[WIP] Doom: Evil Unleashed

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[WIP] Doom: Evil Unleashed

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

You know what Doom: Evil Unleashed is lol

Current TITLEPIC:
Image

Latest development video:


IMPORTANT:
This thread is for important updates only. If you have questions, requests, submissions, or any other thing, head to the development blog and I'll try to respond as soon as I can.
Last edited by hfc2x on Mon Oct 20, 2014 1:58 am, edited 29 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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TONIGHT WE DINE IN KFC!
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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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