Fate: A Doom Total Conversion (IWAD full release)
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Hyperstyle
- Posts: 26
- Joined: Wed Apr 25, 2018 12:19 am
Re: Fate: A Doom Total Conversion (IWAD release 1st episode)
A new download link is available in the first post! I've added the a new chapter with the original demo levels. There are also a lot of improvements.
- JoeyTD
- Posts: 865
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- Preferred Pronouns: He/Him
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: Map 33
Re: Fate: A Doom Total Conversion (IWAD release 1st episode)
Just posting a quick fix for the upper cut sprites.
I'm offering to remake the crossbow and quadshot sprites for this TC if you can find a good ref image of them.
I'm offering to remake the crossbow and quadshot sprites for this TC if you can find a good ref image of them.
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Hyperstyle
- Posts: 26
- Joined: Wed Apr 25, 2018 12:19 am
Re: Fate: A Doom Total Conversion (IWAD release 1st episode)
Looks great JoeyTD! I sent you a private message. I'm currently still working on this TC, but due to limited time available it might take a while.
Re: Fate: A Doom Total Conversion (IWAD release 1st episode)
Hi, you might be interested in my widescreen sprites for this game. I've made them just in case either NBlood or BuildGDX developer ports Fate one day.
viewtopic.php?f=37&t=60457&p=1052736#p1052736
You also might be interested in voxels I've done for this game:


viewtopic.php?f=37&t=60457&p=1052736#p1052736
You also might be interested in voxels I've done for this game:


Re: Fate: A Doom Total Conversion (IWAD release 1st episode)
Hello,
Firstly my compliment for Hyperstyle for this project.
After watching a few scenes of the comix-like art of Fate, I recognized some "East Asian" / Buddhism attire and meditation themed art; I also found the ambient (nature) graphics of the game lush/sub-tropical as common in some parts of China.
Just for the record, did the DogBone Software developers aimed to create a "Rock'n'Shaolin: Legend of the Seven Paladins 3D" (and the later "Shadow warrior") East-Asian themed game, at least in early stages of development?
Firstly my compliment for Hyperstyle for this project.
After watching a few scenes of the comix-like art of Fate, I recognized some "East Asian" / Buddhism attire and meditation themed art; I also found the ambient (nature) graphics of the game lush/sub-tropical as common in some parts of China.
Just for the record, did the DogBone Software developers aimed to create a "Rock'n'Shaolin: Legend of the Seven Paladins 3D" (and the later "Shadow warrior") East-Asian themed game, at least in early stages of development?
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Hyperstyle
- Posts: 26
- Joined: Wed Apr 25, 2018 12:19 am
Re: Fate: A Doom Total Conversion (IWAD release 1st episode)
Dzierzan, thanks! I will check the fullscreen weapons out. They are probably better than my attempts at sprite editing.
Thanks for your comment doomos. I'm not sure what inspired the original authors. My guess is that they tried to make an original more story driven game with a east-asian / fantasy / futuristic setting. The monks look buddhist but the allfather God and trolls seem more like Norse mythology to me.
Thanks for your comment doomos. I'm not sure what inspired the original authors. My guess is that they tried to make an original more story driven game with a east-asian / fantasy / futuristic setting. The monks look buddhist but the allfather God and trolls seem more like Norse mythology to me.
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Hyperstyle
- Posts: 26
- Joined: Wed Apr 25, 2018 12:19 am
Re: Fate: A Doom Total Conversion (IWAD full release)
I finally managed to release the full version! I edited the first post with the full release. I hope you will like it. Please let me know if you find any bugs, there will be an update (with mostly minor fixes I hope
).
Re: Fate: A Doom Total Conversion (IWAD full release)
Thanks for the update and the full version. I actually grabbed it and played it through a few hours ago. Everything seemed to work as intended and there were lots of interesting and novel aspects to it. I can certainly say that Fate was a strange game - and relatively tough compared to the other shooters of the time, assuming the TC accurately represents the game (as I mentioned a few pages back, I was never able to get the demo running).
It's a shame that the game was never completed. The enemy roster is a little bare - in as much as it only contains enough enemies for a demo (not the TC's fault - it covers things as well as possible - and maybe even expands on things?). As I understand it, Intracorp went bankrupt shortly after the demo was released and what's in the demo is all that was ever released. What is there is good, but it's a very strange combination of human enemies, big green alien frog-goblins, scorpion-like aliens, tall crossbow aliens in bikinis and a few mechanicals. I'm really not sure what they were going for.
The weapons are certainly a mix too. I found the rocket rifle weapon a bit... I don't know, more powerful than a rifle but somehow less usable, but also underwhelming as a rocket launcher, I guess. I really enjoyed the fire crossbow though.
It did amuse me me how the big dumpy frog aliens used the humans-on-fire sprites (from Blood?) when they caught fire. Obviously a lot of their bulk is air that was released when they burst into flames revealing their true size under their bloated green skin. 
So, again, thanks for the TC and giving us a window on what Fate was intended to be.
It's a shame that the game was never completed. The enemy roster is a little bare - in as much as it only contains enough enemies for a demo (not the TC's fault - it covers things as well as possible - and maybe even expands on things?). As I understand it, Intracorp went bankrupt shortly after the demo was released and what's in the demo is all that was ever released. What is there is good, but it's a very strange combination of human enemies, big green alien frog-goblins, scorpion-like aliens, tall crossbow aliens in bikinis and a few mechanicals. I'm really not sure what they were going for.
The weapons are certainly a mix too. I found the rocket rifle weapon a bit... I don't know, more powerful than a rifle but somehow less usable, but also underwhelming as a rocket launcher, I guess. I really enjoyed the fire crossbow though.
So, again, thanks for the TC and giving us a window on what Fate was intended to be.
Re: Fate: A Doom Total Conversion (IWAD full release)
Are there any plans to add FMV cutscenes based on the slideshow images from the demo?
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Hyperstyle
- Posts: 26
- Joined: Wed Apr 25, 2018 12:19 am
Re: Fate: A Doom Total Conversion (IWAD full release)
Thanks for the comments Enjay! I remember the demo being quite hard, but then again, I was probably not that good of a player back then. Cooking with a lot of fire will definately deflate the food because of the loss of water. Also try to use add some gas clouds beforehand for a bigger fire. A lot of things have really not much to do with the old demo but I thought could work in a game to give it a more unique feel. Like half of the weapons, some enemies and all powerups.
There are no plans to add FMV cutscenes JPC, I have no idea how to do that. It does sound awesome though, could make for a more unique experience.
There are no plans to add FMV cutscenes JPC, I have no idea how to do that. It does sound awesome though, could make for a more unique experience.
Re: Fate: A Doom Total Conversion (IWAD full release)
Thanks for the tips. I hope nothing I said came across as overly critical. I think you've done a great job in imagining what Fate might have been like. I was certainly aware that quite a few things were your additions but I think most of them worked really well and felt "Fate-like" even if they weren't necessarily from the original demo.Hyperstyle wrote: ↑Tue Nov 18, 2025 9:23 am Thanks for the comments Enjay! I remember the demo being quite hard, but then again, I was probably not that good of a player back then. Cooking with a lot of fire will definately deflate the food because of the loss of water. Also try to use add some gas clouds beforehand for a bigger fire. A lot of things have really not much to do with the old demo but I thought could work in a game to give it a more unique feel. Like half of the weapons, some enemies and all powerups.
To be fair, movies have had a spotty history with ZDoom. For a long time they were technically possible, but only on Windows - and even there they eventually broke and after laying dormant for years, were removed. They have now been added back with a better system that should actually be quite easy to use (provided you can make the correct format of video) but there are problems with getting the sound working reliably ( viewtopic.php?t=80095 ) and that's if you even have (or can make) suitable videos in the first place.Hyperstyle wrote: ↑Tue Nov 18, 2025 9:23 am There are no plans to add FMV cutscenes JPC, I have no idea how to do that. It does sound awesome though, could make for a more unique experience.
Re: Fate: A Doom Total Conversion (IWAD full release)
I was given the opportunity to playtest an earlier build of the full version. I like the overall techbase atmosphere in the second chapter and enjoyed hunting for the many secret areas. I played on the third difficulty level ("Challenging"). The final map proved indeed to be quite a challenge for me, but I managed to complete it. A fitting conclusion for a remarkable TC.
