours, so in deathmatch, frags with the Claw will be credited to you LOL. It uses 5 ammo and doesn't affect Lost Souls because they have something that makes me think they resist it... - The Probiectile ("Minimal damage, but gives readout on enemy."), acts like the Plasma Gun from the finished game, except it fires like the Press Release version (red and green projectiles), and when pointed to a monster, prints it's name on screen, health remaining and max health (hence readout?). Uses HudMessage so the console doesn't go awfully busy. - The Spray Rifle ("Multiple shots in a 600 are. Powerful as shotgun, but spread out more. Shotgun recoil"), acts something like the Super Shotgun from Doom 2, except it's a lot more spread, uses 3 Shells for a single attack, pellets do the same damage as this mod's Shotgun (5d3) and they cannot hit an opponent that's more than 600 map units away. - The Umaker* ("Demon-tech weapon that hurts pure demons a lot, demon-humans very little, tech demons some. Made of demon bones.") acts like a missile launcher, but charges a bit when the trigger is pressed. The Unmaker missile does very heavy damage [100*random(1,3) + A_Explode (200, 72,0, 1, 72) ... meaning it does ~400 damage] upon impact on pure demons (much like Imps, Demons, etc.), against tech demons (like Arachnotrons, Cyberdemon), damage is multiplied by 0,5 and against Zombies it's multiplied by 0,03. For the heck of deathmatch play, Unmaker's damage is multiplied by 0,15 when applied to players. The splash damage doesn't hurt the shooter, however.
*Means that this weapon is of demonic origin. The weapon uses ammo (internal class named "DemonBlood", gathered depending on enemy killed) AND health from the player. The amount of health taken from the player isn't affected by armor, and it will NOT make health go below 1. Claw uses 5 ammo and 5 health and Unmaker uses 15 ammo and 15 health.
Things I will ask you guys for are (if you are willing to help me ): - Sprites for the Spray Rifle. Right now I'm using Tormentor 667's Stronghold normal Shotgun sprites just as placeholder, because I cannot imagine how a Spray Rifle looks. - Help with the maps, because I suck at mapping. If you are interested in a map, post here or PM me and I will send you the map, along with the list of new actors. Requirements are that the map is built in ZDoom format (Doom in Hexen format) and they feel a lot like the Vanilla Doom maps. Some ACS can be added to enhance possibilities, but nothing that will make the map lose its "vanilla" feel. If you are not interested, then whatever - Help with the shields. I have them defined just by now like PowerProtection with infinite duration. However I haven't come up with something that catches damage that would be done as a variable in ACS and make the shield counter go down ("inventory Sheild") until it reaches 0 and the powerup is removed. To be clear, when you are using the Disruptor Shield, energy weapons like the Probiectile will not damage you, but I need the Shield counter to go down depending on the damage that would have been done. Sounds kinda impossible for the engine to handle without being modified, but I know that we can come up with a very creative alternative
That's all folks. For now.
TL;DR
Stranger Prison
Last edited by hfc2x on Sun Jul 08, 2012 7:40 pm, edited 17 times in total.
You know, I'm actually interested in helping with this! I'm busy mostly with Hpack and such when I map, but I do have time for DooM 1-ish levels and in fact I have a levelpack which shows some of what I can do. Even 3D floors can be DooM 1-ish, it proves.
IMO I think that this should use features from all Doom engine games (Heretic, Hexen, Strife) and some from Build, basically using features like limited ACS, inventory checks and interactive NPC's (and computer terminals, via dummy actor). Also, I think that the weapons (if Doom I/II weapons are included) should be separated via episode: EP 1: -Brass knuckles -Pistol -Shotgun -Machine Gun -Missile Launcher -Plasma Gun EP 2 - Hell -Rifle/Bayonet -SSG -Chaingun (Belt-fed single-barreled rotary cannon; actual definition) -Doom Rocket Launcher -Demon Claw -BFG2704 Hell onwards: -Chainsaw -Heavy Rifle -Spray Rifle -Minigun (Chaingun sprites, 3-tic firing rate) -Homing Missile Launcher -Unmaker -BFG9000
Hmm, your weapons seem much different than how I had interpreted them. In AlphaMod I made the Dark Claw cast forth a dark cloud that slowly moves forward, goes +RIPPER through everything with slight seeking, and wears off after a while. The Machine gun was listed as shooting "multiple shots of pistol-level damage" which made me think the spray rifle was like a "Machine-Shotgun" given the wording. I gave it additional spread as described, and made it take two shells. The probjectile, however, is interesting because it may make the thing actually useful... maybe.
ShadesMaster wrote:Even 3D floors can be DooM 1-ish, it proves.
I actually want that levels don't use any 3D geometry. I even disabled z-clipping, freelooking, crouching and jumping in ZMAPINFO, to make it the most Doom 1-like possible. I even disabled translucency for actors, but for some reason, left LineMirror linedefs that Sodaholic put in.
Minigunner wrote:Also, I think that the weapons (if Doom I/II weapons are included) should be separated via episode
I'm actually following Tom's design, meaning that you will have:
Episode IV: -Spray Rifle -BFG 2704 (recovered by killing the boss in Epi 4, before finishing the episode)
I don't think it's good to only include Unmaker in Doom 2, so I will actually include it in Epi 4 or 5.
And BTW, by finishing an episode, the following one starts immediately, much like PSX Doom.
InsanityBringer wrote:In AlphaMod I made the Dark Claw cast forth a dark cloud that slowly moves forward, goes +RIPPER through everything with slight seeking
Actually, my "tortured aura" is how I call the cloud that spawns from the Dark Claw, is not a +RIPPER because when testing, even 1 damage would kill even a Baron of Hell in few seconds, so I defined it like a very aggressive seeking projectile which bounces on actors, does 0 damage, but has a little damaging splash damage, which is consecutive. It means it can kill you when you get too close. And of course, it fades
InsanityBringer wrote: +STRIFEDAMAGE with a damage of 1
Off-topic, but the +STRIFEDAMAGE flag is redundant nowadays, given you can use the more flexible method of including your damage values in parenthesis, like this: