Fate: A Doom Total Conversion (IWAD release 1st episode)

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Fate: A Doom Total Conversion (IWAD release 1st episode)

Postby Hyperstyle » Sun Dec 15, 2019 2:46 am

Fate: A Doom Total Conversion is based on the Fate demo of 1996 by DogBone Software.

New IWAD version available with original palette (changelog at bottom of post)

This TC is based on the unreleased Build Engine game Fate. I took many liberties with the source material, however there are some similar game mechanics like breakable barrels, escaping from a cell and collecting weapon pieces.
Watch out for secrets, you might find a secret level gem. All the graphics, sounds and music are changed.

7 weapons with secondary fire modes
10 enemies

First chapter: 9 levels
Second chapter: 1 level preview

How to play
-- How to play --
Add Fatedoom.ipk3 in GZDoom folder
Start gzdoom and select Fate
Jumping, crouching & mouse look required

------------------

Story
See 'Story' in the Main Menu


Screenshots






Enemies
Spoiler:


Weapons
Spoiler:



Download:
https://www.moddb.com/mods/fate-a-doom- ... doom-1-1-1

ModDB link:
https://www.moddb.com/mods/fate-a-doom-total-conversion
_________________________________________________________________________________________
Credits

Graphics: Fate (DogBone Software, Ozymandias81 for ripping gfx),
Edited sprites from Shadow Warrior Beta (3D Realms),
In Pursuit of Greed (Mind Shear Software, Ozymandias81 for ripping gfx),
Cybermage Darklight Awakening (Origin Systems, Yagotzirck & Dynamo for ripping sprites),
Disruptor (Insomniac Games, Yagotzirck & Dynamo for ripping sprites)
Blood (Monolith Productions) &
Heretic (Raven Software)

Sounds: Fate (DogBone Software), MONSTER horror sounds by Robinhood76, "Chewing, Carrot, A.wav" by InspectorJ,
"Heavy_Swallow.wav" by DrMaysta, "Step on paper.wav" by Hawkeye_Sprou, "bush6.wav" by schademans,
Race robot sounds by Ionicsmusic & "Robot Sigh-balanced.wav" by Audionauten of Freesound.org,
Music: In Pursuit of Greed (Mind Shear Software) taken from www.modarchive.com
Scripting: Nash Muhandes (Duke3D-style Actor Shadows)
Beta tester: Arno Ansems
Used tools:
Doom Builder2, Slade3, Joesound, Editart, Paint.NET, Zamzar

Changelog:
Version 1.1.1
*Rocket Rifle projectile is faster
*Added pain sound for player
*Added sound for destroying bushes
*Fixed enemy trap at C1L5 where enemies would be stuck
*Removed unreachable secret in C1L9
*Removed unreachable secrets in C2L1
*Added new enemy type in C2L1
*Added camera that warns enemies in C2L1
*Improved rocket rifle smoke trail

Version 1.1
*New GFX with original Fate palette
*Fatedoom is now an IWAD and therefore does not need doom.wad
*Added animation frames to trooper, barrel and rocket rifle
*Some more objects can now be destroyed (some vases contain items)
*All weapons are now more effective
*Portal Crossbow can now shoot up and down correctly
*Added decorations
*Many small updates
Last edited by Hyperstyle on Sat Jan 04, 2020 10:31 am, edited 4 times in total.
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Re: Fate: A Doom Total Conversion

Postby Redneckerz » Sun Dec 15, 2019 4:53 am

This definitely has a lot going for it. Interesting that you went with Fate and took your own take on it asa result. Definitely getting some Strife vibes aswell.

I really like the weapons HUD in this one. Is this something that could also be used as a generic weapons HUD for other mods or is it, as of now, specifically crafted for this TC?

Because that HUD looks really interesting for RPG styled mods.
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Re: Fate: A Doom Total Conversion

Postby Hyperstyle » Sun Dec 15, 2019 6:23 am

Redneckerz wrote:This definitely has a lot going for it. Interesting that you went with Fate and took your own take on it asa result. Definitely getting some Strife vibes aswell.

I really like the weapons HUD in this one. Is this something that could also be used as a generic weapons HUD for other mods or is it, as of now, specifically crafted for this TC?

Because that HUD looks really interesting for RPG styled mods.


Cool, thanks! I made a custom HUD for this TC, because the original HUD sucked, and I like it when a mod feels like a different game. I guess it should not be too much hassle to use it in another mod. Although I should not have used the deprecated SBARINFO lump for this.
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Re: Fate: A Doom Total Conversion

Postby Dynamo » Sun Dec 15, 2019 8:53 am

Wow, this looks amazing! I have always thought that a remake/reinterpretation/continuation of Fate would be amazing to see, can't to see the day has finally arrived where it's now a reality! Looking forward to play this in the upcoming days :D

For the credits btw, you should also credit Yagotzirck as he took care of most of the ripping.
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Re: Fate: A Doom Total Conversion

Postby Phredreeke » Sun Dec 15, 2019 9:29 am

Nice. Why didn't you keep the sprites original palette though?


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Re: Fate: A Doom Total Conversion

Postby Enjay » Sun Dec 15, 2019 9:37 am

I was wondering that too. The conversion is nice and it finally lets me get an idea of what Fate was meant to be like (never able to play even the demo) but the graphics (sprites and textures) have really suffered from being forced into the Doom palette.
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Re: Fate: A Doom Total Conversion

Postby Hyperstyle » Sun Dec 15, 2019 10:17 am

Well I ripped most of the sprites myself years ago and converted them to the doom palette. I do definately regret that. Actually have some sprites in a different folder that are not doom converted for that reason. But then I'll need to change all the textures and sprites. :(
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Re: Fate: A Doom Total Conversion

Postby Enjay » Sun Dec 15, 2019 10:25 am

If you have the time and the motivation to do it, replacing the Doomified graphics with their original palette versions would be worthwhile IMO. However, I understand that it would be a lot of work.
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Re: Fate: A Doom Total Conversion

Postby Dynamo » Sun Dec 15, 2019 10:43 am

I can potentially help you with that if you send me the folder in question.
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Re: Fate: A Doom Total Conversion

Postby Hyperstyle » Sun Dec 15, 2019 11:04 am

Enjay wrote:If you have the time and the motivation to do it, replacing the Doomified graphics with their original palette versions would be worthwhile IMO. However, I understand that it would be a lot of work.


Well, you are right. I just converted all the graphics back to the Fate palette and it even now (by converting them back) it looks better. It will look so much better with unhampered files.
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Re: Fate: A Doom Total Conversion

Postby Hyperstyle » Sun Dec 15, 2019 11:09 am

Dynamo wrote:I can potentially help you with that if you send me the folder in question.


Thanks, the folder is already inside the pk3, so those sprites look nice with the fate palette now. I mostly need the textures and soldier and troll sprites in clean format. If you could provide a link to Yagotzirck rips it would be really helpful. It takes a lot of time to extract them from the source. I'll be sure to credit him.
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Re: Fate: A Doom Total Conversion

Postby Dynamo » Sun Dec 15, 2019 11:10 am

Yagotzirck's rip for what exactly? Cybermage and Disruptor?
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Re: Fate: A Doom Total Conversion

Postby Ozymandias81 » Sun Dec 15, 2019 11:15 am

This looks freaking interesting! In case you need them, I have ripped and packed Fate stuff here, which contains almost all graphics from Build engine related games.

For lazy people who doesn't want to browse my thread: https://drive.google.com/file/d/16KV1Mh ... OriVJ/view
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Re: Fate: A Doom Total Conversion

Postby Hyperstyle » Sun Dec 15, 2019 11:16 am

Dynamo wrote:Yagotzirck's rip for what exactly? Cybermage and Disruptor?

Never mind, I just now released I should credit him for those resources. I thought you meant he ripped fate resources. I was kind of hoping for that lol.
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Re: Fate: A Doom Total Conversion

Postby Hyperstyle » Sun Dec 15, 2019 11:21 am

Ozymandias81 wrote:This looks freaking interesting! In case you need them, I have ripped and packed Fate stuff here, which contains almost all graphics from Build engine related games.

For lazy people who doesn't want to browse my thread: https://drive.google.com/file/d/16KV1Mh ... OriVJ/view


Thanks, that will be really helpful!
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