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Project Osiris is a remake/reimagining of the Amiga FPS game Alien Breed 3D, using the GZDoom engine.
Alien Breed 3D was a valiant attempt at creating Doom but for the Amiga, a machine that really wasn't suited for such tasks. The pixels were huge and the viewport was tiny, but it was a technically impressive shooter considering the limitations. It even had some features over Doom - the water effects were amazing and it supported room-over-room and even texture-mapped 3D models. It was my first real experience of a proper 3D first person world in a video game so it was somewhat of a revelation to me. It may not be as tightly designed as Doom (honestly some of maps are pretty bad), but I have a lot of nostalgia for it, and it has a place in my heart.
So, I decided my first major Doom engine project would be to recreate it and also iron out some of the issues of the original, and hopefully make some improvements on the way. Having seen a few other attempts at remaking this game not reach fruition, I thought I'd step up to the plate and have a go at it myself!
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Features
All 16 maps from the original game converted and adapted. The maps have been given aesthetic improvements, tweaked item and enemy placement and even some extra shortcuts, secrets and surprises, but they also remain true to the spirit of the original game. Look out for an additional secret map too, based on an obscure demo of the original game I found on Team 17's FTP server. The level has been expanded and now features an intense final battle. Keep your eyes peeled for those secrets!
New textures and visual effects have been added. Dynamic lighting is used on many objects and some areas of the maps now have coloured lighting where appropriate. Additional textures have been added to denote teleporters, and doors that require switches to open (very handy on MAP11!)
New HUD, designed not to take up most of the screen this time! It now fits into a familiar Doom status bar format, or a fullscreen HUD if you prefer maximum viewage potential.
All 5 weapons from the original game, including new redrawn graphics and visual effects - also an additional one that didn't make it into the original game, the knife, for when you're out of ammo or you just feel like getting stabby. You can also switch back to the old weapon graphics if you're a fan of the hugest pixels!
Various new items including body armor, small health packs, ammo drops and and map terminals have been added. All the old items now have new, shinier sprites too! And the original item graphics are included as an option if you want.
All the original aliens are present and are angrier than ever. They now have diagonal angle views (the original game only had side, front and back,) some now have death animations where they didn't before, and some have been completely overhauled graphically. The two boss enemies are also back, now with new mechanics! Look out for those in MAP08 and MAP16.
Three difficulty levels, that do more than just increase monster counts! The hardest setting will make the aliens that much more deadly, fast and accurate. If you just want to chill and kill some aliens however, an easier mode is there for you, offering you more protection against enemy attacks.
A new soundtrack by me under my musical name, Null Divisor, featuring 17 music tracks in total. Contains a cover of the original tracker theme tune, and updated versions of the incidental music cues. The in-game tracks give a whole new sense of atmosphere to the game, featuring ambient soundscapes and occassional pumping electronic beats. Listen out for references to other music in the Alien Breed series too!
Lots of additional sound effects added, such as new alien idle/death sounds, picking up items, elevator and door sounds, and more!
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Screenshots
Spoiler:
v0.10 screenshots
v0.8 screenshots - Shots from the original game have been inset for comparison - yes that was the real resolution of the game, in fact at a 1:1 scale the shots were too small to see properly.
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Q/A
Do I need a Doom 2 WAD to run this game?
Nope! Simply run osiris.exe (just a copy of GZDoom) in the zip, or load the ipk3 into your existing GZDoom.
Why is there a copy of GZDoom in the download?
I expect people from the Amiga community who aren't necessarily into the Doom modding scene might be playing it, and I wanted to make things easier for them. Please note the included release is for Windows 64-bit - though you can run it on Linux and Mac if you get your own copy of GZDoom and put the ipk3 into it. If you're into Doom mods and running GZDoom already, feel free to just move the ipk3 into your usual place. Be sure to run it as an iwad, it's its own game!
Is this a 1:1 remake of the original AB3D?
No, lots of things are different either on purpose to hopefully improve the experience for a modern audience, or due to limitations of the engine or my coding ability.
Is it finished?
Yes! Though I will of course continue to update the game as necessary. I also plan to add more maps from coverdisk demos of the game, but these have a different visual style and different enemies and weapons, so they will take some more time to finish. Look out for these in the future!
Can you do Alien Breed 3D 2: The Killing Grounds next?
Nah, I was never really a fan of it, so the nostalgia isn't there for me. Sorry!
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Thanks to Rayman the Hedgehog, Ozymandias81, Kinsie and DrPyspy for helping me out and/or letting me use stuff they made! Also HUGE shoutouts to John Girvin, whose work on extracting the original AB3D maps was basically vital for this project not to take a million years. There are further credits given inside the .ipk3 and/or during the end credits roll of the game.
This is my first Doom engine project and the first time I've released a big project to the world in general. Aside from the awesome help I've gotten this is mostly a solo effort by me, and I'm not a pro at game design or anything like that, so please bear with me if you have any problems!
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Changelog
Spoiler:
1.0.3
- Gamma option in the new menu now works
- Set default sector light mode in DEFCVARs to Doom, and activated shadowmaps
- Ending map now has the correct music when using the CD32 soundtrack
- CD32 music is now included in the main package, thanks Bjorn Lynne for
permission to include the music!
1.0.2
- Fixed a bug where the game runs super slow if the music volume is turned to zero
- The PK3 file for the CD32 music is now autoloaded via IWADINFO
- Fixed some aliens that were accidentally moved outside the level in maps 9 and 10. Thanks aconike for spotting this!
- Minor texture alignment tweaks to various maps
1.0.1
- Fixed DEFCVARs.txt so the game can run on non-Windows machines, by removing all platform specific CVARS.
- Fixed bugged elevators in MAP08 (I was tweaking texture alignments at the last minute, and forgot to raise them back up lol)
- Fixed 'fading' debug message during music fadeouts (again, last minute changes, oops)
1.0
- Added new soundtrack - including occassional triggers in levels for dynamic music, eg. sometimes the music will drop to silence, or a boss music will start
- CD32 music has been removed for the time being until I can get permission from Bjorn Lynne, included instructions how to plug in the music yourself
- Soundtrack switcher added so that if the CD32 music is loaded, you can switch between them at will
- Game over music now plays upon player death
- Implemented new simplified custom options menu. Original GZDoom options still accessible under 'ADVANCED'
- Added new wide version of title screen
- Added TITLEMAP for the game intro, with key art/logo reveal and scrolling story text and credit sequence
- Added new ending artwork
- Credits at the end are now a scroller instead of seperate pages
- Map intros, intermissions and the ending screen now display at a fixed resolution
- Tweaked 'press use to continue' prompt at bottom of screen to be clearer to see, and a variant of it is now used in the intro
- Fixed issue where the secret level in the intermission after completing it would show as level 17 instead of its 'SECRET' designation.
- Updated F1 help screen and removed F1 credits screen
- Console now has a cleaner background
- Default config is now in the form of DEFCVAR and DEFBINDS lumps
- Added Chunky Mode for that classic giant-pixelled 68020 look, courtesy of DrPyspy's choco shader
- Diagonal angle sprites for Half-Worm added
- Diagonal angle sprites for Matriarch added
- Cleaned up side angle sprites for Matriarch
- Cleaned up SCUM and TECHNOD textures
- Added texture variants of SCUM, TECHNOD and BRNWALL to help make some secrets a little easier to find
- Tweaked scaling on the classic weapons
- Made it so grenade projectiles use the old sprites when Classic Weapons is selected (including those fired by the boss robot)
- Ammo drops now have brighter and more distinct colours
- Modern style ammo and weapon pickups now have brightmaps
- Added new teleport particle effects
- Added animation to the explosive barrel when destroyed
- Added debris when barrels and tech lamps are destroyed
- Fullscreen HUD now looks more coherent with an alien-like border added around the weapons/ammo summary
- Grenades and rockets now have new, custom trails
- Automap now shows locked doors in their respective colour, and secret sectors now show up in magenta when found
- Pickup messages now have their ammo/health/armor bonuses differenciated by colours
- Damage taken in Easy mode is now increased from 66% to 75%
- Troopers now have higher painchance again
- Boss robot is now more dangerous, fires three lasers in rapid succession instead of two, and grenade attacks are much stronger
- Matriarch now has less health, but her attacks have been tweaked to be a little quicker, especially in the final phase
- Changed Matriarch homing missile attack into an extremely fast lethal projectile, but keeps the delay before it fires
- Increased Half-Worm plasma projectile speed and damage, but added slightly more time before it fires
- Decreased Red Alien bite speed, but increased damage
- Decreased Pulse Rifle ammo gained from drops from 6 to 4
- Decreased Shotgun ammo gained from ammo pickups from 10 to 8
- Increased armor damage reduction back up to 40%
- Armor shards now give you 10 armor instead of 5
- Increased Plasma Gun projectile speed and damage
- Increased weapons switch speed - doubled raise speed of all weapons and tripled lower speed
- Fixed DECORATE scripts for the firing cycles of various weapons so that they no longer have slight delays when firing
- Player can no longer drown
- Moved a lot of text strings from the various ACS scripts (both global and in the maps) to the languages lump
- New sounds added for various pickups and enemy pain/death
- Added all player and door/lift sounds to SNDINFO, and reorganised things a bit in there
- Made knife sounds a little quieter to match the other sounds
- Multiple instances of the Plasma Gun projectile impact sounds can now play over eachother, stopping the sound from sometimes cutting out when firing
- Blood splat sounds are now lower volume but have a higher limit
- Updated included GZDoom build to 4.5.0
- Added secret Mr Bubz Mode. Blame Icarus!
MAP CHANGES
- Minor texture/aesthetic changes, made some secrets slightly easier to spot
- Minor placement tweaks here and there
- Changed various automap lines to be hidden or one-sided
- Tweaked Easy difficulty object placement for all maps, there are slightly fewer monsters (especially hitscanners) and a few more pickups
- MAP01: Made the two secret sectors in the computer room with the lifts into one sector, so you only have to access one to get all secrets
- MAP02: Sound blocking lines changed near the drop into the third room, so you can no longer wake up all the enemies and pick them off from the top of the drop
- MAP03: Removed partitions from the third main room, added a monster closet ambush and a couple of pillars instead - makes the room more of a challenge and have it be closer to the original
- MAP03: Moved switch to open door in dark flooded computer room to the main central platform, added more enemies outside the next door. Removed the drop into the area
- MAP03: Added two pillars to the final room to add a bit more cover for the awkward eyeball fight
- MAP04: Swapped armour in a secret room for some armour shards
- MAP04: Changed how the shortcut stairs are triggered between the route to the yellow key and the area beyond the yellow key. Added a new platform there with a switch positioned such that you can see that the stairs have raised
- MAP05: Added some extra health in the exit room
- MAP06: Raised ceiling near first switch-activated door, so the eyeballs can get you
- MAP08: The green key switch secret now opens up a shortcut to the first arena, making it easier to find out that the elevator has lowered
- MAP09: Changed X-room secret near start to open permanently
- MAP09: Changed the building near the yellow key containing red aliens, for sound propagation reasons
- MAP09: Teleport to final area can now be used more than once
- MAP09: Added triggers to fade the music when indoors
- MAP10: Made door before blue key much more visible, for real though this time
- MAP12: Rearranged the final room and the encounter with the tentacles. They start off in front of you now, but there are less of them
- MAP12: Made the green-locked grenade cache into a non-secret
- MAP12: Added a secret behind the green door
- MAP14: Added pillars to the three eyeball water room
- MAP14: Changed the shotgunner/red alien ambush after teleporting back from the
blue key to use monster closets, so that enemies are in a predictable location
and you don't immediately get blasted by shotgunners from behind
- MAP14: Some extra troopers now teleport into the central arena at the same time as the above monster closets
- MAP14: Raised some ceilings here and there to add a bit more visual interest
- MAP14: Changed a brown door texture in dark room near the viewing window, to the grey, switch activatable one, which it should have been
- MAP16: Redesigned drop near start to look more ominous
- MAP16: Changed ACS so the doors opening match the new Matriarch HP values
- MAP17: Fixed teleport in red key computer area being one-use-only
- MAP17: Added an elevator next to the bridge to the exit, that activates when you leave the arena
- MAP17: Added ambushes in the main corridor, and in the cave room, and a new shortcut between the corridor and cave via two of the monster closets
0.10
- Added definitions and menu entries for new difficulty levels, hard mode replaces all enemies with slightly faster and more aggressive variants, and additional enemies will spawn in the maps, easy mode makes enemies do less damage
- Added new item pickup graphics (including brightmaps where appropriate)
- Added option to switch between old and new pickup graphics
- Added ammo drops (with new gfx) for the Troopers, giving you some ammo back depending on the trooper type
- Decreased Troopers and Shotgun Troopers healths from 80 to 50 and 100 to 80 respectively
- Increased enemy damage across the board slightly, and sped up enemy projectiles, to help balance out the difficulty levels.
- Increased grenade launcher power from 120-135 to 125-140
- Added new shinier first person shotgun sprites
- Adjusted reload animation of the shotgun so it syncs with the sound better
- Tweaked the grenade launcher sprite
- Added new grenade projectile graphics to be less like a hand grenade
- Made new weapon sprites for when you run out of ammo. All weapons now have some indication of being empty
- Adjusted the bobbing speed and range of all weapons
- Added new death animation frames to the Red Alien courtesy of Kinsie
- Added lots of new blood sprites and monster-specific gibs
- Monster gibs now land on the floor and remain for a while before fading out
- Added various new textures to hopefully improve map aesthetics
- Added a slight dynamic light glow to the Plasma Trooper to help them stand out in areas using the TECHNOD2/3 texture
- Toned down the brightmaps a bit for TECHNOD2/3
- Fixed brightmap for TELEPOR1 texture - was misassigned in GLDEFS
- Flame Shooters now have a radius of effect and do a lot more damage
- Fixed a problem with Eyeball corpses landing on other monsters heads, very noticable in MAP12
- Fixed a problem where Eyeballs and Spawnlings would stop hovering up and down if they reach the floor
- Fixed a problem when firing the rocket launcher at a lower wall, some of the explosion sprites would sometimes appear up on the floor above
- Adjusted the SMALLFONT (used for text intros and in-game messages) with anti-aliasing and a full outline for readability
- Adjusted the BIGFONT, removed the gradient and adjusted the anti-aliasing
- Added weapon numbers with owned/selected highlighting effects to the fullscreen HUD ammo counters
- Added new coloured messages and sound for locked keycard doors
- Added new sound effects for the menu
- Added missing footstep sound definitions for some flats
- Player now makes splash noises instead of footsteps when wading through water
- Pickup messages now state how much ammo/health/armor added
- Added CD32 soundtrack option - not 'officially' supported until the new soundtrack is finished, but currently available via CVAR ab3d_music
MAP CHANGES
- Made balancing edits across all maps to enemy and pickup positioning, while adding support for the difficulty levels
- Added new secret areas to most maps and aesthetic changes to all maps
- MAP02: Changed the second curved staircase near start so that you just drop into the room, with a switch to raise the stairs further in. This is to stop you just sitting on the stairs and picking off enemies
- MAP02: Outdoor area now makes physical sense! You can now see the outer wall of the base above the outdoor tunnels section with the eyeball
- MAP03: Added an upper ledge to the Shotgun room
- MAP03: Added some seperating walls in the light room with the diagonal corner step, to make it more interesting
- MAP03: The large dark flooded computer room with the central oddly-shaped platform is now entered via a drop, to keep the player in the room. Previous areas can be returned to via a staircase added to the next outdoor area
- MAP03: Added a central pillar to the blue stone room before the final swim.
- MAP04: Added more height and visual interest to the upper outdoor area
- MAP06: The switch in the first pit, to open the big metal door, has it's own little structure now and no longer on the side of the elevator, to help the player know the switch affects the door and not the elevator
- MAP06: There is no longer has a Spawner enemy at the end. This is so that enemies are introduced more gradually throughout the game. The Spawner is now introduced on MAP10
- MAP07: Added a little new area in the long lower corridor, just to break it up a bit
- MAP09: Map has been restructured so that the previously isolated areas connected only by teleports are now physically connected. This hopefully gives the map a much more coherent feel. Final arena is still entered by teleport, but there is a passage back outside from within
- MAP09: The outdoor area of has been given a height increase and some added landscaping, for more of a sense of scale
- MAP09: Yellow key door has been moved to give the outdoor area tighter direction, and beyond that, the final outdoor area now has an extra fight, with switches locking the next door to keep the player in the arena for a while
- MAP11: Darkened the lighting and added more detail to the rooms
- MAP12: Made the final arena an ambush trap that is slightly harder to escape, and removed the peephole
- MAP13: Made a lot of edits to the maze to open it up and make it easier to navigate and look more visually interesting. There are now three larger rooms in the maze that require visiting before leaving for the outdoor area
- MAP13: The large outdoor final area now contains piles of crates to make the combat a bit more interesting, and not just a wide open space. Similarly some crates were added to the first area with the Spawner(s), to give the player cover
- MAP14: Removed a superfluous switch beyond the red key door after the first water area, and just made the door back to the beginning a one-way door
- MAP14: Fixed some teleporters being one-use only
- MAP15: Added some tremors to enforce the narrative, in which you've overloaded the reactor core, no real gameplay effect
For full changelog history, open up the ipk3 in your favourite zip program and check Changelog.txt
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Download
Download Project Osiris v1.0.3 Itch.io mirror Note: If you're not using the included exe, please run the game as an IWAD/IPK3, not as a mod for Doom 2. GZDoom will pick it up as it's own game, or add the game as an IWAD to your launcher of choice.
Seems very nice so far. I've only played the first two maps but it's been fun.
BTW, if your game is meant to be entirely stand alone you can delete the game_support.pk3 file from your distribution. That will prevent the exe detecting GOG and Steam installs of Doom (etc) and opening the IWAD selection dialogue.
Very nice, I was waiting for a complete Alien Breed 3D TC for years, as all other attempts have been abandoned over time. I expect you to open a thread over at the English Amiga Board as well
ArcturusDeluxe wrote:
Why is the shotgun both pump action and double barreled?
The original was like that. I dunno. It's a future space shotgun?
A weapon like this was called a "Moe Szyslak Special" on tvtropes.org. Quake II has a similar shotgun. Rule of cool, eh?
Cherno wrote:Very nice, I was waiting for a complete Alien Breed 3D TC for years, as all other attempts have been abandoned over time. I expect you to open a thread over at the English Amiga Board as well
ArcturusDeluxe wrote:
Why is the shotgun both pump action and double barreled?
The original was like that. I dunno. It's a future space shotgun?
A weapon like this was called a "Moe Szyslak Special" on tvtropes.org. Quake II has a similar shotgun. Rule of cool, eh?
There's a real shotgun called the DP-12 - an actual double-barrel, pump action shotgun produced by Standard Manufacturing; it's fed through the back, holding 2 shells in its chamber, with another 7 and 7 in reserve for each barrel, letting it hold a max total of 16 shells. It looks nearly identical in shape to the Quake II shotgun, the only difference is that it only fires one barrel at a time, instead of both, before cycling - it does load the two barrels at the same time, however. It could, in theory, be modified to fire both barrels at once -though that would dislocate a normal person's shoulder.-
Damn someone resurrected this finally, awesome ArcturusDeluxe ! After the little Gloom TC this is fantastic news, hope something for similar for Breathless will happen one day, so we will get all 3 best Amiga fps exported to GZDoom. Nowadays in a modern Amiga X5000 with gpu you can even play Quake 3 or RTCW, and on pc you can install AmiKit 8 and with proper configured plugins even run mentioned FPS from there, but this is different since it feels like a remastered HD port and that's cool. Can't wait to play it when I have time, commenting here to pin the thread and not forget it
Last edited by Ozymandias81 on Thu Jul 01, 2021 11:30 am, edited 2 times in total.
Thank you so much for making this. I ended up playing until 4 am this morning! My girlfriend wasn't impressed but I was.
I've only played up to level 8 but everything seems great so far. The sprite work is really well done. I feel the game could benefit from some brightmaps for, say, the monitor screens etc. Though that's obviously something that could come down the line.
Here's hoping we see some custom maps made for this. That'd be super cool. Perhaps a community project later on?
Anyway, from a former Miggy stalwart, thanks again for making an old man feel young again.
Thanks guys, I just updated it with a few fixes to potentially game-breaking bugs with lifts, as well as removing the game_support.pk3 as Enjay said (thanks for the heads up!). Also, most crucially of all, fixed some minor typos in some of the intro story texts. It's like a whole new game! (not really)
I think this is pretty much a perfect TC so far, which keeps the look and feel of the original game intact, while adjusting and improving where it makes sense. You should certainly be proud of your work!
My thoughts in detail:
The lighting of the maps is excellent and you did a great job replicating the smooth transitions between light and shadow.
Speaking of which, When playing the original game I seem to remember, due to the pixelated nature, that in faraway dark areas, you could always see some pixels of the enemies moving in the dark distance. I think that for this reason, this TC would benefit from brightmaps tremendously, as has been suggested above. Eyes for the beholder and dogs, and so on. Also, the computer screens would also look nice with brightmaps, and even better, some simple animation.
The difficulty felt right; enemies hit hard and can overwhelm you if you are not careful. Medkits are in the right places and not overly abundant, as it should be. This is a very old-school type of game where you really need make sure that you don't waste any healing items and remember where you left some in case you need to go back when low on health.
I think I only found armor several levels in; might be an idea to include it in earlier levels.
Ammo felt about right as well. I always had either shells or cells when the shotgun or plasma gun ran out.
The shotgun sprite felt weakest to me, if any gun could use improvement, I think it's this one. Maybe add some more sheen to it? The standard rifle looks great, especially since you kept that white muzzleflash. It tends to stunlock the alien soldiers, though. Maybe decrease their painchance?
The grenades are exremely bouncy and they are not fired very far, this felt very annoying to me. I wished they would have a tiny bit more range and would bounce less.
The dogs seemed to be more dangerous in the original game; here, they are more of a nuisance since I think they are slightly slower, and attack less often.
The snails are very slow, this is probably true to the original game, but it makes them less of a threat.
In level 8, I liked that you barred the way to the upper platform; it makes the fight against the walker far more suspenseful.
I found the brown water in the sewer level (2?) less appealing than the blue water that is used throughout the game; It does fit a sewer, though. The blueish tint when underwater could be more pronounced.
The default interact key could be bound to "E" as well as Mouse2.
Overall, again, a great accomplishment which brings everything to the table, even details like the level start text.
I just played this up to level 10, and I seem to be stuck. I collected the red and yellow keys, opened the red door and now I've got nowhere else to go. The green and blue keys are nowhere to be found. The snail monster behind the red door dropped nothing.
Thanks for all the feedback Cherno! I'll definitely take it all on board.
Cherno wrote:
I just played this up to level 10, and I seem to be stuck. I collected the red and yellow keys, opened the red door and now I've got nowhere else to go. The green and blue keys are nowhere to be found. The snail monster behind the red door dropped nothing.
There's a quite big but very dimly lit door in the dark computer area before where you collect the yellow key in the big room with the elevator and the flamethrower. I've highlighted it with lamps in the latest patch I put out today, as someone else got stuck in the same place. Sorry about that!
OH MY GOD! I'll give it a chance as soon as I can
It looks cool from the screenshots already ^^
UPDATE:
At the moment some proportions look off , but it may be for the aspect ratio.
The new weapon sprites looks like they lack detail as well considering that they have a higher resolution now (Looking at the shotgun principally) ...
Regardless looks cool still !
The corpses of flying monsters (Beholders) tend to fall down onto still-living monsters, I have looked at their code but they do the same stuff that Cacos do in their death state, so I'M not sure what could be the cause.