Page 1 of 27

Doom 64: Retribution

PostPosted: Sun Jan 22, 2017 6:18 pm
by Nevander

Image

NOTE: Home on Doomworld forums (thread).

Re: [WIP] Doom 64: Retribution

PostPosted: Sun Jan 22, 2017 8:58 pm
by Big C
FINALLY. Ever since I first played the Absolution TC I had wanted a decent GZDoom take on DooM 64, so this is appreciated.

Re: [WIP] Doom 64: Retribution

PostPosted: Sun Jan 22, 2017 10:26 pm
by Kinsie
YES. This is what I've wanted for a good while! Looking fantastic so far, keep at it!

...this might be more extra work than you're willing to put in, but I'd really appreciate an alternate version without any monster or weapon replacements, so that gameplay mods can roam a new set of official corridors. I might even make such a version myself after you release, should you be cool with it.

Re: [WIP] Doom 64: Retribution

PostPosted: Sun Jan 22, 2017 11:42 pm
by goanna678
I bet one day there will be maps of chaos 64

Re: [WIP] Doom 64: Retribution

PostPosted: Mon Jan 23, 2017 12:33 am
by SiFi270
Nevander wrote:
  • Bring over all "forgotten" levels, including the Absolution TC exclusive maps, the Outcast levels, and more as time passes

Oh boy I was hoping to see this in particular. Does this mean we'll be seeing Nightmare Cacodemons and Outcast's new Unmaker upgrades as well?

Re: [WIP] Doom 64: Retribution

PostPosted: Mon Jan 23, 2017 12:45 am
by Nems
Spoiler:


As a huge fan of the Absolution TC this pleases me. :D I've been stealthily following this on Doomworld and I look forward to its release.

Re: [WIP] Doom 64: Retribution

PostPosted: Mon Jan 23, 2017 1:24 am
by Nevander
SiFi270 wrote:Does this mean we'll be seeing Nightmare Cacodemons and Outcast's new Unmaker upgrades as well?

Yes. What I plan to do at this time is the new enemies added by the Absolution TC will be featured in the Absolution levels/Outcast levels primarily. They will not appear in the main Doom 64 levels, as they are being kept true to the original experience.

The new Unmaker upgrades will be added, but I need to figure out how they work. May need help on that front since I've read one of them makes monsters get lifted off the ground and the other can slow down time. No idea how to do the time slow downs.

Re: [WIP] Doom 64: Retribution

PostPosted: Mon Jan 23, 2017 12:42 pm
by Enjay
Sounds very interesting indeed. I think that Kaiser's Doom64 port is excellent and it's fantastic that it plays the game directly from the original data but I simply prefer the feel of GZDoom so I'd love to be able to play something as close as possible to the original game in the GZDoom environment.

Re: [WIP] Doom 64: Retribution

PostPosted: Mon Jan 23, 2017 9:06 pm
by Unholypimpin
Looks pretty cool, iv been following this on doomworld since before this project even had its own official thread. Keep up the good work =D

Re: [WIP] Doom 64: Retribution

PostPosted: Tue Jan 24, 2017 9:29 pm
by GAA1992
boy, i appreciate this a lot. the solution to hectic is very intelligent in my opinion. i've always hated that map. i wish the best of luck to this project!

Re: [WIP] Doom 64: Retribution

PostPosted: Tue Jan 24, 2017 10:15 pm
by Nevander
GAA1992 wrote:boy, i appreciate this a lot. the solution to hectic is very intelligent in my opinion. i've always hated that map. i wish the best of luck to this project!

Brutal Doom 64 actually did it first, Sarge put a Megasphere behind the gates so I am following suit. It's not really copying since it really does make the most sense. You can't have it unlock a cheat menu since you can already do any cheat or command you want at any time. So instead for a legit play of the maps, it makes the most sense to replenish the player's health and armor after handling the map and I threw in some early cell ammo as an added bonus. You'd get 200/200 from the trapped items, so why not reward the player for beating the map with an actual non-trapped 200 fillup. :wink:

EDIT: First trailer posted!

Re: [WIP] Doom 64: Retribution

PostPosted: Wed Jan 25, 2017 2:16 am
by Mayhem666
Haha, i knew you would end up by making a thread here aswell :P

Re: [WIP] Doom 64: Retribution

PostPosted: Sat Jan 28, 2017 6:06 pm
by sherberttcat
I am so hyped for this. I have a port of GZDoom on my phone, so this way I could play Doom64, without using a janky N64 Emulator!

Re: [WIP] Doom 64: Retribution

PostPosted: Mon Jan 30, 2017 8:45 am
by Atendega
You advertise faithfulness to the original game as the main selling point, so I'm a bit concerned about this:
Nevander wrote:[*]Fully revamped arsenal to include smoother firing animations from Cage
[*]Only minor fixes made to maps (small things that improve the original maps visually or otherwise, but don't worry the maps will not deviate from the originals)
[*]Reward for completing Hectic is a Megasphere (what you would get from the death traps) and some early cells
It seems like you're making quite a few subjective, opinion-based "improvements". I hope that these will be optional.

Re: [WIP] Doom 64: Retribution

PostPosted: Mon Jan 30, 2017 10:10 am
by zrrion the insect
The map changes are removing the "hacks" in the base game (things like fake 3D floors) and re-doing them correctly since the engine can go those sorts of things without hacks. I agree that the improved weapon animations should absolutely be toggle-able, but that sort of thing is pretty easy so it shouldn't be a big deal.