[WIP] Hell Hath No Fury

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22alpha22
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[WIP] Hell Hath No Fury

Post by 22alpha22 »

CURRENT VERSION: 0.3.1

DOWNLOAD LINK: https://www.dropbox.com/scl/fi/ykefsnho ... g0km4&dl=0

SCREENSHOTS:
Spoiler:
ABOUT THE PROJECT

PROGRESS:
This project is currently in the alpha stage. Currently 5 maps are complete of about 12 or so for the first episode. Most of the assets are done, though I still need to come up with a TITLEPIC and maybe find some music.

GAMEPLAY:

GENERAL
Hell Hath No Fury attempts to blend Doom gameplay with gameplay from various shooters of the late 90's and early 2000's. Features include, an expanded Half-Life HEV system, Quake II style objectives and armor, location based hit-boxes for human enemies, all hitscans replaced by fast projectiles except the railgun, and much more.

* A large and completely custom arsenal.

* Large monster counts but not to the extent of slaughter map gameplay.

* Larger maps, regularly averaging over 1 hour completion times

* Lots of secrets to find

* All bullet projectiles are affected by gravity and air resistance, giving them a parabolic trajectory. As a bullet travels it will lose velocity and once it has lost 1/3 of it's initial velocity, it's damage will start being reduced. Bullets travel fast enough that at short and mid ranges, you shouldn't notice much difference between the bullets and traditional hitscans. At longer ranges however, you will need to compensate for bullet drop and travel time.

* Human enemies have hit zones that effect damage they receive.

* Demons and non-humans (zombies included) do not utilize hit zones, shoot em wherever just like regular Doom

* Quake II style armor. Lesser armor can be picked up to repair superior armor without replacing it. Two of the same type armor pickups are required to receive max hit points of that type. When armor falls below 50% max hitpoints for it's type, it's protection will begin to deteriorate, offering less and less protection as it takes damage. The armor's hitpoints will continue to take damage at the normal rate however.

* Some human enemies work as part of squads, they can alert each other to threats, trigger alarms, and even call for reinforcements.

* Security cameras. If active, they will search for intruders and set off alarms with varying consequences. They can be destroyed but this may trigger additional enemies to come and investigate! Watch camera's indicator lights for their status. You can take control of cameras in security offices, including disabling/enabling their search mode and setting/deactivating the alarm.

* Sentry Guns. Absolute death hanging from the ceiling or on a tripod. Thick armor and they don't count as kills, best avoided if possible. They don't have ears and posses a limited FOV. If you find a control terminal, you can take remote control of them and turn them on their masters!

* While the Nazis may officially be aligned with the demons, the average grunt would still prefer to keep their distance from Hell's horrors. All it would take is a little friendly fire...

* Zombies are possessed by lost and tortured souls with absolute blind hatred for any living thing with a soul. As such, they will attack marines and Nazis indiscriminately. Nazis understand this and will attack zombies on sight as well.

* All humans and monsters are effected by environmental hazards. Lava will burn them and they can drown too!

* All damage is randomized by up to +50% base damage rather than Doom's 1d4 or 1d8 formulas.

* The berserk powerup lasts only a minute but increases fist damage by 20x, increases the knife's attack rate, and provides a 30% damage resistance bonus.

* A new powerup, the Salvation Sphere provides a 100 point bonus health boost but it lasts only a few seconds before the bonus health begins to slowly rot away like the Quake II mega health. The health rot will never take away more health than what you had before you picked up the powerup, nor it will it take health if you drop below your normal maximum health. It also provides a 10% damage resistance bonus while active.

* The new adrenaline powerup will permanently increase your maximum health

This map set utilizes many Hardware-Accelerated features and may require a more powerful machine than many of your standard Doom mods. Dynamic lights must be enabled as there are areas that lit are exclusively by them. Make sure you have the lights.pk3 (included with GZDoom) loaded with this mod. Shadowmaps should also be enabled. You will need a key bound for jump as there is some platforming required and certain jumps need good timing. Crouching is also necessary so make sure a key is bound. The maps are designed for freelook and it may even be necessary in order to shoot some switches and barricades. The maps are designed to play with autoaim completely off, however the maps should still work for those who need/prefer it.

HEV
A Half-Life style HEV system is a large part of the gameplay in Hell Hath No Fury. Your Hazardous Environment combat suit provides your HUD, your inhuman movement speeds and agility, medical treatment as needed, voice callout information, and of course a flashlight. When you first start, you won't have your HEV yet and therefore won't have a HUD or be able to move very quickly, at least by Doomguy standards.

The HEV requires power to provide medical assistance in the form of healing any debuffs you may have acquired, the more severe the debuff the more power is consumed to remove. If there is sufficient power, the debuff will be healed automatically. The flashlight also consumes HEV power, albeit rather slowly. On higher difficulties, if you completely run out of power, your HEV will shut down, removing your HUD and reducing your movement speed until you find more power. The HEV provides audible voice callouts about various information such as debuffs acquired and their treatment or lack thereof, item pickups, critical alerts, and more. The voice callouts can be configured or even disabled completely in the player setup menu.

In addition, if you have 25% or more power, your HEV will activate its reactive armor system which provides a flat 10% damage resistance bonus. While active, your power will be drained when you take damage, when it falls below 25%, the reactive armor will be shut down to conserve power. The reactive armor damage resistance stacks with any regular armor you may have.

DEBUFFS
Hell Hath No Fury features several debuffs that can affect you and even your enemies. Debuffs can be cured almost instantly if your HEV has enough power, instantly by picking up a regular health pickup (not a health bonus), or overtime depending on difficulty. Most debuffs come in two varieties, a major and minor variant. Major has stronger effects and a longer duration.

-Minor/Major Lacerations
* Inflicted By: Melee attacks
* Effects: Causes bleeding and small loss of health over time in humans and creatures capable of bleeding. Fatal if health is low and not cured. Will not expire overtime on the highest difficulties.
* Power Cost: 5/10

-Internal Bleeding
* Inflicted By: Ripper projectiles
* Effects: Causes bleeding and moderate loss of health over time in humans and creatures capable of bleeding. Fatal if left uncured. Will not expire overtime on all but the lowest difficulties.
* Power Cost: 10

-Poisoned
* Inflicted By: Toxic projectiles
* Effects: Cause slow poison buildup which inflicts increasing damage over time in humans and creature capable of being poisoned. Fatal if left uncured. Will not expire overtime on all but the lowest difficulty.
* Power Cost: 5

-Minor/Major Fracture
* Inflicted By: Falling damage
* Effects: Reduces movement speed and jump height. Affects only the player. Not directly fatal. Will not expire overtime on the highest difficulties.
* Power Cost: 5/10

HUMAN HIT ZONES
Human enemies feature hit zones that affect how much damage they receive depending on where they are hit. Note: Zombies are demonically possessed and are unaffected by hit zones. As a general rule when you hit a human enemy, if you see blood particles, you have dealt at least 85% percent of your bullet's damage potential, if you only see a smoke puff, your bullet has dealt at least 40% percent of it's damage potential, if you see a small flash and puff, your bullet has only dealt at most 25% of it's damage potential. Enemy damage resistance is affected by the caliber and type of bullet hitting them. Larger calibers lose less damage to resistance than small calibers and rifle rounds penetrate better than pistol rounds. Note: Hit zones only effect bullet projectiles. Splash damage and regular projectiles like plasma and fire balls ignore hitzones but are affected by general enemy resistances regardless of where they are hit.

The legs are generally unarmored and will usually receive full damage from any bullet type. Shoot the legs if your unsure about the rest of the armor. The torso is well usually armored and a poor target for pistol caliber bullets. Rifle caliber bullets are able to penetrate better. The face, neck, and head if helmetless, are critcal zones that deal a 3x damage bonus or 1.5x if the bullet is a shotgun pellet. If the target is wearing a ballistic mask or face shield, no damage bonus will be granted, in which case the legs are a better target. If the target is wearing a ballistic helmet, it is usually the most well armored part of the target and will massively reduce pistol damage and even rifle caliber rounds will struggle to penetrate.

DAMAGE TYPES
There are several damage types that you and enemies can deal. Some enemies are more resistant various damage types. Open the weapon info page to see what damage types your current weapon deals.

-Kinetic: The basic bullet damage type and also inflicted by some monster projectiles. Effective against flesh. Effectiveness against body armor and reinforced armor such as sentry guns and gunships depend on bullet type and caliber. Pistol bullets and shotgun pellets are largely useless against thick reinforced armor.

-Melee: Standard melee damage type. Inflicts laceration debuffs on targets that can bleed if the damage is high enough. Less effective against body armor and almost useless against reinforced armor.

-Electric: Special damage type. Has a 50% increased chance to cause pain. Causes HEV powercell loss if the player is hit by sufficient amount. Effective against most targets.

-Explosive: Standard splash damage type. Effective against nearly any target. One of the only damage types effective against reinforced armor.

-Fire: Standard projectile damage type. Also inflicted by lava. Causes HEV powercell loss if the player is hit by a sufficient amount. Extremely effective against flesh. Less effective against body armor and almost useless against reinforced armor.

-Ice: Special damage type. Temporarily freezes enemies. Enemies killed by this damage type will be frozen solid and eventually shatter. Effective against most targets.

-Slime: Standard projectile damage type. No special properties. Effective against most targets.

-Plasma: Standard projectile damage type. Extremely effective against flesh. Less effective against body armor and extremely ineffective against cyber-augmented demons and reinforced armor.

-Toxin: Special damage type. Only effective against flesh. Causes poison buildup in vulnerable targets. Useless against non-organic targets.

-Ripper: Special damage type. Effective against most targets. Rips through targets and causes internal bleeding on targets that can bleed.

-Laser: Special damage type. Effective against all targets.

DIFFICULTY
Hell Hath No Fury uses several all new difficulty modes. The maps have been designed for inventory progression from map to map but they have all been tested from a pistol start or in this case knife start. All maps were play tested on Heroic and all par times set on Heroic with a fist or knife start and 100% kills, items, and secrets.

-Very Easy: Lowest monster count, the player takes 1/3 less damage and monsters have 1/4 less health.

-Easy: Moderate monster count, the player takes 1/4 damage and the monsters have 1/6 less health.

-Normal: High monster count, the player takes 10% less damage and monsters have normal health. Ammo drops from enemies are halved.

-Heroic: High monster count, the player takes full damage and monsters have normal health. Ammo drops from enemies are halved. HEV shuts down when out of power. Cheats disabled.

-Legendary: Highest monster count, the player takes 10% more damage and monsters have 25% more health. Ammo drops from enemies are halved. HEV shuts down when out of power. Cheats disabled. (Not recommended for first playthrough)

-Epic: Highest monster count, the player takes 25% more damage and monsters have 50% more health. Ammo drops from enemies are halved. HEV shuts down when out of power. Cheats disabled. Fast monsters enabled. (For masochists only)

CONTROLS
Hell Hath No Fury adds several new keys that need to be bound, be sure to check controls in the options menu.

-Binoculars: Toggles between binoculars and your last selected weapon. Binoculars are always available.

-Flashlight: Toggles your flashlight on/off. Requires HEV power and slowly drains power while on.

-Increase/Decrease Magnification: Increases/Decreases the zoom level of your binoculars or any scoped weapon

-Transfer HEV Energy To Weapon: Transfers available HEV energy to your currently selected energy weapon. The transfer rate is not 1:1 for some weapons and can be very inefficient.

-Mission Objectives: Toggles the mission objectives popup. Displays difficulty, area name, primary and secondary objectives, goals, kills, and secrets.

-Ammo Inventory: Toggles the ammo inventory popup. Displays all available ammo, including the current amount your carrying and the max amount you can carry.

-Weapon Information: Toggles the weapon info popup. Displays information about the currently selected weapon.
* Ammo Type: The ammo type the weapon uses
* Damage: The base damage(s) the weapon deals. Values separated by an '|' are base damage amounts belonging to different damage types.
* Damage Type: The damage type(s) the weapon deals. Types separated by an '|' correspond to the damage amount separated by the '|'.
* Explosive Damage: The amount of explosive splash damage the weapon deals. This is in addition to any other damage the weapon deals.
* Rate of Fire: Attack rate of the weapon
* Range: For melee weapons, the maximum range a target can be hit. For projectiles that lose damage over range, this is the maximum range the projectile can travel before damage starts being reduced. For all other projectiles, the maximum distance the projectile can travel.
* Dispersion: The accuracy of the weapon. The larger the number, the higher the maximum shot deviation, therefore the less accurate the weapon is.
* Velocity: The muzzle velocity of the weapon's projectile. For rockets and missiles, this is the maximum cruise velocity rather than initial muzzle velocity.
* Overheats: The weapon overheats and loses accuracy the longer the trigger is continuously held. Increases weapon dispersion, release the trigger and let the weapon completely stop firing to reset dispersion.
* Scope: If the weapon has a scope, it can be accessed via the Alt-Fire or Zoom keys. The sniper rifle's accuracy doubles when using the scope.

PLAYER SETUP MENU
There are several new options in the player setup menu.

-HEV Sounds:
* Off: Disables all HEV voice callouts
* Minimal: Only critical voice callouts are played
* Default: Callouts concerning vitals, debuffs, and suit status are played
* Full: All callouts are played, including those related to item pickups and weapon status

-Crosshair Alpha: The opacity of the 'Weapon Specific' crosshair

-Crosshair Type:
* Weapon Specific: Weapons use a specific custom crosshair designed for that weapon
* Accuracy Adaptive: Weapons use a generic crosshair that shrinks/expands to reflect the weapon's accuarcy
* User Selected: Uses the standard/custom ZDoom crosshair selected in the HUD options menu

-Health Colors: Changes the color scheme of standard health pickups (not health bonuses). Default has a different color for each type of health pickup, while the other options set a uniform color pattern for all health pickups. (they can still be easily differentiated from each other)

-Armor Style: Changes the sprite style of standard armor pickups (not armor bonuses)

-Flat Decals: The maximum number of decals that can be generated on the floor and ceiling

-Recoil: Whether weapon recoil is on or off. Note: recoil is visual only and will fully reset before the weapon is ready to fire again, therefore you will NOT need to adjust your aim to compensate for it. (the assault rifle and battle rifle are slight exceptions to this as the recoil will not fully recover between shots in the same burst but it will fully recover between separate bursts)

-Gun Flash: Toggles dynamic light flashes when a weapon fires

-Casing Fade Time: The amount of time in seconds before casings and bullet debris begin fading out after they have been generated. Casing and bullet debris take an additional 30 seconds to fully fade out once they have begun. Maximum time is 3600 seconds or 1 hour.

STORY:
A few years after the events of Doom and Doom 2, the UAC has been disbanded and their facilities abandoned and derelict. To protect Earth from future Hell invasions, the Earth Defense Force is formed and all inter-dimensional teleportation technology is banned. Only short range teleportation is allowed and strictly controlled by the EDF.

The EDF marine division begins an aggressive recruiting campaign and many join, eager to protect Earth and humanity. A large EDF response fleet is built and stationed in orbit around Earth but the EDF's crowning achievement is three space stations in low Earth orbit. These 'shield' stations as they are known, are together, capable of generating an impenetrable energy shield around themselves and the Earth, preventing anything from getting through. Each shield station has a supply base on Earth with a two way teleporter which serves as the only way to access the stations.

For 20 years things have been seemingly peaceful but a sinister force has been quietly planning and building up it's forces. Before the Hell invasions, the neo Nazis knew they didn't have any chance of conquering the Earth but if they could somehow ally with the demons of Hell, that would all change. Through dark rituals, Nazi leadership contact hell and make a bargain, if the Nazi's find a way to allow demons into our world again, they will allow the Nazi's to rule the Earth for 1,000 years.

The EDF receives a distress call from the long abandoned UAC teleportation labs on Phobos. Demons are pouring through into our dimension and will soon head to Earth. The bulk of the EDF response fleet mobilizes and heads off for Phobos. Once the fleet is far away enough that it can't return in time, the Nazis launch coordinated surprise assaults on all three supply bases for the shield stations. Quickly taking the bases, they use the teleporters to board the stations and quickly take control. They activate all three stations and raise the shields, preventing the EDF response fleet and the majority of the marines from being able to return to Earth.

Nazi forces all over Earth seem much larger than what a fringe organization should possibly be able to achieve and they seem to have intimate knowledge and access to UAC technologies and facilities, including a long hidden inter-dimensional teleportation lab on Earth. The Nazis start up inter-dimensional teleporter and allow demons enter our world once more...

You were just a child when the first Hell invasion occurred, losing friends and family to the demons. As soon as you were old enough, you enlisted in the newly formed EDF as a marine. Now after years of drills and training, your time has come. You were devastated when your ship was one of the few ordered to remain behind when the rest of the fleet left to respond to the Phobos distress call. Now it looks like you will be one of only a couple thousand marines left to defend Earth. The remaining EDF ships inside the planet-wide shields begin mass deploying their marines to the three shield station supply bases via drop pods. Your objective: secure the supply bases and use the teleporters to board and retake the shield stations. It is imperative that the shield is taken down so that the rest of the EDF fleet can return and reinforce the Earth or humanity is surely lost.

The Nazis have full control of the air defenses at the supply bases, as such, your platoon is set to drop at an old fort that the UAC had repurposed into an underground waste processing facility. The facility has been out of commission for years but it is connected to a transit network that connects to the supply base. Your platoon will commandeer a train and travel underground to the supply base. As your platoon's pods approach the old fort, you are suddenly lit up with anti-aircraft fire. Every drop group is ambushed by unexpected anti-air fire far from the supply bases. Your platoon is scattered, your own pod taking hits and veering off into a large pond. The uncontrolled impact rendered you unconscious for in indeterminate amount of time. You awaken to find your pod at the bottom of the pond and your equipment locker jammed. You jettison the canopy and swim for the surface. You will have to find your platoon if they are still alive and some weapons along the way. You have a mission to complete...

BACKGROUND:
This is my first ever publicly released map set. The aim of this project as to "remaster" the very first maps I ever made for Doom back when I was a child many years ago. My first maps were about what you would expect from a child just starting to learn how to map and mod. They were filled with misaligned textures, HOMs, unclosed sectors, switches that didn't do anything, and all manner of brokenness. Still they were MY maps and have always had a special place in my heart. Over the years my skills at mapping and modding have greatly improved, though I'll be the first to admit there are many in this great community who are far more talented than me. I decided about five years ago that my skills at mapping had reached a level I was finally starting to be content with and decided to go back and remake all my old maps from scratch utilizing my improved skills. Thus this project was born.

I have about 20 or so maps that I want to remake and these maps will be split into two or maybe three episodes. The remade maps will follow the originals designs somewhat loosely, adding in new areas, more detail, and making many gameplay adjustments. The maps will utilize the latest GZDoom features that weren't available more than 10 years ago when the original maps were made. In addition I will be including the original maps as part of a bonus episode for the curious. The original maps are mostly untouched however I have made some fixes to them to make them playable under modern GZDoom. The original maps were made for and tested in an ancient version of ZDoom that hid many of errors that the maps contained. I have fixed all game breaking errors such as unclosed sectors, broken switches, and HOMs.

Update:
When I first stated this project back in 2014, it was just meant to be a remaster from scratch of childhood maps. This continued until about 2020 or so when I started to learn ZScript. Over the last three years, I've been learning ZScript and using this project as my test bed for new ideas. As such, no real mapping was done in the last three years, just many new gameplay features and ideas added to the five existing maps. Since 2020, I've overhauled all the project's assets and finally gotten it to a state where I'm ready to resume mapping for the project, however it should be noted that the gameplay is vastly different to what was originally envisioned for this project. Feature creep is real. When I finish the first episode, I want to go back and de-make Hell Hath No Fury back into the more simplistic Doom gameplay it was originally intended to have. A separate classic version. It was always supposed to have a few custom weapons and monsters, jumping, crouching, and free look, but not the feature plagued juggernaut it has become. Hopefully, I'll get to finish this and go back make that dream a reality. Until then.

MAP TRIVIA
Spoiler:
CHANGELOG
Spoiler:
KNOWN ISSUES

-IsActorPlayingSound checks not working properly under GZDoom 4.10.0 and causing several things to endlessly loop sounds
-Occasionally crashes when autosaving (be sure to manual save regularly)

CREDITS
While this has been a one man project for over ten years, I have utilized many community assets in this project and would like to give credit where credits do. The credits are listed in no particular order and if you see something in this project that has not been properly credited, please let me know. I've tried to keep a good list but it has been a long time and some authors may have been lost.
Spoiler:
Special thanks goes Randy Heit, Graf Zahl and the whole (G)ZDoom team, without their source ports and many years of hard work, this project would have never been possible. This engine and ZScript has made so many things possible that would have absolutely blown my mind when I first started to map for Doom all those many years ago. A further special thanks to Code Imp for his original Doom Builder, without it, I never would have gotten into Doom mapping and perhaps video game modding in general.

MY OTHER PROJECTS

Quake II Resources [On Hold] - viewtopic.php?style=24&t=45628
Realm [Cancelled] - viewtopic.php?style=24&t=47182
Realm Weapon Mod [Released] - viewtopic.php?style=24&t=65445
Delta Force: Doom Warrior [On Hold] - viewtopic.php?style=24&t=55861
Last edited by 22alpha22 on Sat Nov 11, 2023 11:26 pm, edited 23 times in total.
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Enjay
 
 
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Re: My Untitled Project

Post by Enjay »

I don't have time to check this right now, but the screenshots look like nice, honest, fairly traditional Doom maps that should be fun to play.
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22alpha22
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Re: My Untitled Project

Post by 22alpha22 »

Enjay wrote:the screenshots look like nice, honest, fairly traditional Doom maps that should be fun to play.
Well they started out that way but feature creep in the later levels does somewhat change that. Whether that is a good thing or not I have yet to decide.
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22alpha22
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Re: Hell Hath No Fury

Post by 22alpha22 »

Status Update: I'm currently working on LEVEL06 and about a third of the way done with it.

The map is called Canyon Outpost is a remake of my very first outdoor map that I made back in 2008. The original had a lot of space but not a lot of stuff in that space, the remake is even larger and actually makes use of all the space. This map features two ancient fortresses, one rather large, that the Neo Nazis have taken over. The fortresses are located in a box canyon with some abandoned UAC facilities in caves nearby. The area outside is crawling with hell spawn, while the Nazi's wait for you in their fortified positions.

Some screenshots of the map in progress so far: (click for larger)
Spoiler:
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22alpha22
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Re: [WIP] Hell Hath No Fury

Post by 22alpha22 »

Wow, it has been over three years since the last status update. This project is not dead, far from it, I've been quietly overhauling all the project's assets and learning ZScript in the last few years. Now that I'm finally done, it is time to get back to mapping. I've updated the five maps I had already completed, reworked them to use the new assets and gameplay features, and added a few new areas and details.

I'm releasing the first five maps of the first episode as part of alpha version 0.3.0. I'm preparing to continue work on the sixth map, no ETA when it will be finished, I haven't properly mapped in three years and this map is going to be rather large. Full project details in the OP. Hope to get some feedback on what I have so far.

EDIT (November 11, 2023):

Version 0.3.1 point release is now available, it mostly consists of minor fixes and code restructure/rework. Full details can be found in the changelog.
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