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Dead Men Tell No Tales is a (sort of?) total conversion mod that tells the tale of a man kidnapped by a cult. It's only 3 levels long and as such
I say "sort of" total conversion mod. Made in a month for Benpaste's 2020 Doom modding competition, it won first place.
Update, 12/26/21: I decided to come back and fix a lot of little inconsistencies and issues with the original DMTNT and make a redux rerelease.
The redux features re-written dialogue, new lore, new code for bullet casings and visual effects, new player sprites, and better visual clarity.
Both versions are still available to download.
*A file from the Massachusetts State Police on Missing Persons, year 1996*
Name: James L. Allen Jr.
Age (At time of Dissapearence): 28
Date of Birth: August 19, 1968
Hair Color Light Brown
Eye Color Hazel
Height 5 Feet, 8 Inches
Weight 150 Pounds
Missing From New Birmingham, Massachusetts
Missing Since: October 30, 1996
Notes: A former US Marine and Mechanic, James was last seen in the woods near New Birmingham by Melbrook Avenue.
According to several eyewitness testimonies he was seen making his way towards a local homeless shelter
before dissapearing into the woods. James according to witnesses was heard babbling unintelligably,
with many suspecting he was under the influence before dissappearing.
*Many rumours have gone around,
including rumours of the occult or the conspiratorial, claiming James had been kidnapped or detained by
the CIA or a local cult that had disposed of him; no evidence has yet surfaced that can reasonably
prove any of these theories. the New Birmingham Police have begun a new investigation and have forbidden access to the
New Birmingham woods until further notice.*
Credits:
Spoiler:
Raven Software
Rogue Entertainment
id Software
Monolith
Jimmy
Icytux
Ghastly_dragon
Doomedarchviledemon
Neoworm
Gothic
Xaser
Minigunner
Gez
Skelegant
Changelog:
Spoiler:
12/26/21 Update:
-Updated music tracks, particularly in the latter half of the mod
-New Player Sprites
-Better visual clarity (switches are lit up, the forest is brighter, etc.)
-Bug fixes (fixed broken geometry, missing textures, incorrect sound implementation)
-Completely rewritten dialogue and notes (the original was filled with typos and weird, vague language)
-Updated code, featuring updated visual effects and weapon bug fixes
-Balancing fixes (enemies are slightly faster, the boss fight is more difficult, the assault rifle holds less ammo to make more weapons viable)
Last edited by Joblez_I on Tue Dec 28, 2021 5:06 pm, edited 9 times in total.
One, the assault rifle can't be tap fired fast. Maybe that's intentional.
Two, the mod ends too soon
Yeah, I had rushed the ending a bit because of the due date, this whole mod was made in about a month for a wad contest and I only had about 2 days before the due date to get the ending made. It's a bit unfortunate, but time constraints can do that, I hope you enjoyed the mod regardless
Here i was browsing ZDoom Forums on a really nice day with the sun shining and i found one fucking amazing total conversion. I loved this mod and i hope there will be a expansion maybe ?
You made this in a month? Well, color me easily impressed. For 3 levels only, the amount of detail that I see went into this is very impressive.
I hope more people see this!
Very impressive and exciting TC. The weapons are very satisfying to use and it has story even. I do really hope you're working on this TC because i think it has potential to be much greater! But you're the boss.
Spoiler: And here are some feedback
- First of all, the delay of firing revolver is just too much in my opinion. Enemies in this game attack faster and you really need more speed in you, but just saying.
About the Revolver's ammo, it's kinda scarce and feels like it's meant to be a powerful weapon. But the damage? I expected to take the undead knight in one clean hit, but not really.
- M16 here, is the ironically strongest weapon in the game. It fires faster real and holds 50 rounds while the ammo item gives you 30. This is like Half-Life 1 all over again!
- I think Shotgun has some kind of black magic because when i finish reloading it, it ejects an empty shell even though i already pumped the one out.
- Grenade Launcher still plays reload animation even though i spent all ammo. And why the font for its ammo count is so small?
- Every casing sprites sink down a bit and i think the shell one looks comically big!
- Maps in general is dark. I know it's intended but the disadvantages follow; Hitscan enemies would likely attack me without giving me a fair warning and it's hard to find ammo items because they don't glow. Even the pistol magazine is too small.
- What's up with the underscore font in Tips & Credits and Quit Game?
- So i fought these dudes and they're the most lethal enemy in the game; they run faster, attack faster and deals big damage. They're basically the common mook you'll see throughout the game and they're that challenging.
And for some reason the trail of their projectile leaves scorch decal and would play doom pistol sound when doing the melee!
- Green Imp's projectile leaves no decal. Since dudes with red projectile does so just you know.
- The Tablets in the game are readable, as told in the game. But i'd make them bright and add some kind of visual effect to make them easy to find.
- The First map got small candle stuck inside of a podium.
- The Second map has this weird texture error from the start.
- The Squirrels survive a pipe swing to the face and would block the player...?
This TC is very smooth, solid and really original! Weapon sound effects and animations are top notch as well. It's so satisfying that i really want to play this as weapon mod, if it's possible!
Captain J wrote:Very impressive and exciting TC. The weapons are very satisfying to use and it has story even. I do really hope you're working on this TC because i think it has potential to be much greater! But you're the boss.
Spoiler: And here are some feedback
- First of all, the delay of firing revolver is just too much in my opinion. Enemies in this game attack faster and you really need more speed in you, but just saying.
About the Revolver's ammo, it's kinda scarce and feels like it's meant to be a powerful weapon. But the damage? I expected to take the undead knight in one clean hit, but not really.
- M16 here, is the ironically strongest weapon in the game. It fires faster real and holds 50 rounds while the ammo item gives you 30. This is like Half-Life 1 all over again!
- I think Shotgun has some kind of black magic because when i finish reloading it, it ejects an empty shell even though i already pumped the one out.
- Grenade Launcher still plays reload animation even though i spent all ammo. And why the font for its ammo count is so small?
- Every casing sprites sink down a bit and i think the shell one looks comically big!
- Maps in general is dark. I know it's intended but the disadvantages follow; Hitscan enemies would likely attack me without giving me a fair warning and it's hard to find ammo items because they don't glow. Even the pistol magazine is too small.
- What's up with the underscore font in Tips & Credits and Quit Game?
- So i fought these dudes and they're the most lethal enemy in the game; they run faster, attack faster and deals big damage. They're basically the common mook you'll see throughout the game and they're that challenging.
And for some reason the trail of their projectile leaves scorch decal and would play doom pistol sound when doing the melee!
- Green Imp's projectile leaves no decal. Since dudes with red projectile does so just you know.
- The Tablets in the game are readable, as told in the game. But i'd make them bright and add some kind of visual effect to make them easy to find.
- The First map got small candle stuck inside of a podium.
- The Second map has this weird texture error from the start.
- The Squirrels survive a pipe swing to the face and would block the player...?
This TC is very smooth, solid and really original! Weapon sound effects and animations are top notch as well. It's so satisfying that i really want to play this as weapon mod, if it's possible!
i appreciate the amount of detail you've put into this post! a lot of the weird, little inconsistencies were due to time constraints. since this mod was made in a month and i worked on it until the last day i had, not all of the issues with the mod have been solved. as well as this, i really feel like i didn't flesh out and use most of the enemies to their full potential, and so i think some enemies are a little overrepresented, like the spellcaster enemy you mentioned, and others that are underrepresented, like the hellknight statue or the machinegun cultists.
originally, the revolver was going to be your first weapon before i decided against it. the slow firing speed made it unfun to use, so i went on to make the pistol instead. the truth is that i didn't really balance it as well as i should, and i do agree the revolver could either be buffed or made to shoot faster. the original idea for it was that, by design, you're not really meant to use it after you get the shotgun, since it's a weapon i wasn't sure how to implement in the balance; honestly it's just not well balanced, and in retrospect, i'd change it.
some of the weapon quirks were on purpose (i like the fact the shotgun always dispenses a casing, it was supposed to be akin to the shotgun in COD MW1). in retrospect though, i think my decision to change the magazine size on the m16 to be 50 was due to some criticisms of naku-naru's weapons, being you'd have to reload so quickly that it made using some of the weapons less fun than they could be in that mod, and making sure the same couldn't be said of the m16 in this. this really wasn't a good concern to try to address i think in this because it's designed differently enough to the original doom this becomes a problem. looking at it now, i'd probably lower the magazine count a bit since it really made the m16 become the workhorse weapon over the shotgun, which i don't think makes it balanced since the idea is to use them both equally for different encounters.
as for that strange map glitch in level 2, i'm still not really sure what causes that in the architecture. there must be some conflicting lines there to cause that.
i think, at some point in time, i'd like to patch and maybe expand the mod a little. i don't currently have the intent to add any new levels (really, i feel like dead men tell no tales works as a short game because it's a short story), but i'd like to fix a lot of these little issues the mod has.