Technical Darkness (ZDoom based FPS)
- JonayaRiley
- Posts: 293
- Joined: Thu Aug 07, 2008 11:48 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Austin, TX
- Contact:
Re: Technical Darkness (ZDoom based FPS)
You're going to have a difficult impossible time finding people to do everything you mentioned if you can't do any of it yourself. Bear in mind that Doom is a pretty old game, and there's just not that much uncommitted talent out there in the community to draw from. I found there's help out there, but it's going to be bits and pieces of the whole - you still have to do a lot yourself or get together a small team of friends that are all collaborating on the project.
My biggest piece of advice would be to learn some of the key skills beyond what amounts to "ideas and web design." At least learn to map and do basic ACS coding, because finding a team to commit to putting together a consistent piece of work will be difficult, to say the least.
Also, "legal team?" What? If you think you're going to be using ZDoom to build a commercial game with a for-profit release, you might want to tread veeeeerrrry carefully, due to the nature of the various licenses involved in ZDoom.
I would drop the black hole thing entirely and replace it with... oh... I dunno... a comet or big asteroid or some derelict mysterious spaceship or something generic. A black hole is pretty silly, honestly. Maybe a giant comet that's enclosing an ancient alien spacecraft or something like that.
My biggest piece of advice would be to learn some of the key skills beyond what amounts to "ideas and web design." At least learn to map and do basic ACS coding, because finding a team to commit to putting together a consistent piece of work will be difficult, to say the least.
Also, "legal team?" What? If you think you're going to be using ZDoom to build a commercial game with a for-profit release, you might want to tread veeeeerrrry carefully, due to the nature of the various licenses involved in ZDoom.
I would drop the black hole thing entirely and replace it with... oh... I dunno... a comet or big asteroid or some derelict mysterious spaceship or something generic. A black hole is pretty silly, honestly. Maybe a giant comet that's enclosing an ancient alien spacecraft or something like that.
Re: Technical Darkness (ZDoom based FPS)
-bows- Enemie Decorate Artis At Your Service 

- corrupt_marine
- Posts: 132
- Joined: Wed Nov 10, 2004 8:06 pm
- Location: somewhere you dont need to know
Re: Technical Darkness (ZDoom based FPS)
I understand its not going to be easy at all. But thats how everything is now days. I'm making an effort to create something great, and if I fail, at least I tried my best.JonnyFive wrote:You're going to have a difficult impossible time finding people to do everything you mentioned if you can't do any of it yourself.
Also, "legal team?" What? If you think you're going to be using ZDoom to build a commercial game with a for-profit release, you might want to tread veeeeerrrry carefully, due to the nature of the various licenses involved in ZDoom.
And the game is freeware, not for profit. Action Doom and Action Doom 2 did the same thing. Same idea here.
- JonayaRiley
- Posts: 293
- Joined: Thu Aug 07, 2008 11:48 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Austin, TX
- Contact:
Re: Technical Darkness (ZDoom based FPS)
I'm not saying "don't follow your dreams" or anything, I'm just saying it would be in your best interest (and, frankly, make you a much better modder) to get into the mapping, coding, and DECORATE work yourself. That isn't intended to put you or your efforts down, but to offer a bit of advice. This is kind of like with old-school C64 games where one guy did 50-95% of the work.corrupt_marine wrote:I understand its not going to be easy at all. But thats how everything is now days. I'm making an effort to create something great, and if I fail, at least I tried my best.
Personally, I found learning to do my resources was a huge learning experience.
Ah, good. It can be tricky with the mess of different licenses in ZDoom.And the game is freeware, not for profit. Action Doom and Action Doom 2 did the same thing. Same idea here.
- corrupt_marine
- Posts: 132
- Joined: Wed Nov 10, 2004 8:06 pm
- Location: somewhere you dont need to know
Re: Technical Darkness (ZDoom based FPS)
If you think your interested just let me know! PM me or something!Jaws wrote:-bows- Enemie Decorate Artis At Your Service

- corrupt_marine
- Posts: 132
- Joined: Wed Nov 10, 2004 8:06 pm
- Location: somewhere you dont need to know
Re: Technical Darkness (ZDoom based FPS)
Yeah I understand that, but I truly believe that the lack of decent doom projects and failure of most are all a cause of failure to establish a solid system with a few a devoted group of people helping out. Look at the top doom projects, they all have that in common. A structure and a devoted team. The Action Dooms and KDiZD turned out to be a few of the greatest projects ever created from ZDoom.JonnyFive wrote: I'm not saying "don't follow your dreams" or anything, I'm just saying it would be in your best interest (and, frankly, make you a much better modder) to get into the mapping, coding, and DECORATE work yourself. That isn't intended to put you or your efforts down, but to offer a bit of advice. This is kind of like with old-school C64 games where one guy did 50-95% of the work.
I can map and do ACS. (not super great) I also own a recording studio. So if I cant find help then i'll probably be doing a lot of the work myself but its hard to do everything and after a certain point, with no modivation, the project will die. It will crawl in a corner, fetal position and dehydrate. lol I refuse to let this happen so i'm trying my best to get it going!
Re: Technical Darkness (ZDoom based FPS)
Sorry, but as soon as I read "last time I checked somebody can't make any progress in a project without help" I lost interest in the thread. It's yet another "Here's a cool idea; make it for me" thread. So in other words, it's useless. If you can't do the bulk of the work yourself, I would say you need to stop dreaming so much and get to work on making stuff.
- JonayaRiley
- Posts: 293
- Joined: Thu Aug 07, 2008 11:48 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Austin, TX
- Contact:
Re: Technical Darkness (ZDoom based FPS)
I don't think it's a total lack of talent in the community, but a lack of available talent. A lot of the major producers are heavily involved in their own work. I mean, it took several years to put both AD2 and KDiZD together.
But hey, if you can wrangle it together, go for it.
But hey, if you can wrangle it together, go for it.
Re: Technical Darkness (ZDoom based FPS)
Graphics artists?
Concept Artists?

Concept Artists?

- corrupt_marine
- Posts: 132
- Joined: Wed Nov 10, 2004 8:06 pm
- Location: somewhere you dont need to know
Re: Technical Darkness (ZDoom based FPS)
I design sprites and textures, I also do a little concept art.przndoom wrote:Graphics artists?
Concept Artists?
Were you interested?

Re: Technical Darkness (ZDoom based FPS)
Why not try it? Because it is a large time investment. You have to convince us why it is so worthwhile to devote so much to this, and words alone just aren't going to do it. You have to understand that people are coming in here all the time posting about their "amazing projects" that they need other peoples' help with and they never get anywhere, so the default assumption is that this won't get anywhere either (whether it actually will or won't is basically irrelevant right now, because it's all a matter of perception). Words alone just simply aren't going to motivate people to spend the time it takes to help. There needs to be concrete and visible evidence that you, as the originator, are actively toiling away to make this a reality. And even under those circumstances the best you can really hope for is that people who have the free time to give will consider helping out.corrupt_marine wrote:So why not just try it out and see how things go?
The short version is that on the surface this resembles any other overly ambitious project that probably won't get off the ground. If you really need help, then it's your responsibly to convince us that it isn't just that. Of course the lack of decent projects comes from the lack of cohesive, organized, dedicated teams, but if all it took to get together a dedicated team was just asking then that problem wouldn't even exist, right?
You're going to need to show that you're capable of making this thing a reality, and every map, sprite, actor, texture, script, etc. done by you is a step in that direction.
- corrupt_marine
- Posts: 132
- Joined: Wed Nov 10, 2004 8:06 pm
- Location: somewhere you dont need to know
Re: Technical Darkness (ZDoom based FPS)
Fair enough... I wish I could put some of the works on display that I have so far, but I would hate to display raw sprites and textures. I really cant do that. If it was more of just a doom project then yeah no problem but its very unprofessional sticking game data all over the forums. The current game data is only available to the members we have so far. Of course there will be in-game shots posted later when available but i'm not going to post game data.
Re: Technical Darkness (ZDoom based FPS)
am i qualified and suitable for this???
Fav/current project (ROE) edits:
D3 Bruiser


weps: you can see my forum for that lol also done this for a TF2 on ST but i rarely go to ST so iono if its dead XD

This is a free hand copy

PInky

Hunta

LOLWUT

Fav/current project (ROE) edits:
D3 Bruiser

weps: you can see my forum for that lol also done this for a TF2 on ST but i rarely go to ST so iono if its dead XD
This is a free hand copy

PInky

Hunta

LOLWUT

Re: Technical Darkness (ZDoom based FPS)
corrupt_marine: No offense, but they way you are attacking this idea is really bad. I have been around long enough to know not only do you have talent but you're also no idiot. As people probably said here, start working on the project and have people want to join. Besides, if you plan on making this you might as well start asap. Another issue is if you rely too much on others, then it may doom the project if something happens to that particular member. Obviously that is a bit harder to avoid and I'd be lying if I said I didn't do that. Just saying to give a heads up.
Re: Technical Darkness (ZDoom based FPS)
What do you need a legal team for? It's a freakin' Doom map.