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
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.
- I prefer to have multiple zombie variants, just for flavor. Chainsaw and Hazmat will probably just be variants that aren't all that different, but would still prefer to have them so mappers have ways of more tools for dropping chainsaws or some kind of air pickups (a la that section in RoE).
- I might cut the ZSec (pistol, shotgun and machinegun variants) from this project's lineup, despite them already being finished. They don't really do anything alongside the existing zombies from Doom 1. That said, though, the pistol/shield variant actually would be interesting. I could also rework the machinegun variant a little so it's different enough from the chaingunner. If I do cut them from this pack, I'll make sure they're still easily found (probably on R667) for people who want to replace Doom's existing zombies with them.
- Changing the Trite a bit from the beta. Making it weaker, making it smaller and making it quieter. If you want to throw a cheap swarm at the player, that's it.
- Tick is going to be a kamikaze. A long while ago (back before I had Doom 3), some people told me it exploded at you for damage. Turns out it attacks just like the Trite. There really aren't any kamikazes in the standard Doom lineup, and this could work pretty well at it.
- Cherub will fly, dodge to the side occasionally (kind of like A_FastChase, but A_FastChase does hilarious things with flying monsters) and have a short-range dash. In smaller areas, they should be the swarmers that Lost Souls don't do so well at being.
- Maggot is going to be a melee-only meat-shield, similar to Doom's Demon, but I want to give it a bit more synergy if there are multiple ones in a group. Maybe some kind of pack behavior with A_CheckProximity, or maybe something as simple as giving nearby monsters a health pickup when it dies.
- The Reaper's two firing modes in Doom 2016 would fit the Vulgar pretty well, for attacks.
- I'll probably make the Bruiser behave a bit more like the Mancubus from Doom 2016. Better as turrets than Doom 2's Mancubi, with a short-range flamethrower attack.
- Vagary will be quite a bit weaker than the vanilla bosses (Around 1400 health, probably), but will move around a bit faster. It won't have the telekinesis attack (that would just be throwing randomly-angled projectiles from random offsets anyway), but I'll have to think of something unique to replace it. Maybe a really strong melee attack and an acid-spread attack that slows you for a few seconds if they hit you. That would combo well with swarms of Trites and Ticks as well.
- Helltime Hunter will teleport around, probably the same way the Summoners will. He'll also fly (Doom has a lack of flying bosses) and have a variety of projectile attacks.
- Berzerk Hunter will have his two modes, if I can get sprites for that. If someone only wants to sprite one mode, definitely do the powered-up mode since it's a lot more visually interesting. I'm not totally sure about its behavior in either mode, but this'll probably be my experiment to see how/if melee-focused boss-types can work.
- Invul Hunter will have the Halo-style shield mechanic I've been working on, and some different attacks.
- Guardian won't have the sight gimmick. I tried it ages ago and got it working to a degree (would probably be much easier now), but player speed in the original Doom is WAY too fast to make it work as well as it did in Doom 3 (such as it was). Instead, it'll spawn some amount of Seekers as a backup monster, up to a cap, which will all die when he does.
- Maledict is tricky. I'll probably do two versions; one with the Death Wyvern's kind of movement and one without.
- Gore Nest will be a turret that constantly spawns lower-level monsters until killed. I'll have to play around with how commonly it does that, since it won't have an attack.
- Hell Razer will be a mix between Doom 4's Possessed Trooper and the actual Hell Razer (burst of projectiles, charges up to do that beam, which'll probably be a burst of fast projectiles).
- Summoner will behave quite similarly to how it does in Doom 4. Teleport around, quick projectile attack, summon low-level reinforcements.
- For quite a while I wasn't going to include the Cyber-Mancubus, but I like its whole area-denial focus in Eternal. I can't think of much in the RoE lineup already that does that.
- Prowler will be some kind of stealth monster. Besides the Spectre, Doom doesn't really have too many good stealth monsters.
- I'm torn between making the Harvester some kind of slow, flying monster with FastProjectile lightning attacks (there's no good flying turret-type monsters), or giving it some kind of special revive ability, like cannibalizing other monsters to get more powerful. In any case, I'd really love for this to have a similar effect as the Archvile; getting that same "Oh shit!" reaction from the player.
- Kinda lost on what the Hell Guard would do. The three in Doom 2016 seemed really random, with weird spinning attacks and stuff like that. They seemed straight out of Sonic the Hedgehog.
- I have some code from something else for making the Tentacle pop out of the ground without getting stuck in anything. Should work pretty well.
- Hell Priests weren't actually an enemy in-game in Doom Eternal, they were just a story piece. However, I think just a static, decoration-like sprite for a Buff Totem wouldn't work too well to convey that it's something you should shoot in Doom 2's engine, so I think I'll be giving the Hell Priest the same sort of function. Buff Totem will be included as well. Still figuring out exactly what kind of buff they give. Turning on fast-monsters for monsters in the area would be useless if the fast-monsters server flag is already on, for example.
- Gargoyle will just be a flying imp, in terms of behavior and difficulty.
- Whiplash is probably not getting the longer-range claw-on-a-chain melee attacks. If I can get two moving animations, I'll make it periodically go a lot faster for short bursts (though I won't make it shorter when it does so; that could be a nightmare with getting stuck in flying monsters, for example). That should cover what made it unique in Eternal.
- I'm probably cutting the shield gimmick and the axe blasts from the Marauder. Just giving it a super shotgun will already make it one of the most infuriating and difficult monsters in the game.
- Gladiator will just be mace-and-shield. The Hell Guard already has the two-maces thing covered.
- Weapons should definitely be centered. The goal is to make resources that fit in with the original Doom's weapons, items and monsters.
- Chaingun will behave more like 3's than 2's. This, along with the Heavy Cannon/Heavy Assault Rifle and Machinegun, should give modders some more options for their rapid-fire weapons. The group definitely shouldn't be used alongside 2's own chaingun.
- EMG Pistol is basically just Doom 4's pistol. Charging mechanic and all. I'll probably do something more like Quake 4's blaster, where clicking fire just shoots it and holding fire charges it up until release. That way, it wouldn't use the altfire (since no other weapons, really, would use altfires).
- If I can get all of them, keeping the Hellshot, Burst Rifle, Static Rifle, Gauss Cannon, Reaper and Vortex Rifle to, again, give modders more options. As I said at the beginning of the post, I want to make sure everything has its own role and reason for a modder to use. These SHOULD be different enough that there would be reasons for a modder to include them in a map set, but they should definitely NOT all be used at once. After all, only one of these showed up in Doom 2016's single-player campaign, for example.
- Not doing a weapon for Doom 3's grenade. An inventory item would cover both Doom 3's and Doom 2016's grenades.
- Doomblade is just a fist type weapon.
- I'd prefer to get the Unmaker is a more gothic-iron kind of color, a la the weapons in Hellforged.
- I'll include a script for a stamina-based running system like Doom 3's with the pack, and the Adrenaline will give a certain amount of time of unlimited stamina. I'll also include a version of the Adrenaline that behaves like Quake 3's medkit, so there's a version that doesn't use a stamina system.
- I threw together an air meter script, and have the air tank give a certain amount of air. So far this code's only triggered by an inventory token telling the code the player's outdoors. Doom 3 looks like it has a recursive call to see if the sector (for lack of a better term) is connected to outdoor sectors, but I'll leave it up to individual modders to decide how they want to actually implement it.
- Soul Cube'll be just a consumable item that otherwise behaves like the weapon. It'll be easy enough to adapt it to a weapon if someone wants to do that.
- Artifact is an inventory-stored, timefreeze powerup. I'll include another version that's more similar to the original, though, and like the Soul Cube, that'd be easy enough for someone to turn into a weapon if they want to.
- Overdrive, Regeneration, Invisibility, Berserk and Onslaught should be spheres that fit in with Doom's other spheres. They have some lensing effects, fire, orbiting particles and things in Doom 2016 and Eternal, but those would just be harder to sprite and would make them fit in less with Doom 2's spheres.
- I'll include a Berserk sphere as a reskin of the berserk item for those who want all sphere-style powerups. I also rigged up a version that behaves more like Doom 2016's, with increased melee damage, damage resistance and speed.
- Invisibility behaves more like Quake's Ring of Shadows.
- Demon Rune will be a morph powerup that turns the player into a Mancubus or something like that. It'll be easy enough for a modder to turn it into whatever monster they want.
- Argent Cell will fully heal the player and increase maximum health by 25 points, up to a maximum of 200. So far I'm pretty happy with this; useful, and fits the spirit of the original.
- Megahealth is basically a reskinned megasphere, for those of us who want a more tech-y map pack. I also have a version that sets the player to 100/100 (if he's less than that) so there's something that behaves differently.
- Lateral Thrusters will probably be a double-jump script tied to an item. Probably last for an entire map.
- The personal teleporter's projectile is affected by gravity to limit how far a player can go with it. Doom's map design tends to make this thing ridiculously powerful.
- For the Shield Wall, I can copy something I made for Strife for this thing. Only thing that'll be inaccurate is the Shield Wall in multiplayer is supposed to be unpassable to enemies, but that can break things pretty badly in Doom 2.
- I have an idea for the Threat Pulse and Threat Sensor, but it requires being able to display something through a wall, and I'm not sure how to do that.
- Tesla Rocket will do a constant A_Explode, and will slow down when near things it damages.
- Kinetic Mine should be fairly easy. Proximity mine weapons have been done before, and it's just that but shoots a projectile.
- Sentry Bot is a simple friendly monster with a chaingunner's attack. I don't think it really *needs* to be more than that, but open to suggestions for things to make things easier for other modders.
- Munitions Crate and Health Station are going to be more similar to activateable decorations. I'll have them check dmflags to see if respawning items are enabled, and have them refresh themselves if so.
- Supply Drone will be this little destroyable drone will drop ammo or a powerup when killed (set argument for what you want to drop).
- Trying to think of how to do it, but the Slow Sludge stuff will slow you down and prevent you from jumping. Not sure if it'll be a script or what, but it was an interesting enough gimmick.
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.
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
NICE!!! i cant wait to see screens about the monsters (and get the wad too)
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.
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.
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.