Doom: Evil Unleashed -- Continued by hfc2x

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
Sodaholic
Posts: 1959
Joined: Sat Nov 03, 2007 4:13 pm

Re: Doom: Evil Unleashed -- Sharware Version

Post by Sodaholic »

@Xaser

Regarding the alpha demon animations, I know the alpha walking animation sucks, but should the demons still explode? Not using the same frames obviously, but in concept, or should they just fall over like the final?
Music though, it's of course temporary. Jimmy91 may do the music, do you think "upgrading" the unfinished tunes is a good idea? As in make them different from the original songs, and add a synth lead.

Though I will certainly replace the alpha demon.
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: Doom: Evil Unleashed -- Sharware Version

Post by Gez »

I like the idea of exploding demons. Makes them a different threat. Even though I think the explodemon animation in the alpha was just a cheap and lazy placeholder until they made the death and corpse sprites.
Sodaholic
Posts: 1959
Joined: Sat Nov 03, 2007 4:13 pm

Re: Doom: Evil Unleashed -- Sharware Version

Post by Sodaholic »

Hey, I just wanna know what you guys think of this: should there be unarmed possessed humans that punch you? Like UAC personnel, visitors, etc.
CaptainToenail
Posts: 3975
Joined: Fri Jul 06, 2007 9:16 am

Re: Doom: Evil Unleashed -- Sharware Version

Post by CaptainToenail »

I like what I see. :)

The Doom Bible mentions using palette swaps for zombies with different weapons. Perhaps you should have different coloured zombiemen? You could use the weapon colours specified in the bible as colours for the zombie's uniforms?
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: Doom: Evil Unleashed -- Sharware Version

Post by Gez »

Unarmed zombies? With all the weapons laying around everywhere? :p
User avatar
Enjay
 
 
Posts: 27087
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: Doom: Evil Unleashed -- Sharware Version

Post by Enjay »

Zombies are not known for their intelligence. ;)
PhAyzoN
Posts: 246
Joined: Mon Jan 17, 2005 4:59 pm
Location: Deimos

Re: Doom: Evil Unleashed -- Sharware Version

Post by PhAyzoN »

I'd say keep the death animation, but use the final walking animation. The way I coded the demons in what I sent you, I had them "explode" like a Lost Soul, not a barrel. Which means no damage and they simply fade away, that may be a safer bet since 10 demons could set off a chain reaction and blow up a whole room :p

Also, I noticed that rifle firing really fast and using the final gunflash sprites, any plans on using the alphas? Same deal with the shotgun's flash and sprite.

Otherwise, I like what I see :)
Sodaholic
Posts: 1959
Joined: Sat Nov 03, 2007 4:13 pm

Re: Doom: Evil Unleashed -- Sharware Version

Post by Sodaholic »

@Phayzon
I think I'm going to keep the demons exploding, in testing I've found it to be a fun unintentional game mechanic. (screw barrels, when you can just cleverly try to get them to line up and BOOM, every enemy in the room is dead! :twisted:)
It's so satisfying when it actually works too. I'm not going to use the alpha gunflash though, because it really was more of a placeholder anyway. The shotguns sprite is a hybrid between the 0.99 and 0.5 shotguns, it looks clean like the later version, but has the bigger muzzle. So there's not much reason to replace those either. Sorry.

And, some random e1m2 shots. Tell me what you guys think of the texturing.
Spoiler:
User avatar
rollingcrow
Posts: 733
Joined: Tue Mar 02, 2010 8:30 pm
Graphics Processor: nVidia with Vulkan support

Re: Doom: Evil Unleashed -- Sharware Version

Post by rollingcrow »

Is the Chi Gem just for points just like the chalice and those other items?
Sodaholic
Posts: 1959
Joined: Sat Nov 03, 2007 4:13 pm

Re: Doom: Evil Unleashed -- Sharware Version

Post by Sodaholic »

Yes, All the bonus items have been set up, and are just for points. Should I change it?
Anyway, the bonus items are the same as the alphas, except that the box (bonus item 2) is now a demonic dagger. (like the doom bible) Also, the unholy bible uses the press release version's graphics.
Still though, Is the crate maze's texturing good? (because I changed it from the previous screens)
User avatar
lukas
Posts: 586
Joined: Sun Apr 04, 2010 10:37 am
Location: Belgrade, Serbia

Re: Doom: Evil Unleashed -- Sharware Version

Post by lukas »

New screenshots look good :),
Also will you be releasing some kind of a demo before full version?
User avatar
Davidos
Posts: 329
Joined: Mon Aug 29, 2005 2:52 am

Re: Doom: Evil Unleashed -- Sharware Version

Post by Davidos »

Wow... it's odd how much of this reminds me of corridor 7...
User avatar
SoulCrow
Posts: 842
Joined: Wed Dec 12, 2007 10:45 am
Location: UK

Re: Doom: Evil Unleashed -- Sharware Version

Post by SoulCrow »

So because of the behavior of the Demons in the video, is it safe to assume that the Demon Sergeant's "floor boiling magic" is out of the question? :P

In other news, this looks pretty good!
User avatar
perfectpitchrob
Posts: 98
Joined: Wed Dec 02, 2009 9:45 pm
Location: new england

Re: Doom: Evil Unleashed -- Sharware Version

Post by perfectpitchrob »

Are you going to use the original endmap picture from Doom 0.5? (the prehistoric version of the one used after each level is completed in E1)
User avatar
Xaser
 
 
Posts: 10774
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Re: Doom: Evil Unleashed -- Sharware Version

Post by Xaser »

It seems as if he's following said layout of the base, so perhaps an updated Doom-style intermission map would be pretty cool. :)

At the same time, though, there doesn't seem to be any intermission between maps anyway, so it might not matter.
Locked

Return to “Abandoned/Dead Projects”