For Total Conversions and projects that don't otherwise fall under the other categories.
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Hello everyone! I’m new to these forums, and even though I've been lurking for a while, this is my first post. I’d like to share a project for gzDoom g3.4.1 that I’ve been passively developing for a year or so now.
This mod draws inspiration from all over the place, but in the end it’s aiming to be its own thing.
------------------------------------------------------------------------------------------------------ Update! 19.3.2019 I'm releasing a test demo/beta (build v5a), but with just two wave survival maps and a tower climbing map. The main story maps were removed from this demo as they are incomplete. Of course, it's not finished yet, so you may run into problems! Do tell what you think, and please do share any bugs you may encounter.
NOTE: Make sure you re-bind your keys to include a jump button, enable mouselook, and remember - you can use potions/items with the enter key!
Ideally you need Doom2/Freedoom2, but Doom1/Freedoom1 should work too. You'll also need to bind a key to jump, and set Always Mouselook to 'On', if you're just downloading the .pk3 ------------------------------------------------------------------------------------------------------
Features: -buying weapons and stuff from NPCs -planning to have quests and stuff -No hitscan weapons -16 color palette art style? I don’t know, I’m grasping at straws here.
Enemy Type: Moth Variants: Regular / Elite Regular melee enemy with low health and slow speed. The elite variant is stonger and much faster.
Enemy Type: Bloodsucker Variants: Regular Flying melee enemy with relatively low health. Likes to chomp your ears off, so watch out.
Enemy Type: Stinger Variants: Regular / Elite A flying wasp-like creature, it's projectiles poison the player and continue inflicting damage.
Enemy Type: Wheel Variants: Regular A melee enemy with a medium amount of health. It likes to run over its enemies and whoever gets in its way.
Enemy Type: Airplane Variants: Regular A crazy kamikaze Moth in a flying contraption.
Enemy Type: Horse Variants: Rogue / Ghost / Bandit A varied type of enemies with medium amount of health. All use projectile weapons.
Enemy Type: Bird Variants: Raven / Mafia Raven A creature faster and stronger than the moth. Medium health. The mafia variant uses a nailgun and is deadly at closer ranges.
Enemy Type: Dragon Variants: Green / Red / Black Fast projectile-based creatures with a high amount of health. Best use the crossbow against them.
Enemy Type: Tank Variants: Magic / Bomb Slow moving projectile-firing enemies with lots of health. Pretty deadly, especially the one shooting bombs.
More to come.
Weapons
Spoiler:
Dagger – fast but weak melee Battleaxe – slow but strong melee Sword - relatively fast, and strong. Best one out of the bunch. Revolver – A cheap nail gun that needs to be reloaded every six shots. Nailgun – A nail machinegun that shoots fast. Splintershot - A nail shotgun for clearing out crowds. Crossbow – Heavy duty weapon for bigger baddies Gold Staff - Shoots magic projectiles that burst into smaller ones upon impact. Fireball Spell – Magic projectile attack -few more planned
Last edited by alekksandar on Wed May 29, 2019 12:44 pm, edited 12 times in total.
Gez wrote:That retro-cute art style is pretty good! Did you make the sprites, too?
Thanks! And yep! I did pretty much everything except for the fonts, sounds/music and some advanced scripts such as dialogue and reloading weapons.
GAA1992 wrote:WOW! These screenies look great!
I don't know why, but it reminds me of both Incantation (SNES) and the Hocus Pocus mod; Fantasy and action together.
Welcome to the forums! I hope we can play this mod very soon (at least i just woke up now and haven't seen download links...)
Success to you!
Thank you! I haven't played either of those but I do see the resemblance. As for the download link - I wasn't so sure about putting one out since none of the maps can be actually completed for now, because the player would actually need to go into the map, grab an artifact or do a quest, and trek back to the hub world. I wasn't so sure people would like a mod like this, so currently I'm only giving it out to close friends to test, but I'll try to put out a download link here as soon as it's in a presentable condition.
idk why but it has a very endearing style, and it looks like everything is hand made too. yknow since it looks like a complete tc, ever thought about doin some fleshing out and selling it?
Thanks everyone! I hope I'll be able to release something playable soon enough.
chronoteeth wrote:this just looks... fun
idk why but it has a very endearing style, and it looks like everything is hand made too. yknow since it looks like a complete tc, ever thought about doin some fleshing out and selling it?
Thanks! And yep, most of the stuff was hand-made. One graphic/texture I can remember off the top of my head that wasn't is the water texture, which is just a limited palette retexture of Doom's. But still, even though it looks fun, I'm trying my best to make it fun - make the enemies and weapons balanced, making good maps, et cetera - which I find definitely more difficult than drawing sprites.
I don't think anyone would dish out money for a doom mod, but regardless, I'd have to get people to redo most sounds and music for me since most of it was borrowed from other sources. Here's a WiP of a new enemy type, since I realized I don't have any flying enemies that fire projectiles. And to justify a bump, I suppose. I'll update the OP with a proper monster/enemy list soon.
Sinael wrote:Looks interesting. Noticed a lack of muzzleflashes in the video.
They aren't supposed to be powered by gunpowder, due to the medieval-ish / fantasy theme. Maybe they're pneumatic or something.It does look a bit jarring, I admit.