DooM : The Golden Souls [Full Version Released!]

For in-development or completed ZDoom projects
Forum rules
Got a cool project idea but nothing else? This forum is NOT for you! Put it in this thread instead!
Please read the full rules for more details.

DooM : The Golden Souls [Full Version Released!]

Postby Batandy » Tue Jan 01, 2013 12:59 pm

Image

Launch Trailer


Please use the latest Gzdoom Dev Build
http://devbuilds.drdteam.org/gzdoom/

DOWNLOAD
Full Version 1.0
Download: http://www.mediafire.com/download/w8qet ... ll_1.0.pk3

Known Bugs:
* Playing without automatic saves can lead to unexpected results like losing key items after restarting a map post-death

Old Beta Downloads
Spoiler:


General Description
Doom : The Golden Souls is a groundbreaking hub-based mod, heavily influenced by one of the greatest games of all time: Super Mario 64.
To progress through the game, you must collect "Golden Souls" in order to unlock doors in the main hub, a big mansion. You can access any level through the paintings on the walls.
In order to explore every single part of a level, you may even need to backtrack in an older painting, after finding an important item.

The Gameplay
This mod has got alot of different gameplay styles: You may have to simply reach the golden soul in a level, while in another you'll have to rush through an Athletic level, avoiding obstacles and such, you may have to help some NPCs in order to reach your goal, or even collect 8 red coins to get the Soul.

The Weapons

Revolver
Image
Your starting weapon, it must reload after 6 shots (or you can reload manually after firing some shots)

Over and Under Shotgun
Image
Your main shotgun, a good ol' break action gun!
It's really accurate (Based on real life shotguns, not videogame shotguns) but it has to reload after 2 shots (or you can reload manually).
Really powerful,but not really good agaist a large group of enemies.

Assault Rifle
Image
This kalashnikov's not very accurate, but it's really good for clearing a room of enemies. After 50 shots you'll have to reload (or you can reload manually)

Automatic Shotgun
Image
This bad boy has a very fast rate of fire, and can fire 8 shots before reloading (you can reload manually with the alt fire key) but the bullets do less damage than the over and under, and it has got a way bigger spread

SpikeGun
Image
Shoots spikes which bounce off walls, great for hitting enemies behind corners, or hitting multiple enemies at once.
No reload, but low ammo

The items

Image -Basic coin: Collect as many coins you can! They might be useful to buy portable medkits and refill ammo, or you might need them for some level based events.
Image - Big Coin: These coins are harder to find, usually you can find 3 of them hidden in a level. They are used to unlock secret rooms of the mansion
Image - Golden Soul : The main object of the game, you need to collect souls to unlock the mansion's doors and continue the game.

Old Trailers
Spoiler:


Image

MAPPING GUIDELINES

-General Rules-

*Every custom resource added by the user must be stored in a different wad, so i can actually tell what you've added. It can be props and textures, but not monsters
*Hexen format is preferred
*If you don't know how to add the scripts to make the maps work, upload it without scripts
*Don't worry about the map slot, i'll probably change it. Just don't pick anything below MAP18
*The maps must not include big coins, since they require big coins to be unlocked
*The maps must not include weapon pickups
*The maps must not include boss enemies

-Style Rules-

*This is a mod based on Super Mario's gameplay and aesthetics, not a Super Mario mod, please do not add stufff like floating blocks and warp pipes,
think more like "What if Doom was colorful and happy-looking?"
*Red coins maps are usually big and open spaces that don't force the player to follow a specific path (Think "Super Mario 64")
*Basic Star Soul maps usually follow a straight path (Think "Super Mario 3D Land" and 2d mario games)



Image
CREDITS
Spoiler:

This description is not final and may change along with the development of the mod.
Last edited by Batandy on Thu Nov 20, 2014 11:27 am, edited 46 times in total.
User avatar
Batandy
| (• ◡•)| (❍ᴥ❍ʋ)
 
Joined: 19 Jul 2011

Re: DooM : The Golden Souls

Postby Marty Kirra » Tue Jan 01, 2013 1:11 pm

I've been watching this in the WIP thread and WOW! This looks absolutely fantastic! Consider me hyped!
User avatar
Marty Kirra
Space Piracy is not a Victimless Crime
 
Joined: 23 Oct 2004
Location: Blue Vertigo HQ

Re: DooM : The Golden Souls

Postby wildweasel » Tue Jan 01, 2013 1:28 pm

Looks really impressive, but if I may weigh in one small quibble, I don't really think the reload animations are quite as awesome as they could be. You could smooth them out considerably, and make them less "robotic" and more natural-looking, with some clever use of Offsets and a little manual interpolation.
User avatar
wildweasel
referee is tired of your shit
 
Joined: 15 Jul 2003
Location: america, home of the world's most expensive public education system

Re: DooM : The Golden Souls

Postby Vaecrius » Tue Jan 01, 2013 1:49 pm

I love the way this looks. Could be even better if you had more cartoony graphics and sound for the monsters but this is supposed to be Doom. :P

Seconding what Weasel said, but definitely liking the weapon choice! (please tell me there are no plans for a higher-capacity shotgun)
User avatar
Vaecrius
Team Bad Allocation, blast off at the speed of light!
 
Joined: 04 Jan 2004
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: DooM : The Golden Souls

Postby Springy » Tue Jan 01, 2013 2:20 pm

I've also been tracking this in the what the hell are you working on thread and like what I see. I like the Super Mario 64 and Doom fusion style of game play you have put in place here. I look forward to playing it.
User avatar
Springy
Yes indeed ladies and gentlemen.
 
Joined: 08 Mar 2012
Location: Earth

Re: DooM : The Golden Souls

Postby Hellstorm Archon » Tue Jan 01, 2013 3:16 pm

Why am I finding myself wanting to play this? Keep up the great work! :D
User avatar
Hellstorm Archon
Will debase self for street cred.
 
Joined: 24 Oct 2010
Location: 404 Error- Location of User Not Found

Re: DooM : The Golden Souls

Postby SamVision » Tue Jan 01, 2013 4:02 pm

Are those the only weapons? Are there any powerups?
User avatar
SamVision
"We'll show him!"
 
Joined: 13 Apr 2010
Location: Behind You

Re: DooM : The Golden Souls

Postby Pisstepank » Tue Jan 01, 2013 4:06 pm

This looks awesome! Looking forward to test this :)
User avatar
Pisstepank
Yo
 
Joined: 17 Jun 2009
Location: France

Re: DooM : The Golden Souls

Postby hugoroy » Tue Jan 01, 2013 4:53 pm

Oh damnit, I was just starting to make something like this :p
User avatar
hugoroy
I think my eyes fell out a few miles back.
 
Joined: 23 Aug 2011
Location: The Caves II

Re: DooM : The Golden Souls

Postby 0bsidian » Tue Jan 01, 2013 5:14 pm

*Picks up jaw*

Can I playtest PLEEEAZE?
User avatar
0bsidian
That's right, I'm going to fuck the fear turkey!
 
Joined: 29 Oct 2012
Location: Nw Zld

Re: DooM : The Golden Souls

Postby lizardcommando » Tue Jan 01, 2013 5:36 pm

This looks pretty neat.
User avatar
lizardcommando
SHUT UP DWIGHT!
 
Joined: 07 Sep 2006
Location: Boringland, California

Re: DooM : The Golden Souls

Postby Darsycho » Tue Jan 01, 2013 6:32 pm

Hmm, in my opinion the flower monster from shadowcaster looks like it'd fit better in this.

Spoiler:


Looks interesting so far!
User avatar
Darsycho
IT'S A NON-STOP DISCO BET YOU IT'S NABISCO BET YOU DIDN'T KNOW.
 
Joined: 05 Jul 2008
Location: Jackassia

Re: DooM : The Golden Souls

Postby jute » Tue Jan 01, 2013 6:51 pm

That mushroom would work well in this mod, too.
jute
 
Joined: 31 Jul 2007

Re: DooM : The Golden Souls

Postby Batandy » Wed Jan 02, 2013 3:59 am

Thank you alot for your feedback,it's really important for me, i'm aiming to have a top-tier mod, but i can't do it without your help :P
Today i'm making the second level, (And i need to decide if i should make the doors in the mansion with polyobjects or not...we'll see...)

SamVision wrote:Are those the only weapons? Are there any powerups?

There will be powerups, as i said, the description is not final, it will be updated evey time i'll post new stuff, including new weapons, levels and items.


jack101 wrote:Hmm, in my opinion the flower monster from shadowcaster looks like it'd fit better in this.

Spoiler:


Looks interesting so far!


Oh wow, thanks for posting those monsters, i really like that mushroom and those plants! I'll make some monsters out of them for sure!
User avatar
Batandy
| (• ◡•)| (❍ᴥ❍ʋ)
 
Joined: 19 Jul 2011

Re: DooM : The Golden Souls

Postby Enjay » Wed Jan 02, 2013 5:42 am

Looks cool.

Before I clicked, I thought that it was going to be something to do with LOST SOULSPHERE: Gold Edition.
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
Joined: 15 Jul 2003
Location: Scotland

Next

Return to Projects

Who is online

Users browsing this forum: armymen12002003, Bing [Bot], Bren, darkhaven3, Flint, Rowsol, VANDAMVANDAM, Yandex [Bot] and 12 guests