[A.1x1 released] - Nightmare of the Sin (NotS)
Posted: Wed Mar 30, 2016 4:15 pm
DOWNLOAD LAST VERSION (1x1) HERE:
Version A1x1 (02/05/2017) --- GZDoom 3.0.0 recommended
Old version
I was sick bored to see people fantasizing about it and not doing anything, and/or hearding people announcing projects before leaving everyone into the dust - and no playable wad. So I've decided to test my skills on my very first project: Nightmare of the Sin (or "NotS" for short).
This is meant to be a Castlevania gameplay mod for Doom 2 on GZdoom ports. Yes, another one.
And yes, i'm bad at doing (old) screenshots:
What it's NotS
To quote Unusually Unearthed Productions's words, this is the result of "if Castlevania meets Doom". In other words, what CV would look like in a 3d-ish engine.
While taking some liberties, this mod recreates the mechanics behind the earlier games of said franchise - weapons, damage calculation, huds, powerups, and so on. Those assets can be used by modders as a built-in base for their maps and/or wads. It can be used stand-alone as a gameplay mod, for both Doom and Doom II.
Features
The gameplay style
You start the game picking 1 of the 3 Player Classes (only one avaiable for now); each one has a different arsenal, and each weapon has his own uses and purposes.
Each class has his own primary weapon, and their subweapons. Also, each class has their own pickups but don't fret, you will never face the experience of finding an item before realizing you couldn't use it because it was designed to a different class - if you can see it, then you are able to grab it.
The primary weapon is avaiable at the start and it is the one you will use most of time.
The Subweapons are essentially the secondary fire of the primary weapon, and they consume ammo with each use. Each subweapon works differently from the others, and they work best when used right: for example, the Holy Water can wipe out groups of little enemies in an area, the Ricochet Rock if you need to strike from behind a wall (or some satanic guy's head), and so on.
You can change the subweapon the same way you could do it for a standard weapon. The icon change from the HUD (different from each class) will notify you the successful switch.
Finally, Subweapons consume Hearts - not to be confused with the Player Health - this is their ammo and it is shared with all subweapons.
Mod contents (Alpha 1^2)
While NotS should support multiple player classes, only one is avaiable for now - Richter, the Vampire Hunter - so let's see what has in his arsenal:
Version A1x1 (02/05/2017) --- GZDoom 3.0.0 recommended
Old version
I was sick bored to see people fantasizing about it and not doing anything, and/or hearding people announcing projects before leaving everyone into the dust - and no playable wad. So I've decided to test my skills on my very first project: Nightmare of the Sin (or "NotS" for short).
This is meant to be a Castlevania gameplay mod for Doom 2 on GZdoom ports. Yes, another one.
And yes, i'm bad at doing (old) screenshots:
Spoiler:NotS Alpha (Base + Richter) ---> Alpha 1^2 (we are here) ---> NotS Beta (Alucard) ---> NotS Gamma (Maria, DXC version) ---> NotS Delta (class sprites, final touches) ---> Final Release
What it's NotS
To quote Unusually Unearthed Productions's words, this is the result of "if Castlevania meets Doom". In other words, what CV would look like in a 3d-ish engine.
While taking some liberties, this mod recreates the mechanics behind the earlier games of said franchise - weapons, damage calculation, huds, powerups, and so on. Those assets can be used by modders as a built-in base for their maps and/or wads. It can be used stand-alone as a gameplay mod, for both Doom and Doom II.
Features
- Basic set of working assets to give modders an headstart for the making of future CV-themed content (maps/mods)
- Also works as a Gameplay mod just fine
- 3 classes to choose from (1 avaiable for now - the Demon Hunter), each with their own arsenal, powerup, huds, and pickups
- The first mod featuring a fully funcional (?) Whip - rips enemies, can be swung in-air, repels enemy fire, also fully customizable
- New sprites never seen anvywhere else, including 16-rotations projectiles
- New damage system: DPS of all weapons is now fixed...even ripper ones (in other words, if an enemy should die in 3 hits, it WILL die in 3 hits)
- Estensive CVar customization - not just visual options, but core gameplay aspects as well. 166 CVars avaiable, either editable via options or CVARINFO lump
- Some other extras you should find yourself out
- Best used with DamNums by Xaser (see HERE)
The gameplay style
You start the game picking 1 of the 3 Player Classes (only one avaiable for now); each one has a different arsenal, and each weapon has his own uses and purposes.
Each class has his own primary weapon, and their subweapons. Also, each class has their own pickups but don't fret, you will never face the experience of finding an item before realizing you couldn't use it because it was designed to a different class - if you can see it, then you are able to grab it.
The primary weapon is avaiable at the start and it is the one you will use most of time.
The Subweapons are essentially the secondary fire of the primary weapon, and they consume ammo with each use. Each subweapon works differently from the others, and they work best when used right: for example, the Holy Water can wipe out groups of little enemies in an area, the Ricochet Rock if you need to strike from behind a wall (or some satanic guy's head), and so on.
You can change the subweapon the same way you could do it for a standard weapon. The icon change from the HUD (different from each class) will notify you the successful switch.
Finally, Subweapons consume Hearts - not to be confused with the Player Health - this is their ammo and it is shared with all subweapons.
Mod contents (Alpha 1^2)
While NotS should support multiple player classes, only one is avaiable for now - Richter, the Vampire Hunter - so let's see what has in his arsenal:
Spoiler:NSFAQ (Not so Frequently Asked Questions)
CREDITS:Q: Please briefly describe the changes of this version.
A: In short...no new character, new visual effects, strenghtened code, updated HUD, balanced weapons, a TON possible customization via CVars and some extras. An Alpha 1.0 done (supposedly) right.
Q: Will this mod work on Ultimate Doom?
A: Not tried yet, but should be compatible as well.
Q: Are custom monsters included in this mod?
A: No. Making custom monsters requires both dedication and time, something I can't afford to. On the bright side, someone will likely want to "fill" the gap, as everything else is already in there: all they have to do is create the DraculaClone V.666.2 monster and that's all, no additional coding required.
Also note that this wad doesn't alter enemies AT ALL, meaning that all special "rules" applying them (es. Bosses may drop Megaspheres) can also be used on custom ones as well.
Q: Are custom maps included in this mod?
A: No, see above answer. As I've already said, those interested making CV-themed maps for this base are free (and encouraged!) to do so.
Q: Who is the protagonist? You call him Richter, but in game sounds like Simon...we don't know the answer!
A: Neither I do.
(Seriously...this is intentional. Modders should be free to add in whatever voice pack they like. Be Simon, be Rolfe, I gave you a canvas. You decide.)
Q: But--
A: You should remember that NotS was born as a base for further CV-themed maps and/or mods. Albeit it's perfectly safe and right to use it straight as a gameplay wad, this aspect is secondary.
Q: What about ZScript?
A: No ZScript whatshowever was used in this mod, for a few reasons: one, there isn't enough support yet (you can't look the wiki for how to use certain functions, nor see examples); two, shifting standards requires time (especially when you have just "mastered" DECORATE!); three, I don't see any real advantages to justify the shift, yet.
Q: Is NotS multiplayer compatible?
A: Nes. I coded with the optical of multiple players in mind (for example, the Whip already has 8 separate lines when it comes to dealing damage - 1 per each player - to correctly calculate recovery time on monsters in some circustances), but I didn't make any test on this side, nor I know how to do such a thing. Same when comes to Zandronum. Thus nes, the multi support is there but you have to correctly link the cables to do so.
Q: I want to make NotS multi compatible, may I count on your support?
A: If doing so you encounter in a bug, and/or if you don't know what a code piece does, I'll try my best to lend you an hand.
Q: I want to make NotS Heretic/Hexen compatible!
A: Go ahead...but I didn't play neither of those, so you are on all of your own. Be warned.
Q: You said there was +150 CVars, but when I go on the options I see only a dozen or so...
A: The vast majority of them is shelted in the CVARINFO lump, if what you want is to edit some gameplay values you HAVE to open the WAD with SLADE and manually edit it. This is intentional, as encourages players going on modding.
Q: I want to use your stuff in my wad!
A: Free to do so, just give me credits. Note, this only counts when it comes to my stuff, see credits page if you have to ask permission on other users as well before using NotS material.
Q: I think this X thing is unbalanced!
A: If so, simply edit those CVars to match your likings.
Changelog- Konami, for his CV franchise - basic inspiration, sprite concept (as I've redone most of them), sounds, etc;
- ID Software, for its Doom/Doom2, also for Plasmagun sprite used as the Ricochet Rock;
- PillowBlaster, who let me (?) use his Mace sprite from RO in earlier releases;
- The crew of following mods as source of both inspiration for features included in NotS and reference material:- Skelegant, for a couple of sound effects;
- Russian Overkill (by PillowBlaster, again!);
- D4D ("obsolete" DECORATE coding standard, ripper damage, CVar customization, Powerup manager);
- Graceful Doom (by Lork - monster CV pain effect);
- Beautiful Doom (by Jekyll Grim Payne - dynamic lights master switch);
- Agent ME and its Multi-Jumping ACS script;
- Unusually Unearthed Productions, for the incipit of this mod;
- amv2k9 and his Heretic Compatibility, sadly of a now obsolete version;
- Hornetzero, the first NotS supporter EVER;
- Pink Baron, who passed through all this.
Spoiler: