[WIP] Hotline 666 - Looking for artists/mappers (Alpha 2)

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Discord: Zombie#1795
Location: Gold Coast, Queensland, Australia

[WIP] Hotline 666 - Looking for artists/mappers (Alpha 2)

Post by The Zombie Killer »

Hotline 666 is essentially (or, something I'm hoping to turn into) a hell-themed Hotline Miami game in the form of a Doom mod.


[spoiler="older videos"]

[/spoiler]
The map in the above video is by Zeberpal, although it has been slightly modified.

Download Public Alpha 2 (Google Drive)
Download Public Alpha 1 (Google Drive)

Changelog (public alpha 2):

  • Fixed crashes when loading certain maps
  • Improved "terminator" cheat
  • Two new cheats ("cena" and "ghost")
  • Fullbright crosshair
  • Fixed player flickering when shot repeatedly (only noticeable with god mode on, obviously)
  • Hotline Miami-style movement, you now stop instantly, rather than slowing to a stop
  • Centered legs on characters correctly
  • Changed the default blood setting to "Mild"
  • Changed the default camera height to 200
  • Blood smears are no longer transparent
  • New enemy AI (still rather buggy and stupid)
  • Holding the run key will make the camera follow your crosshair
  • Removed references and stray code from pre-release pixellation feature
  • Added groundwork for weapon code
  • Added test shotgun (type "use shotty" in the console to try it out, and "use kalashnikov" to go back to the Kalashnikov)

Note that as of this version, legs do not work properly with bots, this will be fixed later, since multiplayer isn't currently this mod's focus.
Also note that you must have the latest development build of GZDoom in order for the mod to work.

Credits
  • Zeberpal - No Mercy map
  • 1337spy - Ripping some of the resources because I'm too lazy to
  • SidDoyle - Droplets
Last edited by The Zombie Killer on Sun Nov 08, 2015 5:39 pm, edited 6 times in total.
User avatar
Zeberpal
Posts: 185
Joined: Sun Apr 28, 2013 2:06 am
Location: RU

Re: [WIP] Hotline 666 - Looking for artists/mappers

Post by Zeberpal »

Wow, this is outstanding. I did not expect gameplay to be so accurately ported to Doom. Feels so alike to original game, good job!

I like the way you want to turn it to Doom setting. I mean we have basic HotlineMiami games, and it should be something different, if you want it to be played. I think there is two wayouts: Singleplayer based and hell-themed. Or a complete copy of HM but multiplayer-zandronum-based, because original games don't support muliplayer.

Maybe it would be reasonable to take Jacket from Hawaiian conflict sprite, if you want to be it more like hell-themed HM game. That sprite more reminds him of being marine, also it could be interpretation of what Doomguy looks like from Top-down perspective :D Could be a nice catch.

If you plan to make a scenario, it probaly should be as awkward as in original Hotline, based in Doom setting though.
Do you plan to include cutscenes in the future, also including head-talking sprites?

Overall, I'm very excited about this!
User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Discord: Zombie#1795
Location: Gold Coast, Queensland, Australia

Re: [WIP] Hotline 666 - Looking for artists/mappers

Post by The Zombie Killer »

Thanks! I tried to make it as accurate as possible, glad to know I succeeded.
Cutscenes with the head sprites are definitely on my todo list, I'm probably going to do that once I implement all the weapons (plus the ability to throw them of course). Or maybe I'll implement doors first, I dunno.
User avatar
Miron
Posts: 23
Joined: Fri Nov 05, 2010 2:32 pm

Re: [WIP] Hotline 666 - Looking for artists/mappers

Post by Miron »

AI is still doom-like, right?
User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Discord: Zombie#1795
Location: Gold Coast, Queensland, Australia

Re: [WIP] Hotline 666 - Looking for artists/mappers

Post by The Zombie Killer »

Yes and no, it's still a bunch of A_Chase calls, so nothing crazy, but it's called more often so the AI is a little more erratic than usual.
User avatar
Zeberpal
Posts: 185
Joined: Sun Apr 28, 2013 2:06 am
Location: RU

Re: [WIP] Hotline 666 - Looking for artists/mappers

Post by Zeberpal »

Quick inaccurate sketch on doomguy
Image
User avatar
Ozymandias81
Posts: 2051
Joined: Thu Jul 04, 2013 8:01 am
Discord: Ozymandias81#2768
Github ID: Ozymandias81
Operating System: Windows Vista/7/2008 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support
Location: Mount Olympus, Mars

Re: [WIP] Hotline 666 - Looking for artists/mappers

Post by Ozymandias81 »

This stuff looks crazy. Keep up the good work TZK!
User avatar
GoodYume6
Posts: 27
Joined: Tue Aug 13, 2013 5:45 pm

Re: [WIP] Hotline 666 - Looking for artists/mappers

Post by GoodYume6 »

This is such amazing and unique mod, this really reminds me of Crimsonland a lot! :yup:
User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Discord: Zombie#1795
Location: Gold Coast, Queensland, Australia

Re: [WIP] Hotline 666 - Looking for artists/mappers

Post by The Zombie Killer »

Zeberpal wrote:Quick inaccurate sketch on doomguy
-snip-

That's awesome!

Ozymandias81 wrote:This stuff looks crazy. Keep up the good work TZK!

GoodYume6 wrote:This is such amazing and unique mod, this really reminds me of Crimsonland a lot! :yup:

Thanks!

EDIT: Alpha 2 released. Changelog:

  • Fixed crashes when loading certain maps
  • Improved "terminator" cheat
  • Two new cheats ("cena" and "ghost")
  • Fullbright crosshair
  • Fixed player flickering when shot repeatedly (only noticeable with god mode on, obviously)
  • Hotline Miami-style movement, you now stop instantly, rather than slowing to a stop
  • Centered legs on characters correctly
  • Changed the default blood setting to "Mild"
  • Changed the default camera height to 200
  • Blood smears are no longer transparent
  • New enemy AI (still rather buggy and stupid)
  • Holding the run key will make the camera follow your crosshair
  • Removed references and stray code from pre-release pixellation feature
  • Added groundwork for weapon code
  • Added test shotgun (type "use shotty" in the console to try it out, and "use kalashnikov" to go back to the Kalashnikov)

Note that as of this version, legs do not work properly with bots, this will be fixed later, since multiplayer isn't currently this mod's focus.
Check the OP for the download.
User avatar
Skelegant
Posts: 1418
Joined: Sun Aug 03, 2014 2:38 am
Location: All over the walls and floor of E2M8

Re: [WIP] Hotline 666 - Looking for artists/mappers (Alpha 2

Post by Skelegant »

This is truly beautiful. I can help out with graphics if I get the time.
(Also I wanna make a mod for it when it's done :D)
User avatar
Stopsignal
Posts: 147
Joined: Tue Apr 21, 2015 11:51 am
Discord: Stopsignal#2168

Re: [WIP] Hotline 666 - Looking for artists/mappers (Alpha 2

Post by Stopsignal »

This is amazing. And i agree with Zeberpal: there should be a multiplayer version. As you know, some people would love a multiplayer Hotline miami, be it cooperative or deathmatch, and it's something the base game does not have. You would end up getting, in my opinion, a really, really good response.

Sorry, i had totally not seen the deathmatch video. It looks awesome.
Of course, try to keep the map tights and with a good flow of play, and be able to see the enemy, to make it even more awesome. That's important!
User avatar
Zeberpal
Posts: 185
Joined: Sun Apr 28, 2013 2:06 am
Location: RU

Re: [WIP] Hotline 666 - Looking for artists/mappers (Alpha 2

Post by Zeberpal »

Unfortunately, I think it is quite impossible to make "HM port for multiplayer" for now. The thing is, this modification requires latest GZD build, so there is no point of talking about to port it to Zandronum, which does have a large multiplayer-orientated playerbase , but it is also outdated as hell for mod like this. Where else then, Gdzoom P2P multiplayer? heh
User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Discord: Zombie#1795
Location: Gold Coast, Queensland, Australia

Re: [WIP] Hotline 666 - Looking for artists/mappers (Alpha 2

Post by The Zombie Killer »

Believe it or not, the mod runs perfectly (offline) in Zandronum 4.0. It doesn't work online though because Warp doesn't work online yet.
The mod can also be made to run in Zandronum 3.0 with minimal effort
User avatar
Carbine Dioxide
Posts: 1927
Joined: Thu Jun 12, 2014 3:16 pm
Location: Anywhere.

Re: [WIP] Hotline 666 - Looking for artists/mappers (Alpha 2

Post by Carbine Dioxide »

Love it. :D

What kind of artists are you looking for?
User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Discord: Zombie#1795
Location: Gold Coast, Queensland, Australia

Re: [WIP] Hotline 666 - Looking for artists/mappers (Alpha 2

Post by The Zombie Killer »

Anyone capable of creating assets in the Hotline Miami art style

Return to “TCs, Full Games, and Other Projects”