T-Style: DITM (More LVL 3 Screenshots on Page 3)

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T-Style: DITM (More LVL 3 Screenshots on Page 3)

Postby FireSeraphim » Sat Feb 01, 2014 9:10 am

Over a week ago, I got an urge to make maps for doom again and started working on a single map. The plans grew and took form and blossomed into...

Image

I decided that I was going to make a GZDoom Hub that pays tribute to, and has levels themed off of the original eight levels of Turok - Dinosaur Hunter. This basically means that the Gameplay is going to be a hybrid of Turok and Doom's gameplay to a certain limit.

Now for a few screenshots of Level Seven: The Lost Lands Revisited (I haven't got to work on level one or the main hub area yet)
Spoiler:


Now to explain a bit more. as of right now I am focused on making the maps for this and I have only done cosmetic changes to the stock weaponry and whatnot.
I will admit that I have a small selection of extra foes in addition to the ones already in doom 2 and I have specific plans for em. Likewise I am looking for anyone who's interested in spriting seven new keys for the doors that are going to be sealing off access to level two through eight. As of right now I don't have a plot or story for the hub but I do have a clear idea of what the eight levels are going to be.

  • The Hub (The Hub Ruins) a loose approximation of the original, with completely redesigned hub portals (100%)
  • Level One (Ancient Canyons) **Jungle/Canyon with an abandoned Techbase in it. (100%)
  • Level Two (The Deep Jungle) Jungle/Riverside (100%)
  • Level Three (*The Lost City Revisited) Ancient City (0%)
  • Level Four (Currently Unnamed) Mostly outdoor Ancient Ruins (0%)
  • Level Five (The Catacombs Revisited) Ancient Catacombs (0%)
  • Level Six (Currently Unnamed) A bit of the original Treetop Village level with thunder and lightning going on (0%)
  • Level Seven (*The Lost Lands Revisited) badlands with demonic techbase exterior(45%)
  • Level Eight (Currently Unnamed) A sorta techbase-y demonic fortress
*Level Name is subject to change
**Level theme is subject to change

I wish to thank the following people for their valuable assistance and contributions so far:
Code: Select allExpand view
Main Texture Set by DefconRazor32
ID software for the Q1 Textures used for the first secret level and the Wolfenstein 3D assets on the second secret level
Pistol Zombies, Blood Fiends, Demon XDeath State, Baron of Hell and Hellknight XDeath State by Eriance
Grenade Launcher by osjclatchford
CaptainToenail for his Palm Trees and Seaweed
Mor'ladim for his Rune Skull Pillars
Bethesda for the Daggerfall Jungle flora
Some sound effects were record by me from the PC port of Turok - Dinosaur Hunter
Doomified Turok Health Bonus Sprites by Eriance (Thank you Eriance, I owe you one)
Unique Ammo, Armor, Health Pickup sounds, and Chainsaw/Revenant tracerpuff fix code by Kinsie (borrowed from his doom enhanced mod)
Music from Turok - Dinosaur Hunter & Turok 2 - Seeds of Evil (Darren Michell)
The Skulltag Team for the Dark Imp, Cacolatern, SuperShotgun Zombie, Hectubus, Belphegor, Blood Demon and the Time Freeze Sphere
Espi for the Stone Imp
Dusk for the Underwater Music Script
Kate for helping me out with the checkpoint system script (I owe you one as well!)
Kaiser for being so kind and ripping the actual textures and some of the other sound effects from Turok - Dinosaur Hunter
Raven Software for the Wall and Snake Torches from Heretic, as well as some of the stuff borrowed from Hexen
zrrion the insect for his Fire Bowl
MagicWazard for the Terrain Splashes
3DRealms for the Chaingun Ammo Sprite
Z86, SandyPaper and the ZDoom Community for their brightmaps
JoeyTD for his AK47 sprites (Being used as the Assault Rifle)
Xaser for helping me polish the world key sprites that I hastily cobbled together
Kyle873 for helping me with an issue in SBARINFO involving the world keys, moving the checkpoint and underwater music script into a global library and getting explosive shells for both shotguns implemented
Arctangent for his further assistance fixing a bug in SBARINFO
Jimmy and Marrub for helping me out with the BIGFONT and SMALLFONT
Water for giving me advice in regards to the custom PLAYPAL
Edward850 for overhauling and improving on the coding for the explosive shells, overhauling the checkpoint system, and pointing out some vital improvements I could make (thanks a trillion!)
Tormentor667 and Arch for the Bullet Ricochets, Blood splatter and Torch item codes respectively
Rogue Entertaintment for the lighting sprites from strife, used for the fusion altfire for the BFG9000
Sgt. "Sarge" Shivers for making the awesome as hell TITLEPIC (Seriously, you rock! =D)

==Volunteer Testers==
Amv2k9
Bren
Everamzah
Sgt. "Sarge" Shivers
Kalinus
DoomFiend


Edit: it's been a while, but I figured you guys have waited long enough for a new playable public alpha of this mod:
https://dl.dropboxusercontent.com/u/762 ... 3_6_07.pk3

Edit 2: I updated it again with a quickfix version that fixes several bugs TheMisterCat noticed as well as hopefully fixing the chaingun ammo amount bug and I basically replaced the old DL Link with a new one.

Edit 3: I updated it again with another quickfix version that fixes several bugs EdTheBat noticed. Thanks Ed! (You guys might want to wait a few minutes before downloading it, since it might be uploading at the time of this edit)
Last edited by FireSeraphim on Sun Dec 27, 2015 4:43 pm, edited 25 times in total.
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Re: T-Style: Demons in the Mist (A WIP Eight Map GZDOOM Hub)

Postby Tormentor667 » Sat Feb 01, 2014 1:38 pm

This looks promising!
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Re: T-Style: Demons in the Mist (A WIP Eight Map GZDOOM Hub)

Postby FireSeraphim » Sun Feb 02, 2014 8:10 pm

Spoiler:
Some more Screenshots of Level 7, without the distance fog and in GZDoombuilder's Map editor window.
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Re: T-Style: Demons in the Mist (A WIP Eight Map GZDOOM Hub)

Postby Nems » Sun Feb 02, 2014 8:53 pm

As a fan of the original Turok, I need this. <3
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Re: T-Style: Demons in the Mist (A WIP Eight Map GZDOOM Hub)

Postby FireSeraphim » Mon Feb 03, 2014 4:23 am

Spoiler:
I decided to tackle the Hub Ruins and I think my take on it is almost as good as the original.
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Re: T-Style: Demons in the Mist (A WIP Eight Map GZDOOM Hub)

Postby DrDoctor » Mon Feb 03, 2014 7:48 am

Interesting, reminds me of this old Skulltag mod. Unfortunately the original author disappeared off the face of the Earth.
https://www.youtube.com/watch?v=LRrWFZRn0uc
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Re: T-Style: Demons in the Mist (A WIP Eight Map GZDOOM Hub)

Postby FireSeraphim » Tue Feb 04, 2014 10:44 pm

I finished the hub, but I'm not quite ready to get back to work on level 7 yet. Hence why I decided to work on level 1 instead
Spoiler:
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Re: T-Style: Demons in the Mist (A WIP Eight Map GZDOOM Hub)

Postby Kyle873 » Wed Feb 05, 2014 4:29 am

Ah, I didn't realize this had a topic! Good luck on it, it's looking good so far!
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Re: T-Style: Demons in the Mist (A WIP Eight Map GZDOOM Hub)

Postby FireSeraphim » Sat Feb 08, 2014 3:04 am

Spoiler: New Screenshots from Level 1 "The Ancient Canyon"
Spoiler: New Screenshots from Level 7 "The Lost Lands Revisited"
I thank you all for supporting me and since today is my birthday I thought it would be a good day to bump this thread with some more screenshots.
Last edited by FireSeraphim on Sun Feb 16, 2014 3:06 pm, edited 1 time in total.
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Re: T-Style: Demons in the Mist (A WIP Eight Map GZDOOM Hub)

Postby FireSeraphim » Fri Feb 14, 2014 3:31 pm

Spoiler: More Screenshots of Level One, with a preview of the new hud graphics and a WIP Pallette
I figured it warranted a good bump and all. Anyways the WIP PLAYPAL (Pallette) I'm using is still not perfect in some ways and I would appreciate some assistance from one who is experienced in making PLAYPAL lumps.
Last edited by FireSeraphim on Sun Feb 16, 2014 3:05 pm, edited 1 time in total.
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Re: T-Style: Demons in the Mist (A WIP Eight Map GZDOOM Hub)

Postby FireSeraphim » Sun Feb 16, 2014 3:05 pm

Spoiler: Another round of screenshots
Level 1 is now 50% complete. I should be able to send out another alpha build to some of the IRC regulars soon.
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Re: T-Style: Demons in the Mist (Level 1 is 50% done)

Postby LostSkull » Sun Feb 16, 2014 4:23 pm

Really neat. I'm gonna keep an eye on this
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Re: T-Style: Demons in the Mist (Level 1 is 50% done)

Postby Choke On Blood » Sun Feb 16, 2014 6:39 pm

In Turok there isn't pentagrams...
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Re: T-Style: Demons in the Mist (Level 1 is 50% done)

Postby TheMightyHeracross » Sun Feb 16, 2014 6:41 pm

It's not meant to be a Turok TC. It's just that the levels have inspiration from Turok.
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Re: T-Style: Demons in the Mist (Level 1 is 50% done)

Postby Choke On Blood » Fri Feb 21, 2014 1:53 am

TheMightyHeracross wrote:It's not meant to be a Turok TC. It's just that the levels have inspiration from Turok.

Well... ok lolz. I wanna try this.
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