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A lone mercenary, desperately looking for redemption.
A quest: find and rescue the captives from a grim dungeon, before the moon rises.
The player will find himself stuck in a vast and highly dangerous dungeon, filled with traps, bloodthirsty demons and vile creatures.
The mission is simple: find the prisoners and go back, trying to bring them all out alive, but careful!
When the moon shines, do not provoke the helpless!
Several strong weapons can be found around the place, use them wisely!
Some may be strong against a beast, but not so much against a ghost!
Equip yourself with sturdy armor pieces and obtain the most powerful potions and the numerous hidden secrets to aid you on your journey!
Will you be able to become the hero of this story, will you run away like you already did, or will you end up eaten alive by the weres?
The single map comes together with a huge package of basically everything, from textures and graphics, to monsters and weapons, new game mechanics, like quests, dodging, day-night cycles etc. and menu settings.
Tons of new stuff!
A well printed list can be found in the README file inside the .zip (PLEASE READ IT! there are important tips, unless you want to be left free to discover, of course)
My main goal was to leave the player freedom to discover and choose how to play, that's why you won't find in game text explaining the new mechanics, except for the pictures in the HELP menu, you're free to choose if you want to play it like you would usually do in a normal Doom map or to treat it as a brand new experience (of course the latter may be more "Helpful").
The same goes for the map progression!
The player can choose to leave the map even at the very beginning if sturdy enough. Check the quest journal to know what you are expected to do and decide yourself. I put it down like I made a new amazing indie game with thousands of quests, choices etc. but it's much easier than that T_T
The map and the stuff you'll find are heavily inspired by The Elder Scrolls series, so you may think it's more on the Hexen/Heretic side: well kind of.
Still I wanted to bring Doom in medieval times and break the game limits!
The creatures in this mod will have resistances and weaknesses to specific damage types.
To learn the best way to deal with them is to check the specific Help menu and, just in case, activate the "show icons" setting in the option menu (or directly disable this feature from the menu...)
MONSTERS:
Spoiler:
-Plague Rat:
Weak and nimble, an easy target, but deadly in a pack.
-Lost Wraith:
Looking for a corpse to posses, kill it fast.
-Undead:
Slow but unpredictable, easy to kill but it won't stay dead unless incinerated or gutted open.
-Hanger:
Forever stuck on its chains it will try to blind its target with putrid mucus.
-Skeleton:
Once a fierce soldier, now just bones with a sharp sword.
-Blood Witch:
Resting in pools of blood to rinvigorate, ready to ambush unaware travellers.
-Plague Imp:
Eaten by disease, will throw its meal to dull its victims.
-Skinned Cherub:
Flying little devil, it will deaf whoever enters its nest and try to drink his blood.
-Slime Worm:
Big invertebrate immune to any poison and capable of spitting corrosive dribbles.
-Agonia:
Desecrated soul with a gentle appearance, never look into her eyes.
-Grell:
Odd disgusting creature capable of paralyzing its preys.
-Demented Demon:
Eye of the void, it's always watching, hard to tell what its next move will be.
-Gargoyle:
Old guardians of castles, made of stone and with freezing gaze, they don't like to be seen moving.
-Vore:
Three-legged, arachnid-like body, a strong acid dripples from its mouth, it lost its sight, but not its hearing.
-Baphomet Servant:
The watchdog of the demons, very tough skin, will charge its prey and pierce with its horns.
-Werewolf:
Just a glance to the moon and the man can turn into a bloodthirsty beast that can only be stopped with silver.
-Liquefien:
A hard to catch assassin, it loves melting its victims brains.
-Archfiend:
Vile fire demon, it won't stop its chase even after loosing its wings.
-Hell Gladiator:
Armored titan of Hell, always brings on its back a huge chest of explosive urchins, its only weakspot.
-Werebeast:
Legend in flesh, the beast that started the curse, large and strong, can all the silverware of a land baron stop it?
NPCS:
Spoiler:
-Captive:
Now a fragile man, lost in the dungeon, escaping death, maybe losing something else in the years, waiting to be saved, but maybe they hide something.
-Striga:
Never anger the witch, sneaky and evil, will offer a pact, but the price inhuman.
A proper credit file can be found inside the .zip, hopefully I covered everyone, if not present it means I made the thing or I couldn't find the owner!
Here I want to thank the brave souls who tested the map and helped me fixing bugs and gave me many advice!
I tried it already. It is very nice and moody. But I have few problems. I can't get the innocents to safety, I just don't know how to do that. They maybe try to follow, but don't in the end.
And I some of the monsters are really annoyingly bullet spongy. I get that some can be killed quite fast if I use specific weapon, but for some I just didn't found a way to kill them in resonable manner.
neoworm wrote: ↑Wed Dec 03, 2025 5:11 am
I tried it already. It is very nice and moody. But I have few problems. I can't get the innocents to safety, I just don't know how to do that. They maybe try to follow, but don't in the end.
And I some of the monsters are really annoyingly bullet spongy. I get that some can be killed quite fast if I use specific weapon, but for some I just didn't found a way to kill them in resonable manner.
Thank you for your feedback!
The captives will start to run towards the dungeon entrance on their own after you talk to them, I tried to avoid any real "escort mission" because everyone hates them x). Although, due to map's layout and how the path following mechanic works the tend to get stuck some times, so it's always better to clean any possible monster blocking their path, player included of course.
I see, I feared this could be an issue if I didn't balance properly damage output and monsters health D:
Could you tell me which monsters you find to be excessively tanky? I can guess is the Archfiend and perhaps the Pinky equivalent, if so, I was already planning on reducing their hp, because I agree
I'm leaving a quick hint down here that translates the page with the resistances and weaknesses in the HELP menu:
Spoiler:
Deep monsters (Vore, Worm, Grell):
Extremely resistant to: Acid (acid flasks)
Very resistant to: Bludge (torch swing, fists, urchins impact)
Resistant to: Poison (poisoned arrows), Silver (automatic crossbow)
Little Resistant to: Hellfire (no weapon implemented yet)
Weak to: Fire (flaming arrows, torch), Explosions (urchin cannon, barrels)
New update just to bring some fresh air to the various suggestions!
Whole Changelog here:
Spoiler:
CHANGES:
Added setting to show time hour on the day/night clock (only visible if in 'Farmer' difficulty setting or lower)
Several monsters rebalance (health, melee range, speed reduction)
Changed name of the Witch to 'Striga' and Striga to 'Blood Witch'
Added missing Explosive Barrel brightmaps
Added setting to toggle High-res liquid textures from LTP mod
Now arrows can get stuck on ceilings and not shootable solid actors
Now stuck arrows will follow walls, textures and not shootable solid actors movement
//MAP
Delayed Vore awakening when player falls into the cave's pit
FIXES:
Fixed Striga not correctly returnig to her alcove after she opened the secret
Arrow Types in-game Tip now only shows if the player has the bow equipped
Fixed crash when changing weapon while being close and aiming at the unlit Fire Cauldron
Removed unwanted splash effect when certain actors hit a liquid texture
Fixed arrows getting stuck on incinerated actors
Fixed arrows remaining stuck on walls even when they move out of the way
Now Impaler Bolts correctly gib actors upon hit
//MAP
Fixed soft-lock if entered the Hell Gladiator room from the Witch room[/list]
Not a huge one, but some of the changes were pretty funny and nightmarish actually to add, talking about the texture replacement setting and the sticky projectiles
Rex705 wrote: ↑Tue Dec 23, 2025 6:53 am
I wish this worked on GZDoom because UZDoom kinda sucks right now and doesn't look or run as good as GZ.
I apparently left a change in the code that shouldn't be there! For the mod is supposed to work even with GZDoom of course!
I'll fix it asap!
For anyone who has this issue, you can directly fix it yourself really easily with Slade, since I don't think I'll be able to get things done these days:
In Slade 3 Open up the .pk3 file
find the only ZSCRIPT lump present in the main directory at the very bottom
at the first first line of code change 4.14.3 to 4.14.2 (it should also work with just 4.14, this is just the port version and I believe I have nothing in the mod that goes beyond 4.14
FWiW, UZDoom is running at least as well as GZDoom for me. UZDoom 4.14.3 is pretty much GZDoom 4.14.2 with some fixes and a few relatively minor tweaks. It should run in a very similar way to GZDoom.
Enjay wrote: ↑Tue Dec 23, 2025 5:05 pm
FWiW, UZDoom is running at least as well as GZDoom for me. UZDoom 4.14.3 is pretty much GZDoom 4.14.2 with some fixes and a few relatively minor tweaks. It should run in a very similar way to GZDoom.
Same here, I have no issue whatsoever.
Rex705 wrote: ↑Tue Dec 23, 2025 6:53 am
I wish this worked on GZDoom
Although, I directly updated the mod now to make it playable with GZDoom again.
I also took this opportunity to tweak the Liquefien attack with new effects and add menu settings to change at will the amount of screen shake and visual fx!
Whole changelog, as always, in the .zip file and a tiny video to showcase the monster attack changes
Fixed, hopefully forever, the annoyance of the captives path following!
Having a map with tight and non-linear shaped rooms and corridors, of course, will always cause issues with this kind of stuff, in fact, the captives would pretty often get stuck in some areas or just wouldn't be able to reach the next PatrolPoint.
Now this has changed, thanks to a "magic trick" that will allow captives to directly teleport to the next patrol point if stuck somewhere for too much time, of course, when out of the players sight
This will (I swear) the last update for the mod, when the time will come, I'll start expanding the project, with more maps and more trickery!
Thanks!