DOOM Unleashed: Doom 3 ZDoom TC (DEAD)

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Blade3327
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Re: DOOM Unleashed: A Doom 3-themed ZDoom WAD

Post by Blade3327 »

@Everyone: In case you're wondering, this project is not over! I went like, a year past my original deadline. It's cool; I learned a lotta stuff during that time.
MAP08's comin' along very nicely. There's a giant cave-ish room with a lift (some of you may have seen the thread I posted about it) that takes you down into a research station that was built into the Martian rock.
There's a ton of detail from both the sectors and the textures, so I'm trying to balance it out. I don't want anything to be overdone, but I don't want simplicity, either. Y'know what I'm sayin'?
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Blade3327
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Re: DOOM Unleashed: A Doom 3-themed ZDoom WAD

Post by Blade3327 »

Sorry 'bout the triple-post, but honestly; no one checks back if I edit... It still shows the date in which I FIRST added that particular comment.
Anyway, the project is NOT dead. I got Doom Builder 2 a short while back, and DOOM Unleashed is grinding again.
Remember that built-in research facility I mentioned? The interior first room in done. Lemme just say this - EPIC Archvile fight. He's one of the mini-bosses of the archaelogical level, spawned by the ancient Martian tablets. This Archvile uses a flame attack (similar to that of his D3 counterpart) which can take up to 50% (if not more) of your health :x . The strafe ability was put in there for a reason. Don't worry; there're also some pipes to cower behind. He moves fast, so the players should keep on their toes.
I'll upload a video showcasing the battle real soon. When I do, you'll hear about it :P .
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Davidos
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Re: DOOM Unleashed: A Doom 3-themed ZDoom WAD

Post by Davidos »

It's funny you call yourself 'The future of animation' in your videos >.>

Anybody else smell that here? I think it's EEEEEEEEEEEEEEEEEEEEEEEGGGGOOOOOOOOOOOOOOOOOOOOOOOO



Eitherway, it's looking okay, but the first 3 previews seem old compared to, what, 1 year of work?
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Blade3327
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Re: DOOM Unleashed: A Doom 3-themed ZDoom WAD

Post by Blade3327 »

Well... yeah. That was when I first started the channel. I've changed pretty much everything (as you can see with my latest vids), so there's nuthin' cheesy anymore. Now that i think of it, it sounded really lame... Anyway, I haven't uploaded a new video in months, actually. Like I said, the new Archvile mini-boss fight will be posted.
Plus, I have 4 videos on DOOM Uneashed. 2 are trailers. 2 simply show the levels as they are. The first of those that simply shows the level is obsolete, as the design for MAP01 has changed dramatically from that. If you want a good update, check Trailer #2. One of these days, I will put up the fight, though.
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Blade3327
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Re: DOOM Unleashed: A Doom 3-themed ZDoom WAD

Post by Blade3327 »

Here's the video! Once again, you'll check out MAP08 so far. Plus, the aforementioned Archie battle! He's pretty bad in this, so I hope you guys enjoy it. Oh, and I also added a clip showing the new GAME OVER screen and music! It replaces the old Icon of Sin image.

Catch you LATAH! http://www.youtube.com/watch?v=Csuy8HBJvNY
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Xim
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Re: DOOM Unleashed: A Doom 3-themed ZDoom WAD

Post by Xim »

Looks cool. I highly recommend NOT using the Blood shotgun and replace the pinky sprite with something looks a little less cute.

Otherwise it looks great and I hope you finish this. :D
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Blade3327
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Re: DOOM Unleashed: A Doom 3-themed ZDoom WAD

Post by Blade3327 »

Yeah, I know. To tell you the truth, I'm no programmer. It's actually a miracle that I managed to change some of the item pickup messages.
Most of my resources (including weps and monsters) are from D3mod.wad. This WAD stoled resources from Doom 2.5, so I'm giving credit to Doom 2.5 instead.
Point is, this is how D3mod.wad is. I'm only using it because it has all of the resources in one conveniant WAD. Too late to change anything now, unless one of you guys wants to replace the existing Pinky sprites.
Anyway, that explains that... thanks for your comment, though; means a lot. This is probably the most likely project to get finished out of all the ZDoom work I have to do. After all, alls I need to do is map. I love mapping :P .
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Indecom
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Re: DOOM Unleashed: A Doom 3-themed ZDoom WAD (NEW VID! > PG. 6)

Post by Indecom »

It looks like you've put a lot of work into this, i'm looking forward to being able to try it since v1 is a 404.
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Xim
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Re: DOOM Unleashed: A Doom 3-themed ZDoom WAD

Post by Xim »

Blade3327 wrote:Yeah, I know. To tell you the truth, I'm no programmer. It's actually a miracle that I managed to change some of the item pickup messages.
Most of my resources (including weps and monsters) are from D3mod.wad. This WAD stoled resources from Doom 2.5, so I'm giving credit to Doom 2.5 instead.
Point is, this is how D3mod.wad is. I'm only using it because it has all of the resources in one conveniant WAD. Too late to change anything now, unless one of you guys wants to replace the existing Pinky sprites.
Anyway, that explains that... thanks for your comment, though; means a lot. This is probably the most likely project to get finished out of all the ZDoom work I have to do. After all, alls I need to do is map. I love mapping :P .
Well, at least put the Doom-guy gloves on the Blood shotgun. I'm not sure if I can find a Pinky sprite, my best bet would be to go with an edited Blood/Mech Demon from Realm667, but feel free to say "No" to that.
CaptainToenail
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Re: DOOM Unleashed: A Doom 3-themed ZDoom WAD (NEW VID! > PG. 6)

Post by CaptainToenail »

Mmm, yeah, I really recomend using the sprites from here too:

http://forum.zdoom.org/viewtopic.php?f= ... &hilit=roe

They may not be perfect, but they are way better than what you are using right now, I didn't sprite that goofy Cacodemon for nothing you know :P

By the way, the Quake music is strangely very fitting, nice choice :)
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Blade3327
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Re: DOOM Unleashed: A Doom 3-themed ZDoom WAD (NEW VID! > PG. 6)

Post by Blade3327 »

I dunno. I think I'll play around with not just putting in your Caco, but actually replacing him. I'll just transfer the old Caco Thing number to yours and insert your sprites. That's how I got Eriance's Vulgar in; he replaced the Wolfenstein SS guy...
You sure I can use this stuff, though? I mean, the monster pack isn't even finished. I might as well use the Wraith, too :lol: .
______________________________________________________________________________________________________________________________________
EDIT:

I wonder what's up with that old monster pack project of ours... Both of the best HellKnight's we've seen have not been heard from. First GrapeFruit, then... I dunno, the guy who did the new super-retro detailed one.
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Potnop
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Re: DOOM Unleashed: A Doom 3-themed ZDoom WAD (NEW VID! > PG. 6)

Post by Potnop »

Hmm watched the vid. The demons look like cute lil Walruses. Wats up with that...

Other than that was pretty cool. Some of the enemies don't sound right, like the hell knight. You're trying to use the Doom 3 sounds for him but IDK. Just doesn't work...
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Blade3327
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Re: DOOM Unleashed: A Doom 3-themed ZDoom WAD (NEW VID! > PG. 6)

Post by Blade3327 »

Well, that's how the HK sounds... And yeah, I agree about the Demon. There just isn't a better sprite right now, lol. I dunno why they made him like that in Doom 2.5...
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Blade3327
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Re: DOOM Unleashed: Doom 3 ZDoom TC (Paused, may die, news P6)

Post by Blade3327 »

As nice and pumped as I am about some of these levels, I've been spending the last few months working on Z-QUAKE. A much more original, workable, doable, and promising GZDoom TC. It's got Strife-ish hub travel, free-roam, etc.

Point is, I was looking back a few days ago at DOOM Unleashed and realized that I learned a lot about programming and level designing w/ Z-QUAKE. So much so, that I realized the coding for DOOM Unleashed is incredibly unorganized and lacks certain necessary D3-ish elements. Now that I know more, I keep thinking of ways to better this mod. I certainly could, but many more things are happening right now. This project, same as the Gears TC (which was a terrible idea, but had some good sprites and architecture) was started at a time when I really didn't know much about modding, save for a few basic things. You may have noticed that TC is also dead. Well, a mod like this cannot suffer from such problems.

I've already shut down an ambitious TC (ambition isn't bad, except for when one can't back it up and do it) to leave room and time for Z-QUAKE. DOOM Unleashed may very well end up like this, too. Here's what I've done so far:

http://www.sendspace.com/file/p4f0l9

It includes the actual .wad, the soundtrack .wad, and a detailed read-me (which contains pictures -- hopefully they'll work -- and it's basically more of a detailed manual with info about the game). MAP01 is fully finished. MAP02 and MAP08 are not finished, but I've done a good amount of work on those. Probably 1/4 to 1/6 or 1/7 done. Hmm.

Anyway enjoy. Hope you guys like it, and if I ever decide to return to this project, it'll be with fresh eyes and a heck of a lot more programming knowledge. Jeez, this was embarassing :) . Heh, heh...
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SoulCrow
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Re: DOOM Unleashed: Doom 3 ZDoom TC (Paused, may die, news P6)

Post by SoulCrow »

With all of these projects, my personal advice would be to choose one and stick with it. Obviously if you get bored of ZQuake then work on something else that you personally want to work on, but if you keep switching projects even ZQuake will appear "incredibly unorganized".

I also personally think that there is a certain limit as to how many times you can go back and revise your older work. For example, while Demon Eclipse is a great project and I can see why Eriance wants the very best for his mod, he seems to have gone over and revised his work so many times to keep up with both his own standards and that of the community that the "release date" keeps getting pushed back further and further (which is of course what was/is happening to Duke Nukem Forever (as far as I know it is still 'officially' under development even now). Just my $0.02.
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