Abysm: Dawn of Innocence v1.2 UPDATE

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Abysm: Dawn of Innocence v1.2 UPDATE

Postby jazzmaster9 » Fri Dec 21, 2018 11:28 am

Jazzmaster Presents


Abysm: Dawn of Innocence is an action adventure GZDoom TC for Doom2 inspired by medieval themed games such as Diablo, Dark Souls, and Hexen.
the mod features A Hub level progression where you complete quests while slaughtering demons along the way with various Medieval weapons and Spells.

The Kingdom of Astrea is invaded by Demonic Invaders from Hell, It is your job as a soldier of Sunlight to banish these creatures recapture the Sunlight Monastery and save the kingdom.

Image
Idgames: https://www.doomworld.com/idgames/level ... s/abysm_di
Dropbox: https://www.dropbox.com/s/u5wd4xklztvhm ... i.zip?dl=1

Screenshots:
Spoiler:

User Manual:
Spoiler: GAMEPLAY

Spoiler: MAP PROGRESSION

Spoiler: WEAPONS AND AMMO

Spoiler: ITEMS AND POWERUPS


Thank You so much for everyone who participated in the beta to gave their feedback and suggestions, and also those who gave the mod a try. 
Last edited by jazzmaster9 on Wed Sep 25, 2019 1:05 am, edited 11 times in total.
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Re: Abysm: Dawn of Innocence [Beta v1] - Action Adventure TC

Postby QuakedoomNukem Cz » Fri Dec 21, 2018 12:07 pm

Glad to see another project of yours. Definitely looks interesting, seeing you pretty much switched from Doom theme into Heretic/Hexen.
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Re: Abysm: Dawn of Innocence [Beta v1] - Action Adventure TC

Postby _mental_ » Sat Dec 22, 2018 8:54 am

Found two minor issues so far:
  • KEYCONF in main.wad contains addmenukey entry with no arguments. This leads to 'Usage: addmenukey <description> <command>' message printed during loading.
  • Quest log in MAP01 says: Talk to Cynthia then Explore the Defiled Sawmp and find the entrance...
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Re: Abysm: Dawn of Innocence [Beta v1] - Action Adventure TC

Postby jazzmaster9 » Sat Dec 22, 2018 10:02 am

_mental_ wrote:Found two minor issues so far:
  • KEYCONF in main.wad contains addmenukey entry with no arguments. This leads to 'Usage: addmenukey <description> <command>' message printed during loading.
  • Quest log in MAP01 says: Talk to Cynthia then Explore the Defiled Sawmp and find the entrance...


Nice catch, thank you :)
This is fixed now and the file has been updated.
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Re: Abysm: Dawn of Innocence [Beta v2] - Action Adventure TC

Postby jazzmaster9 » Mon Dec 24, 2018 2:49 am

Beta Version 2 is now available.

Changes:
- More Enemies have been tagged to respawn when returning to town.
- Added new Powerup Item, Soul Chamber; makes dropped mana stay indefinitely.
- Rebalanced the Rite of Pyromancy Weapon; each fireball will spawn 4 flames and the flames do more damage.
- Grammar and Spelling corrections.
- Fixed a possible sequence break for the Warner questline which made one of the quest inaccessible.
- Removed a rouge KEYCONF command.
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Re: Abysm: Dawn of Innocence [Beta v2] - Action Adventure TC

Postby SallazarSpellcaster » Mon Dec 24, 2018 6:10 pm

Hello. I've played Dawn of Innocence as far as the first boss battle, and so far I've really liked it, and can see the potential it has. On that regard, I'd like to offer my thoughts and opinions on it.

The Good:

+It really captures the Diablo-esque atmosphere of exploring a large world with hidden nooks and crannies to explore
+Good use of Strife like features. Dialogue choices, shops, completing quests to proceed with the main game, nice stuff
+Cool architecture. What I've seen so far, especially the Sunken City of Ortheon is visually appealing and really makes you want to keep exploring the place and unveil its secrets
+That boss battle. The Banished Necromancer was a straightforward, but fun encounter, what a good boss should be like, really
+Bounties, interesting concept, nice execution
+Fast travel waypoints. Thank you.
+Interesting characters, especially some of the sprite designs are really cool and draw you more into the game
+Useful inventory screen
+Some secrets hidden in places where you need to crouch. Cool feature, but often underused
+Optional dungeons. Exploring is always cool

The Bad:

-Vanilla Doom monster behaviors. It's more a personal matter really, but vanilla projectiles and behaviors seem lackluster after being spoiled by monster packs and the like

And that'd be it, really. More of a nitpick than an actual bad thing.

Suggestions:

*3d water. Another cool but underused feature that I think may pack a "woah" factor into some areas
*Bigger arsenal, and optional weapons. Some of the side dungeons could house special weapons or items, to further encourage exploration and give the player a sense of pride and accomplishment
*Bigger toolbox: Items, grenades, inventory stuff that could help out in a pinch
*Strife-like player upgrades: Get more damage output, ammo capacity, armor, that kind of thing
*Fancy lighting, it could add to the atmosphere of dungeons
*Spells, or weapon alt-fires to occupy that right mouse button

So far I've really enjoyed this TC, and I'm eager to see how it develops!
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Re: Abysm: Dawn of Innocence [Beta v2] - Action Adventure TC

Postby jazzmaster9 » Wed Dec 26, 2018 11:42 am

Minor Update:
- Changed Orhus the Steel's health from 900 to 1200
- Repositioned Orhus the Steel.
- Changed Vadra the Covetous' attack Pattern
- Some Grammar and Spelling Corrections.
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Re: Abysm: Dawn of Innocence [Beta v2] - Action Adventure TC

Postby jazzmaster9 » Fri Dec 28, 2018 8:09 am

Minor Update Uploaded:

- Mostly Aesthetic Changes to The Dungeons of Ortheon
- Texture realignment

SallazarSpellcaster wrote:Hello. I've played Dawn of Innocence as far as the first boss battle, and so far I've really liked it, and can see the potential it has. On that regard, I'd like to offer my thoughts and opinions on it.

Thank you for playing the beta, I am glad you enjoyed

SallazarSpellcaster wrote:*Bigger arsenal, and optional weapons. Some of the side dungeons could house special weapons or items, to further encourage exploration and give the player a sense of pride and accomplishment
*Bigger toolbox: Items, grenades, inventory stuff that could help out in a pinch

More Items are in the works and is currently being tested for balancing purposes.
So far the Soul Chamber has been added to Beta v2.

SallazarSpellcaster wrote:*Fancy lighting, it could add to the atmosphere of dungeons

I could play around with more GL lightning. I specifically minimized the use of Dynamic lightning to keep with the more classic FPS look but adding more in is not out of the question.

Thank you for the suggestions :)
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Re: Abysm: Dawn of Innocence [Beta v2] - Action Adventure TC

Postby jazzmaster9 » Mon Dec 31, 2018 12:22 pm

Minor Update Uploaded:

- New Graphic for the Boots of Speed
- Fixed some bad sprite offsets
- Resampled some Ambient sounds
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Re: Abysm: Dawn of Innocence [Beta v3] - Action Adventure TC

Postby jazzmaster9 » Mon Jan 07, 2019 7:37 am

Beta Version 3 is now available
- Fixed misaligned sector in Map 01 in the Sunlight Monastery that causes a HOM
- Fixed some badly aligned flats
- Some Aesthetic Changes in the Sunlight Monastery
- All minor Fixes done during Beta v2

Keep the Feedback coming :)
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Re: Abysm: Dawn of Innocence [Beta v3] - Action Adventure TC

Postby Mere_Duke » Thu Jan 10, 2019 9:39 pm

Hello, Jazzmaster9!
Thank you for this brilliant mod. I have just finished it. Wanted to play a little but couldn't stop until the end :)
It's of a rare kind of Hexenish Gothic-themed RPG-based games like The Inquisitor, Serpent: Resurrection and Korax's Heritage: Scattered Evil. I like such mods the most, and got much fun playing through.


    Things I want to mention
- The progress system. It's well-designed, along with corresponding quests and dialogs.
- Bosses. They are unusual and not-so-easy to defeat. And they are much different one from another.
- Rabbit! :D
- Unmarked secret (or so-called "secret") areas. Nice! (Though I'd have seen more secrets which may be gotten only with Boots of Speed.)
- Allies! It's nice to have them. (Alas, they are weak, but I've managed to save one guy at the fortress assault. At least one...)
- The place where I got with Boots of Speed and was accidentally rewarded with a pile of gold directly from you :D
- The system of enemy weaknesses to specific types of damage is good!
- Music! Amazing well-known tracks re-arranged and re-recorded. Doom, Heretic, Hexen ones. Very nice, and very well fit for Abysm's gloomy atmosphere!
(By the way, where the final boss fight music came from? Serious Sam I guess?)


    Bugs/Errors
Since I've played the build from 21.12.2018, I'm not sure which ones was already fixed, but anyway.

1) Misaligned Texture:
Spoiler:


2) Misaligned Texture:
Spoiler:


3) Spiders' Lair. Here's the spot where the player shouldn't be able to crawl, but it's too high so the player actually can get there.
Spoiler:


4) The place where player can drop and can't get back. (There are several more places like that through the game, not sure it was not your intention to create it like that.)
Spoiler:


And that's all, no major or game-breaking bugs found. Hooray!


    Suggestions/Thoughts
- I don't like the idea of re-spawning monsters. Just my opinion: I'd remove that mechanic. Along with disappearing mana orbs (since the much-needed powerup is too late in the game).
- Aplenty of gold coins. I played on normal difficulty and had everything I need, and by the end there were around 40k of coins in my backpack. So the game for me was "too" easy. Only at the beginning of the game there were times when I needed to return to a settlement to replenish stuff.
- There should be footsteps sounds. It's too strange to walk through a swamp without slimy noises.
- It will be cool if you add more ambient sounds. For example, chicken or sheep noises. (Though I've heard sheep once but I think it shouldn't be that rare.)
- There are typos in messages/texts. Many of them. They should be fixed to finally polish the project. If you're too lazy about it, I can do it for you right before the idgames release.
- Some places are poorly decorated. For example, some building interiors or caves. More furniture, some props, and that will add a lot to the vibe! And paintings for the walls too. (By the way, the level design is smazing, it only needs decoration. Open areas are cool too, and they should stay like that, without many of props and with much space to perform manoeuvres.)
- I really hoped to dive somewhere in sunken city... I'd be cool to visit flooded underwater areas and buildings.
- A sequel! :D
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Re: Abysm: Dawn of Innocence [Beta v3] - Action Adventure TC

Postby jazzmaster9 » Fri Jan 11, 2019 12:14 am

Mere_Duke wrote:Hello, Jazzmaster9!
Thank you for this brilliant mod. I have just finished it. Wanted to play a little but couldn't stop until the end :)


Im glad you enjoyed the mod :) thank you for playing.

Mere_Duke wrote:- I don't like the idea of re-spawning monsters. Just my opinion: I'd remove that mechanic. Along with disappearing mana orbs (since the much-needed powerup is too late in the game).
- A sequel! :D

I added the respawning monsters to make sure the overworld will remain an active combat area after clearing out the monsters. though i can maybe reduce the amount of enemies that respawn.
Mere_Duke wrote:- Aplenty of gold coins. I played on normal difficulty and had everything I need, and by the end there were around 40k of coins in my backpack. So the game for me was "too" easy. Only at the beginning of the game there were times when I needed to return to a settlement to replenish stuff.

I see, im gonna rebalance the gold drops on the monsters. Hell Knights and Cacodemons in particular have high drop rates in gold. might also drop prices on some bounty.
Mere_Duke wrote:- It will be cool if you add more ambient sounds. For example, chicken or sheep noises. (Though I've heard sheep once but I think it shouldn't be that rare.)

That shoudn't be to hard to implement. :)
Mere_Duke wrote:- There are typos in messages/texts. Many of them. They should be fixed to finally polish the project. If you're too lazy about it, I can do it for you right before the idgames release.

An i thought i fixed all of those in the last release. Im gonna re read the script files again and see if there was anything i missed. Any in particular that you found yourself?
Mere_Duke wrote:- Some places are poorly decorated. For example, some building interiors or caves. More furniture, some props, and that will add a lot to the vibe! And paintings for the walls too.

Alright, i'll be more than glad to redo some interior texturing on some of these areas.
Mere_Duke wrote:- A sequel! :D

YES

Again thank you giving this mod a shot. I Appreciate the feedback
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Re: Abysm: Dawn of Innocence [Beta v4] - Action Adventure TC

Postby jazzmaster9 » Fri Jan 11, 2019 2:56 am

Beta version 4 has been released
Changes:
- Rebalanced Gold drops on certain enemies to make them less frequent (Imp, Fiend, Cacodemon, Hell Knight, Revenant, Incarnate)
- Fixed some Texture misalignment in Map01 and Map04
- lessened Enemy respawns on the Overworld (still more respawns than the initial version)
- Fixed some Geometry in Map 13 that made players get stuck and unable to progress
- Added an Earthquake effect on Map04 during the stair building secquence
- Added decorations in various maps to improve visual quality
- Sheep makes sheep noises more often. :D
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Re: Abysm: Dawn of Innocence [Beta v3] - Action Adventure TC

Postby PRIMEVAL » Fri Jan 11, 2019 11:57 am

Mere_Duke wrote:Hello, Jazzmaster9!
    Things I want to mention
...
- Music! Amazing well-known tracks re-arranged and re-recorded. Doom, Heretic, Hexen ones. Very nice, and very well fit for Abysm's gloomy atmosphere!
(By the way, where the final boss fight music came from? Serious Sam I guess?)


My name is not Sam and I am seldom serious, but thank you for the kind words on my music! :D The final boss fight theme is my orchestrated rendition of E2M8. :)
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Re: Abysm: Dawn of Innocence [Beta v3] - Action Adventure TC

Postby Mere_Duke » Sat Jan 12, 2019 12:32 am

PRIMEVAL wrote:
Mere_Duke wrote:Hello, Jazzmaster9!
    Things I want to mention
...
- Music! Amazing well-known tracks re-arranged and re-recorded. Doom, Heretic, Hexen ones. Very nice, and very well fit for Abysm's gloomy atmosphere!
(By the way, where the final boss fight music came from? Serious Sam I guess?)


My name is not Sam and I am seldom serious, but thank you for the kind words on my music! :D The final boss fight theme is my orchestrated rendition of E2M8. :)

Oh man, thank you for really good music (and for gigabytes of cool tracks for Doom community). Should have recognized you by epic music tho!
That boss theme reminds me of Serious Sam boss theme, that epic orchestral music. So "Nobody Told Me About jazzmaster9" is my phone ring sound now :D
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