The Rebirth Project
Nightmare Doom:
The game's story is about a man named Eric Grant and his quest to find his sister Elina Grant who went missing 3 days ago without a trace. Every night he would dream of being in a prison-like place, and his sister would always appear in the distance.
The game is revolved around a psychological journey, so what you see isn't really reality, but an alternate reality that only the protagonist sees. The project won't be part of the Silent Hill world, eventhough the similarities are there. Definitely no Pyramid Head. The screenshot was cool to mess around with, however. =)
The project is heavily influenced by Asian horror movies.
That's all I can reveal for now.
Caligari - It's not that scary now that I think about it. It's just that there's this part in the map where there's an opened door that leads into a very dark hallway. Before that opened door is a fairly lit room, so if you stand in the hallway and look to the opened door, you'd see light coming from that door, but everything else is dark. Anyway...
I don't know how it got there, but Elina's (the main character's missing sister) 3-d model just stood in the middle of that doorway for no f#@king reason. It f@@king scared the shit out of me because all of a sudden I saw a silhouette of a girl at the doorway, because I don't remember putting it there!!! I quickly checked the map in DB and the sprite was there. I don't know how it got there but I deleted it quickly...
It really freaked me out. Seriously.
The game's story is about a man named Eric Grant and his quest to find his sister Elina Grant who went missing 3 days ago without a trace. Every night he would dream of being in a prison-like place, and his sister would always appear in the distance.
The game is revolved around a psychological journey, so what you see isn't really reality, but an alternate reality that only the protagonist sees. The project won't be part of the Silent Hill world, eventhough the similarities are there. Definitely no Pyramid Head. The screenshot was cool to mess around with, however. =)
The project is heavily influenced by Asian horror movies.
That's all I can reveal for now.
Caligari - It's not that scary now that I think about it. It's just that there's this part in the map where there's an opened door that leads into a very dark hallway. Before that opened door is a fairly lit room, so if you stand in the hallway and look to the opened door, you'd see light coming from that door, but everything else is dark. Anyway...
I don't know how it got there, but Elina's (the main character's missing sister) 3-d model just stood in the middle of that doorway for no f#@king reason. It f@@king scared the shit out of me because all of a sudden I saw a silhouette of a girl at the doorway, because I don't remember putting it there!!! I quickly checked the map in DB and the sprite was there. I don't know how it got there but I deleted it quickly...
It really freaked me out. Seriously.
- Caligari87
- Admin
- Posts: 6229
- Joined: Thu Feb 26, 2004 3:02 pm
- Preferred Pronouns: He/Him
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No new screeshots yet, and not really many updates, as I am still waiting for Graf to put up a new version of GZDoom that fixes a nasty model rendering bug.
HOWEVER... I have a task to offer for anyone who's interested...
I am looking for skin artists. Anyone would like to take up the job?
If you can paint skins AND have UV unwrapping skills, that would be a plus too.
You will be making the textures (skins) for in-game objects, furniture, decorative scenery, and also the characters and monsters.
You won't be alone though because I will also help you with them. Two heads are better than one!
PM me if you're interested!
HOWEVER... I have a task to offer for anyone who's interested...
I am looking for skin artists. Anyone would like to take up the job?
If you can paint skins AND have UV unwrapping skills, that would be a plus too.
You will be making the textures (skins) for in-game objects, furniture, decorative scenery, and also the characters and monsters.
You won't be alone though because I will also help you with them. Two heads are better than one!
PM me if you're interested!
Well, some time this year, an unstable beta of XWE corrupted my whole WAD and since I didn't keep backups or anything, it was gone. I gave up on it, but after awhile, I decided to rebuild everything from scratch, eventhough it really felt like a drag to do it at first.
Since then I've been working on this thing on and off, mostly making modifications to the player HUD, implementing stuff like an evil aura system that makes the screen fuzzier the closer you get to a monster, among other things.
I have no maps to show though because they were all gone. I've been collecting some high res textures here and there, taking some photos myself too, so that I can use them while mapping later.
Anyway, what I can show here are various screenshots of the models that will be used in the game.
http://nash.wanzafran.com/doomstuff/reb ... /safe1.jpg
http://nash.wanzafran.com/doomstuff/reb ... light1.jpg
A random safe thingy used for decoration, and the flashlight pickup.
http://nash.wanzafran.com/doomstuff/reb ... zack01.jpg
http://nash.wanzafran.com/doomstuff/reb ... zack02.jpg
The above screenhots show the old player model. I wasn't too happy with the way it looked, so I decided to revamp the whole thing.
http://nash.wanzafran.com/doomstuff/reb ... sketch.jpg
The revamped head, plus a hair sketch just to see how the hair will look like.
http://nash.wanzafran.com/doomstuff/reb ... owbar1.jpg
http://nash.wanzafran.com/doomstuff/reb ... lpipe1.jpg
http://nash.wanzafran.com/doomstuff/reb ... fclub1.jpg
http://nash.wanzafran.com/doomstuff/reb ... elbat1.jpg
http://nash.wanzafran.com/doomstuff/reb ... eaver1.jpg
These are some of the melee weapons the mod will have. There are a total of 12 planned melee weapons (and a couple of secret melee weapons as well). The mod will focus on more melee combat. I'll start texturing these once all 12 melee weapons have been modelled.
http://nash.wanzafran.com/doomstuff/reb ... s/bed1.jpg
http://nash.wanzafran.com/doomstuff/reb ... chair1.jpg
http://nash.wanzafran.com/doomstuff/reb ... adguy1.jpg
A bed and a wheelchair, and a work-in-progress dead body, which I just started 10 minutes ago.
These will be used for decoration. Still not finished yet (bed needs a pillow and more detailed mattress with folds and stuff). The wheelchair's wheel rims won't be modelled - I'll instead resort to using transparent textures because modelling them would take up too many polygons.
That's all for now... next update whenever it's done!
Since then I've been working on this thing on and off, mostly making modifications to the player HUD, implementing stuff like an evil aura system that makes the screen fuzzier the closer you get to a monster, among other things.
I have no maps to show though because they were all gone. I've been collecting some high res textures here and there, taking some photos myself too, so that I can use them while mapping later.
Anyway, what I can show here are various screenshots of the models that will be used in the game.
http://nash.wanzafran.com/doomstuff/reb ... /safe1.jpg
http://nash.wanzafran.com/doomstuff/reb ... light1.jpg
A random safe thingy used for decoration, and the flashlight pickup.
http://nash.wanzafran.com/doomstuff/reb ... zack01.jpg
http://nash.wanzafran.com/doomstuff/reb ... zack02.jpg
The above screenhots show the old player model. I wasn't too happy with the way it looked, so I decided to revamp the whole thing.
http://nash.wanzafran.com/doomstuff/reb ... sketch.jpg
The revamped head, plus a hair sketch just to see how the hair will look like.
http://nash.wanzafran.com/doomstuff/reb ... owbar1.jpg
http://nash.wanzafran.com/doomstuff/reb ... lpipe1.jpg
http://nash.wanzafran.com/doomstuff/reb ... fclub1.jpg
http://nash.wanzafran.com/doomstuff/reb ... elbat1.jpg
http://nash.wanzafran.com/doomstuff/reb ... eaver1.jpg
These are some of the melee weapons the mod will have. There are a total of 12 planned melee weapons (and a couple of secret melee weapons as well). The mod will focus on more melee combat. I'll start texturing these once all 12 melee weapons have been modelled.
http://nash.wanzafran.com/doomstuff/reb ... s/bed1.jpg
http://nash.wanzafran.com/doomstuff/reb ... chair1.jpg
http://nash.wanzafran.com/doomstuff/reb ... adguy1.jpg
A bed and a wheelchair, and a work-in-progress dead body, which I just started 10 minutes ago.

That's all for now... next update whenever it's done!
- solarsnowfall
- Posts: 1581
- Joined: Thu Jun 30, 2005 1:44 am
Hehehe, thanks. I'm still using the flashlight script you provided me a long time ago. It's awesome. 
I've recently "ported" it to use the techniques described in your cleaned up camera script at the Wiki. It's a lot cleaner now, but unfortunately sometimes it's still possible for the camera (or in my case, the light) to go through the wall. :/
If it was possible to detect whether a thing is inside a certain sector, what I'd do is, I'd create dummy boundary sectors outside my walls, and if the light is inside those sectors, set radius to 0 or something like that. But alas, it's not possible.

I've recently "ported" it to use the techniques described in your cleaned up camera script at the Wiki. It's a lot cleaner now, but unfortunately sometimes it's still possible for the camera (or in my case, the light) to go through the wall. :/
If it was possible to detect whether a thing is inside a certain sector, what I'd do is, I'd create dummy boundary sectors outside my walls, and if the light is inside those sectors, set radius to 0 or something like that. But alas, it's not possible.
- solarsnowfall
- Posts: 1581
- Joined: Thu Jun 30, 2005 1:44 am
I know that's the name of your WAD, but I only found out long after I started mine.
I'm not even sure I want to upload this to The Archives, because I plan to package it with a custom EXE so people outside of the Doom community can play it.
If I do want to upload it to The Archives, I'll probably upload it as n_rb.zip or something.
I'm not even sure I want to upload this to The Archives, because I plan to package it with a custom EXE so people outside of the Doom community can play it.
If I do want to upload it to The Archives, I'll probably upload it as n_rb.zip or something.
There is already an FPS horror project called Unbirth...
Finally finished modelling the main character's hair; it was a lot harder than I thought it would be, but I'm satisfied with it.
http://nash.wanzafran.com/doomstuff/reb ... -hair1.jpg
http://nash.wanzafran.com/doomstuff/reb ... -hair2.jpg omg MySpace emo kid
http://nash.wanzafran.com/doomstuff/reb ... -hair1.jpg
http://nash.wanzafran.com/doomstuff/reb ... -hair2.jpg omg MySpace emo kid