Doom: Evil Unleashed -- Continued by hfc2x

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Marisa the Magician
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Re: Doom: Evil Unleashed -- Shareware Version

Post by Marisa the Magician »

printz wrote:
Gez wrote:Meh, when I click on "new game", I want to start playing. Making the intro a titlemap is better. Easier to skip.
I voted your preference too, but now I think that it's more customary to leave gameplay demos in the titlemap (if at all possible), and keep the main intro movie at game startup. It has been this way in video games since forever.
That's what I want too, but since the choice wasn't there in the poll, I just selected one of the options at random.
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Neonspider
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Re: Doom: Evil Unleashed -- Shareware Version

Post by Neonspider »

Hey guy's!

Sorry about my delayed participation, but our internet's off, and right now I am using temp-Dial-Up
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ChronoSeth
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Re: Doom: Evil Unleashed -- Shareware Version

Post by ChronoSeth »

combatxtreme wrote:Hey guy's!

Sorry about my delayed participation, but our internet's off, and right now I am using temp-Dial-Up
Uh... what?
Sodaholic
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Re: Doom: Evil Unleashed -- Shareware Version

Post by Sodaholic »

Hey guys, new screens! Been making some good progress lately, status bar has been visually touched up a little.
Also, I have decided that there will be level specific keys, along with episode wide inventory items. Keys will be referred to as passcards, and will look like colored ID cards. (in possible but unlikely future installments they will be skull keys for the hell episodes)

Notice: these shots are much bigger than before, 1024x768 to be exact.
Spoiler:
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InsanityBringer
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Re: Doom: Evil Unleashed -- Shareware Version

Post by InsanityBringer »

The first zdoom community project has distinct up/down switches, you might want to use those instead of two normal switches side-by-side.
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Shadelight
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Re: Doom: Evil Unleashed -- Shareware Version

Post by Shadelight »

I like it, but you do realize that huge screenshots tend to get cut off, right? Could you please resize them?
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Re: Doom: Evil Unleashed -- Shareware Version

Post by Sodaholic »

Sorry, my internet connection is kinda crappy right now so it would be a pain in the ass to reupload them. (really bad wireless connection) It took long enough just to get the current ones up, so what you guys can do in the mean time if you are using firefox is just right click, and click view image.
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printz
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Re: Doom: Evil Unleashed -- Shareware Version

Post by printz »

Interesting how most of it looks just like Doom 1 E2M2 and E2M7. In any case, that semi-offset door leading into that double-switch elevator has a problem: it hasn't been optimized for the 72 height. I think it needs something like STEP4 at its bottom.

Were there any scenes in any of the Doom alphas with DOOR1-lookalikes half-offset like that, though? Among the retail versions, only Doom 2 and above had them.
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Re: Doom: Evil Unleashed -- Shareware Version

Post by Xim »

Man, I am REALLY liking how this is looking so far. I'm itching too play it once it's done. :D
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Davidos
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Re: Doom: Evil Unleashed -- Shareware Version

Post by Davidos »

Voted for the boxart type, mostly because I like the Grey design and think black gloves look nice... if done well... in most games.
(See, pitch black is just bad as you lose details in the visuals.)
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Re: Doom: Evil Unleashed -- Shareware Version

Post by Sodaholic »

@Xim Thanks! :)
@printz How so? I mean, I did incorperate several elements of the final map visually, but not much. (if anything I more so borrowed from the 0.5 version of the maps. Also, keep in mind that elevator texture is very temporary, and will be replaced anyway.

Also, vote on what the color scheme for the marines should be.
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Re: Doom: Evil Unleashed -- Shareware Version

Post by CaptainToenail »

I voted original because black gloves look like creepy rapist gloves.
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Re: Doom: Evil Unleashed -- Shareware Version

Post by Sodaholic »

Image

New shotgun graphics that are closer to the alpha version. Also, I finally got around to making the imps melee only. The ones that throw magic at you are black and have 120 health instead of 60.
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hfc2x
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Re: Doom: Evil Unleashed -- Shareware Version

Post by hfc2x »

Dude, this is freaking awesome!! :D

I was wondering this week about how would be to make a Doom version based on the original Doom Bible, and I searched if it wasn't done already. And I have to say that I fell in love with your project.

I have one question, though: Why not to make all 6 episodes instead of just 1? I think it would be awesome to make all 6 episodes, seeing as there are brief descriptions of each episode (stating for example that episode 2 has only 2 maps). Obviously making 2 big maps but with the oldschool style (siplistic doomish design, with some scripted additions like forcefields and so on) but hell themed (like the Registered Doom's episode 3). I would love to contribute some time, but I have lots of things to do and study because of college.

I would love to help doing some maps for the other episodes when I have time to. Some ideas I have that don't seem to be implemented yet are the secondary attack of the bayonet (nevermind if you don't want to include it, and it's a shame I ask for it, because I suck at making sprites), the hit with the back part of the gun. Also the floor boiling magic I got the idea that could be like one of the attacks of the Bruiser Demons from KDiZD.

Well, I would like to know what you think. Anyways, I say again, awesome job, dude. :D
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Re: Doom: Evil Unleashed -- Shareware Version

Post by Sodaholic »

@ hfc2x

Well, I'm glad to know you like this project! :) Regarding the episodes, there might be future installments, but in the mean time to make this project have a realistic chance of being released I have decided to limit myself to one episode. Episode 3 if it is to be made would probably have some modified episode 1 maps. When the first episode is done I may continue and make the rest of the episodes. Although I really don't remember the Doom Bible saying it was only two maps. :? Even then, thats really a small map count, and two large maps probably wouldn't have worked well on older hardware when it was being developed. About the bayonet, the graphics for it are already done and in the game, and seeing as though this project is supposed to be close to vanilla doom (in design) I am going to only have one trigger per weapon, the rifle is a seperate weapon like in the alpha.
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