Page 1 of 93

Reincarnation of Evil - Remaking Doom 3/4 Content in 2

Posted: Mon Dec 24, 2007 1:47 pm
by Ghastly
Reincarnation of Evil is a project dedicated to remaking the new content (monsters, weapons and items) in Doom 3, Resurrection of Evil and Doom 2016. The goal is to provide a resource for mappers to use, remaking these new resources in a way that lets them fit in with the original lineup of Doom 2 monsters and weapons, while providing different gameplay roles or themes mappers may find useful.

Formerly, this project was trying to remake all of the monsters from Doom 3, including monsters that already existed in Doom 2. I won't try to do that this time, unless the Doom 3 version is significantly different. I realized the only way remaking all of the monsters would be useful is to remake Doom 3 in (G)ZDoom, but in that case I'd just play Doom 3 anyway.

The names will have links to reference screenshots from the games themselves.

Progress:
Monsters:
Zombie Civilian: Not started
Hazmat Zombie: Not started
Chainsaw Zombie: Not started (Might cut. Not really significantly different)
Hell Zombie: Not started
ZSec (Pistol): Done
ZSec (Shotgun): Done
ZSec (Machinegun): Done
ZSec (Pistol/Shield): Not started
Zombie Commando: Not started

Trite: Done
Tick: Not started
Forgotten One: Done-ish. I'd like to get a sprite-set like Doom 3's Lost Soul for this, but *shrug*.
Cherub: Not started
Maggot: Not started
Vulgar: Not started
Wraith: Done
Pinky: Not started (I consider this different enough from Doom's Demon)
Bruiser: Not started

Vagary: Not started
Helltime Hunter: Not started
Berzerk Hunter: Not started
Invul Hunter: Not started
Sabaoth: Not started
Guardian: Not started (Seekers: Not started)
Maledict: Not started

Gore Nest: Not started
Hell Razer: Not started
Summoner: Not started
Cyber-Mancubus: Not started
Prowler: Not started
Harvester: Not started
Hell Guard: Not started

Tentacle: Not started
Mecha Zombie: Not started
Buff Totem: Not started
Hell Priest: Not started
Cueball: Not started
Gargoyle: Not started
Carcass: Not started
Whiplash: Not started
Dread Knight: Not started
Doom Hunter: Not started
Marauder: Not started
Gladiator: Not started
Weapons:
Machinegun: Code's done

Heavy Assault Rifle/Heavy Cannon: Code's done
Chaingun: Not started
Gauss Cannon: Not started

Vortex Rifle: Not started
Lightning Gun: Have sprites. Mostly working, still a little janky-looking.
Burst Rifle: Not started
Grenade Launcher: Done
EMG Mark V Pistol: Working code
Reaper: Not started
Hellshot: Code's mostly done
Static Rifle: Not started

Doomblade: Not started
Ballista: Not started
Crucible: Not started
Unmakyr: Not started
Items:
Gas Can: Code's done, needs pickup sprite
Chaingun Belt: Code's done, needs pickup sprite
Grenade Box: Code's done, needs pickup sprite
BFG Cell: Code's done, needs pickup sprite

Armor Shard: Done
Air Tank: Done!
Adrenaline: Code's done, needs pickup sprite
Soul Cube: Code's done, needs pickup and projectile sprites
Artifact: Code's done, needs pickup sprite(s).

Berserk (Sphere): Code's done, needs pickup sprite
Onslaught: Code's done, needs pickup sprite
Demon Rune: Not started, easy to code, needs pickup sprite
Overdrive: Code's done, needs pickup sprite
Invisibility: Code's done,needs pickup sprite
Regeneration: Done!

Frag Grenade: Code's done, need sprites for projectile and pickup (separate from Grenade Box, that's an ammo pickup for Grenade Launcher)
Megahealth: Code's done, needs a pickup sprite
Argent Cell: Done, needs a pickup sprite (the massive container in Doom 2016 would not work at all)
Lateral Thrusters: Code's done, needs pickup sprite
Hologram: Done
Siphon Grenade: Working code, needs a pickup and projectile sprite

Personal Teleporter: Code's done, needs a pickup and a projectile sprite.
Threat Pulse: Not started. Have some ideas
Shield Wall: Not started but easy. I've made something similar a few times. Needs a pickup sprite and a sprite for individual shield sections
Tesla Rocket: Code works, needs pickup and projectile sprites.
Threat Sensor: Not started. Have some ideas
Kinetic Mine: Code's done, needs pickup and projectile sprites.

Meathook: Code's done, needs pickup and projectile sprites.
Flame Belcher: Not started
Ice Bomb: Not started
Extra Life: Code's done, needs pickup sprites.
Misc:
Sentry Bot: Not started
Supply Drone: Code's mostly done, needs sprites
Munitions Crate: Code's done, needs sprites
Health Station: Not started
Hell Barrel: Code's done, needs sprites

Red/Blue/Yellow Gore Keys: Code's done
Slayer Key: Code's done
Empyrean Key: Code's done
Cultist Key: Code's done

Electric Mine: Not started
Slow Sludge: Not started
Reference screenshots from Doom 3 are taken with Doom 3: BFG Edition with high-res skin/texture mods, where possible.

Screenshots:
Image Image Image

Video:
Spoiler:
Notes:
Monsters:
Spoiler:
Weapons:
Spoiler:
Items/Misc:
Spoiler:
Downloadable Betas:
*Nothing right now*

Re: [Project]Reincarnation of Evil Monster wad

Posted: Mon Dec 31, 2007 10:21 am
by Ghastly
So, anybody going to tell me what they think of the wraith's decorate? Though I've never even seen it in action, I thought I emulated it quite well.

Re: [Project]Reincarnation of Evil Monster wad

Posted: Mon Dec 31, 2007 2:38 pm
by Matt
Heh, first I misread the title as Repercussions of Evil Monster wad. :P

So... uh, does it do anything besides chase the player and claw?

Re: [Project]Reincarnation of Evil Monster wad

Posted: Mon Dec 31, 2007 2:56 pm
by Ghastly
Vaecrius wrote:So... uh, does it do anything besides chase the player and claw?
Heh, next time check the decorate before you ask that, lol. It's supposed to teleport to the player like in Doom 3 when it's within a certain range of the player (close enough to reach the player, but far enough so it makes a difference).

I made it so there's a high chance it jumps over it, so it doesn't teleport all the time, but in retrospect, that's not a great idea because of the range. I'll update the wad.

Edit: Yup, wad updated.

Re: [Project]Reincarnation of Evil Monster wad

Posted: Mon Dec 31, 2007 5:43 pm
by Zok
:twisted: NICE!!! i cant wait to see screens about the monsters (and get the wad too) :twisted:
o btw. i dont have played the doom3: ROE. but i saw some videos and screen about the monster maledict. maybe the dragon of hexen with some modification and a new head can look same like maledict. :D

Re: [Project]Reincarnation of Evil Monster wad

Posted: Mon Dec 31, 2007 8:17 pm
by Phucket
45 seconds my ass, It's been 3 minutes and I'm STILL waiting to download. Fucking Mega Upload...

Re: [Project]Reincarnation of Evil Monster wad

Posted: Tue Jan 01, 2008 9:25 pm
by Amuscaria
Phucket wrote:45 seconds my ass, It's been 3 minutes and I'm STILL waiting to download. flexing Mega Upload...
better than rapidshit. :biggrin:

Re: [Project]Reincarnation of Evil Monster wad

Posted: Wed Jan 02, 2008 1:28 am
by Project Shadowcat
'Tis a shame, I like RapidShare.

Re: [Project]Reincarnation of Evil Monster wad

Posted: Wed Jan 02, 2008 11:05 am
by Ghastly
Here's a ZShare link: d3wraith.wad - 0.00MB. I'd've uploaded it to Badongo, too, but my internet's acting up.

Keep in mind that it replaces the imp, so you just have to load up map01 to see it.

Re: [Project]Reincarnation of Evil Monster wad

Posted: Wed Jan 02, 2008 11:44 am
by Tenement Funster
That's awesome! Powerful little guy; I wish I could use this fella' alongside normal imps in any WAD, would certainly add an interesting element to Doom.

It's been a while since I've played Doom 3, but weren't wraiths relatively quick? I might be thinking of the... mantis... maggot? Something...

Re: [Project]Reincarnation of Evil Monster wad

Posted: Wed Jan 02, 2008 2:02 pm
by Ghastly
Tenement Funster wrote:It's been a while since I've played Doom 3, but weren't wraiths relatively quick? I might be thinking of the... mantis... maggot? Something...
Maggots are the two-headed things that usually crawl on all fives, wraiths are the grey, hunched over things with the scythe-like arms.

I'm glad you like it. Once it has sprites and sounds, people will be able to use it for whatever wads they want it for.

Re: [Project]Reincarnation of Evil Monster wad

Posted: Wed Jan 02, 2008 3:30 pm
by Phucket
The teleportation for these guys is a lot better then it was for the Doom 3 Wraiths. It actually feels like there's a point to it.

Re: [Project]Reincarnation of Evil Monster wad

Posted: Fri Jan 04, 2008 9:59 am
by Ghastly
Thanks, Phucket. I was pretty sure that a lot of what monsters are supposed to do are scripted into the map. I summoned a few imps in the demo and they barely did anything, lol.

I'd like to get started on the guardian, next, but I'll wait until the next version of GZDoom, for A_LookEx. I'm not sure what to do in the meantime, though.

And I still need sprites.

Re: [Project]Reincarnation of Evil Monster wad

Posted: Fri Jan 04, 2008 6:29 pm
by Unknown_Assassin
Ghastly_dragon wrote:Here's a ZShare link: d3wraith.wad - 0.00MB. I'd've uploaded it to Badongo, too, but my internet's acting up.

Keep in mind that it replaces the imp, so you just have to load up map01 to see it.
The Wraith is pretty good, but shouldn't the transportation trick allow them to go past certain borders. An example is the one in Entryway where the switch is. The Wraith couldn't go past that location.

EDIT: Dammit. Too late to delete the bottom post.

Re: [Project]Reincarnation of Evil Monster wad

Posted: Fri Jan 04, 2008 6:29 pm
by Unknown_Assassin
Unknown_Assassin wrote:
Ghastly_dragon wrote:Here's a ZShare link: d3wraith.wad - 0.00MB. I'd've uploaded it to Badongo, too, but my internet's acting up.

Keep in mind that it replaces the imp, so you just have to load up map01 to see it.
The Wraith is pretty good, but shouldn't the transportation trick allow them to go past certain borders? An example is the one in Entryway where the switch is. The Wraith couldn't go past that location.