For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
(Ignore the white on the image, I can't seem to get it transparent via IMGUR)
Hi everyone, NervousIntellect here, I have been working on a project for a few months, it is called Eternity Blitz and with the help of a few other folks I think I am ready for a forum thread to gather interest from the community. So what is Eternity Blitz, well it for starters is my first big project, I have worked on other things here and there but I've never actually had a project to call my own and so while working on this other stuff I came up with an idea a while back while talking with Terminus.
What if I could make a retro shooter where it feels a bit like a game of speed and agility, what if I could make something where the player was moving in a way that made them want to engage with enemies in order to gain boosts to some of their stats, I could have a combo meter and a special meter, the player could thrust themselves I could add in a score meter, I could add in voicelines, I could make each enemy have a stage where they change tactics too based on their health values and I could find some way to balance the insane, I am not all about making this really hard, I am making a challenging experience for the players that runs very smoothly.
However as of right now, there is a early alpha of the game which I have released to the public:
If you load this with other mods, it is not my responsibility to fix them or make them compatible with Eternity Blitz, you may also break already existing mechanics. Additionally, please do not beg other mod authors to make their mods compatible with Eternity Blitz.
You play as a lone soldier Yuihachi Haas (Codename: "100 Wespenschwarm") in the year 2069, after returning from a vacation, you receive a distress call only to look over a cliff and find out the soil is rotted and the city is on fire, demons have invaded through some means and it's your turn to apply the brakes on the scum.
Use your speed, boost and thrust to navigate through the levels as you plow your way through 28 original maps, accelerate your speed by killing demons, find permanent power-ups which help increase your demon killing efficiency so long as you have your overdrive combo meter high enough, unleash special moves which charge by killing demons.
Use 12 original retro/sci-fi weapons to make sure the demons feel the hurt, and make sure to leave no survivors. If there's anything you should know, they must pay and when you do get to hell, tell them NachtIntellect sent you to deliver some hot payload into their skulls.
Eternity Blitz is a stand-alone game being developed in 2019 by several people for GZDoom, it will be compatible with Doom 2 in the demo. However, the final product will be intended to be played without using an IWAD meaning you can launch it in GZDoom without owning Doom 2 and oh yes and it will be free to all.
Spoiler: Videos
Spoiler: Screenshots
Spoiler: Credits
(If you are in the credits list and reading this, all your contributions will still be in the main file's credits.txt along with all your associated files and where to contact you, I did it this way to make it easier to post on the forums)
Many of the assets in this game ("Eternity Blitz") were purchased from various
creators. It is expressly forbidden to use these assets in any commercial product.
It is expressly forbidden to use these assets in any non-commercial product without
NachtIntellect's permission or without proper attribution. It is expressly
forbidden to claim the project's unique assets such as voice clips, sprites,
textures, music, sound effects, or concept art as your own work.
If you wish to use any of the project's unique assets in a non-commercial product,
you may contact their respective creators - who are mentioned by name in the
credits file - for permission to use said assets as they may
require a license.
The fonts I, NachtIntellect have used in this required a license to use
commercially, if you wish to use the following fonts in any project, commercial
or non-commercial you will have to get a license for the following:
- Natalisa
- The Immortal
Additionally, there are files you may use for free which may include
special conditions, you may:
A. Use any of Jimmy aka James Paddock's music featured in the Game
(However still ask Jimmy, it's common courtesy).
B. Use any custom monsters within the wad so long as it's either
custom coloured or used in a completely different sense IE
frankenspriting. You must give credit to Nash or NashMuhandes
for the sprites. If you use the code, you are to credit
NachtIntellect. I, NachtIntellect and/or the admins of ZDoom
reserve the right to judge if or not it is entirely different
from the source and may respectfully ask for a change if it's not.
For any of these assets, should you wish to know who made them. Please contact
NachtIntellect for further details. It became a pain to keep adding them on, I'd
much rather be asked than continue adding them on, especially for people who have
contributed massively.
It looks cool , I'm not as interested at the moment as it is very early in development but it looks promising!
Also if movement is important in this mod, I guess some platforming is going to happen in the maps?
If so, please consider having AirControl in a script so the player can have more freedom in the air.
Dude27th wrote:It looks cool , I'm not as interested at the moment as it is very early in development but it looks promising!
Also if movement is important in this mod, I guess some platforming is going to happen in the maps?
If so, please consider having AirControl in a script so the player can have more freedom in the air.
I can guarantee you that is definitely the case, in most cases it's like the player is moving like a feather, if you jump boost forward you can actually move all the way back to the starting point of where you jumped.
Dude27th wrote:It looks cool , I'm not as interested at the moment as it is very early in development but it looks promising!
Also if movement is important in this mod, I guess some platforming is going to happen in the maps?
If so, please consider having AirControl in a script so the player can have more freedom in the air.
I can guarantee you that is definitely the case, in most cases it's like the player is moving like a feather, if you jump boost forward you can actually move all the way back to the starting point of where you jumped.
I've been going around and sharing an alpha build of Eternity Blitz and I thought I would share it here too although nervous and sweating I am going to share it here too, just a disclaimer everything in here is currently a work in progress, below the link there will be a spoiler telling you all the things that could possibly go wrong or isn't implemented yet:
- Players using autoaim will instead have their projectiles autoaimed over the head of flying enemies.
- You might hear the voices playing even when an enemy dies to another 1.
- The enemy in the vents is just a placeholder for something else, expect to see them replaced.
- The textures in this will eventually all be original, same with the monsters.
- The schrapnell is also a work in progress so it may not be a representive of what it will actually function in the full game.
- Map "Depths" is also a work in progress and it actually does not have an end to it.
- The weapons currently don't have any hands, the main reason being that there is no-one on the team who can make those hands currently.
Aside from those few things, there is a lot more I want to implement and make. So much that I am not going to share all of it yet.
Okay so after all that, I actually have a discord server if you guys would like to report bugs or talk about the mod or just in general hang out with people who like the project:
COPPA has been around since 1998 and the only thing you need to do to be compliant is basically nothing. Only people who are specifically targeting children need to mark their videos as "child-oriented". There is no reason for you to get weird about it. As Doom is clearly not a game made for children you have literally nothing to worry about. You could also just use Bitchute instead if you're still paranoid.
Last edited by skdursh on Mon Dec 02, 2019 9:27 pm, edited 1 time in total.
chronoteeth wrote:the coppa stuff, did you set your youtube to not child appropriate? thats what you have to do to make it compliant
It's actually the opposite. You need to mark your videos as "child-oriented" if you are specifically targeting children. As Doom isn't for children it clearly does not fall under that umbrella so Nacht doesn't need to do anything. It also doesn't go into effect across Youtube until 2020 so that they give "creators" appropriate time to mark their content.
Hey everyone just letting you know I'll have a patch out before X-mas, it appears there were some things in that folder that I forgot to include or disabled while I was testing new things. In the meantime I've got some art to share with you guys. I would post more and perhaps I will later, but for now so I don't overload this thread with images, here's a full image of Yuihachi, the protagonist I've been sharing around, besides that I would like to tell you I am looking for volunteers so if you think you know how you could improve the mod, come speak to me personally either via discord or otherwise:
Last edited by NachtIntellect on Wed Jan 01, 2020 4:50 am, edited 1 time in total.
The following changes were made by @NachtIntellect:
- Added in Jimmy's "A New Low" Midi which is now used in the WIP Depths.
- Added back in the Eternity Blitz Customisation menu in options (Was in previous alphas).
- Much improved and needed lighting for Industrial Subway.
- Additional rooms and texture changes for Industrial Subway.
- New voice lines for Yuihachi in order to add variety.
- Adjusted player speed as I felt it was going way too fast at higher overdrive levels (Max value is 2.30 at 275+ Overdrive).
- Amended credits as there was a couple of people I didn't include (I'm very sorry!), even if I was planning to have their work in temporarily.
Should probably say, I am looking for people to help with the project which includes creating custom textures and maps, I have everything else covered besides monster sounds. But anyway, I hope you all have a wonderful christmas, happy holidays and I will see you all sometime in the new year.
EDIT: I took down the original server but have since made a new 1, I have my reasons for this but I won't explain them: https://discord.gg/rcFYchF
It is an honor to be a part of this project and help bring to life the unique sprites of Eternity Blitz. :) I will be posting WIP monster spritework here from time to time.
Thanks Nash and Frachtur looks amazing indeed, decided to jump back on youtube although I am not sure if it's permanent or not, but here is some gameplay of me testing Frachtur (Please note I am a bit rusty on OBS and forgot the record buttons).
Should the main character's codename be spelled "Wespenschwarm" in stead of "Wespenschwerm"? I couldn't see a translation for the spelling as it stands currently.
Hello everyone, I am just letting you know in advance in the next week I am hoping to have a test build up after Brachial is finished. This will be only available to those in my discord server because I am not going to release it to the public just yet there are certain things that need to be tested after my conversion of Decorate to Zscript. Also I would like to extend that in February/March, I will be looking for mappers and anyone skilled in making textures in order to make more maps and replace the current doom textures we have, I have an idea of what I want in regards to maps and this is paid work, as for how much you would be earning we can discuss that.
Also Frachtur is pretty much 99% complete, he has his own sounds now and has flinging shells when he explodes. I debated for a while if the flinging shells should hurt the player then decided that the explosion is enough.
Other than that, here is a picture of Bazillus, if you want to see all the concept art we have so far, there is a channel in my discord which houses everything of that sort: