[WIP] Doom: Evil Unleashed

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[WIP] Doom: Evil Unleashed

Postby hfc2x » Sat Apr 16, 2011 4:05 pm

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. :lol:

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:

http://www.mediafire.com/?nga49xu4q519aaa THIS WAS AN APRIL FOOLS JOKE!!!
(You can still download it if you want to play Doom: Rampage Edition) :lol:

You need 7zip to extract the files.

Maps included:
- E1M1: Hangar 2
- E1M9: Laboratory
- E1M12: Observatory

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:


I've made a list containing important things contained in some levels (Don't read if you are not mapping for this):
Spoiler:


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 :P (you can have a look, even if you are not mapping for this):
Spoiler:






Spoiler: Topic archive
Stranger Prison
Last edited by hfc2x on Sun Jul 08, 2012 7:40 pm, edited 17 times in total.
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Re: Doom: Evil Unleashed -- Continued

Postby Blaskowitz » Sat Apr 16, 2011 6:45 pm

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Re: Doom: Evil Unleashed -- Continued

Postby ShadesMaster » Sun Apr 17, 2011 8:34 am

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.

viewtopic.php?f=19&t=26563

A pack btw I need help ploading to the IDgames archive, lol!!!!
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Re: Doom: Evil Unleashed -- Continued

Postby InsanityBringer » Sun Apr 17, 2011 11:35 am

Doom 1-ish
<insert chain of endless laughter here>

I'm sorry, but I don't really agree.
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Re: Doom: Evil Unleashed -- Continued

Postby Minigunner » Sun Apr 17, 2011 11:58 am

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
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Re: Doom: Evil Unleashed -- Continued

Postby InsanityBringer » Sun Apr 17, 2011 1:21 pm

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.
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Re: Doom: Evil Unleashed -- Continued

Postby hfc2x » Sun Apr 17, 2011 3:21 pm

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 I:
-Bayonet
-Assault Rifle
-Shotgun
-Machinegun
-Rocket Launcher

Episode II (hell):
-Dark Claw

Episode III (back on Tei Tenga):
-Probiectile

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
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Re: Doom: Evil Unleashed -- Continued

Postby InsanityBringer » Sun Apr 17, 2011 4:38 pm

Hmm, my cloud is slow-moving, +STRIFEDAMAGE with a damage of 1 and it usually takes several shots to kill a baron, that's weird. meh
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Re: Doom: Evil Unleashed -- Continued

Postby BlueFireZ88 » Mon Apr 18, 2011 8:27 pm

Definetly keeping an eye on this. :)
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Re: Doom: Evil Unleashed -- Continued

Postby TheDarkArchon » Mon Apr 18, 2011 8:56 pm

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:

Code: Select allExpand view
Damage (1*random(1,4))
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Re: Doom: Evil Unleashed -- Continued

Postby poop87 » Mon Apr 25, 2011 3:36 pm

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Re: Doom: Evil Unleashed -- Continued

Postby Sodaholic » Mon Apr 25, 2011 4:08 pm

I'm interested to see what you guys are going to do with my project. Good luck! :)

Blaskowitz wrote:

Yay, old memes.

poop87 wrote:http://www.youtube.com/watch?v=6YMPAH67f4o

Little late there, buddy.
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Re: Doom: Evil Unleashed -- Continued

Postby ShadesMaster » Mon Apr 25, 2011 5:57 pm

Nothing, yet... nobody's gotten back to me lol!
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Re: Doom: Evil Unleashed -- Continued

Postby esselfortium » Mon Apr 25, 2011 8:41 pm

Minigunner wrote:IMO I think that this should use features from all Doom engine games (Heretic, Hexen, Strife) and some from Build

Image
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Re: Doom: Evil Unleashed -- Continued

Postby ShadesMaster » Wed May 11, 2011 3:23 pm

I have a level! PM'ing something by tomorrow!
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