[WIP] Doom: Another World

New maps, and other projects whose primary focus is new maps, belong here.

Note: This forum, and all forums below it, are not for questions or troubleshooting! Threads created here are for active projects only! If you have questions please feel free to use the Editing subforums or General forum.
Forum rules
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.

What kind of environments would you like to see in the finished TC?

Poll ended at Thu Nov 27, 2014 5:39 pm

Direct translation of Another World's scenes into ZDoom
0
No votes
Linear series of puzzles as in Another World
1
7%
Open-ended maps that encourage exploration as in Unreal
2
13%
Mix in all of the above
12
80%
None of the above (please explain with a post)
0
No votes
 
Total votes: 15

User avatar
Josh771
Posts: 676
Joined: Wed Apr 03, 2013 11:36 am
Location: Elsewhere.

Re: [WIP] Doom: Another World

Post by Josh771 »

Updated the weapon graphics! Using an angled laser pistol this time; let me know what you think. Lasers now use a red tracer effect as well.
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Re: [WIP] Doom: Another World

Post by Snarboo »

I liked the centered design, any chance we could toggle between the two? :p
User avatar
Josh771
Posts: 676
Joined: Wed Apr 03, 2013 11:36 am
Location: Elsewhere.

Re: [WIP] Doom: Another World

Post by Josh771 »

Well, the biggest reason I moved to the angled perspective was to get the lights on the gun in their proper positioning. I suppose I could add a toggle and an options menu, though, for those that prefer it.
User avatar
Combine_Kegan
Posts: 467
Joined: Sun Jan 19, 2014 8:12 am
Location: Hopelessly stuck in the past

Re: [WIP] Doom: Another World

Post by Combine_Kegan »

Those lasers look really nice now
Scuba Steve
Posts: 1059
Joined: Sat Mar 27, 2004 8:56 pm

Re: [WIP] Doom: Another World

Post by Scuba Steve »

I think I prefer the centered gun.
User avatar
torridgristle
Posts: 684
Joined: Fri Aug 23, 2013 9:34 am

Re: [WIP] Doom: Another World

Post by torridgristle »

Centred is much better.
comet1337_old
Posts: 179
Joined: Thu Aug 01, 2013 1:10 pm

Re: [WIP] Doom: Another World

Post by comet1337_old »

best use for the angled sprite i could think of:
dual wielding to replace the bfg

dumb, i know
User avatar
Reactor
Posts: 2091
Joined: Thu Feb 03, 2011 6:39 pm
Location: Island's Beauty, Hungary

Re: [WIP] Doom: Another World

Post by Reactor »

Good work! This new look for the rayguns are indeed better. I'd still keep the centered view to enable zooming.

PEW PEW LAZERZ!!! ;)
User avatar
orxalot22
Posts: 374
Joined: Fri Nov 08, 2013 2:42 pm

Re: [WIP] Doom: Another World

Post by orxalot22 »

The angled gun does look good, however it does make it difficult to shoot around corners without the laser hitting the wall.
I'd like for it to be centered again, but other than that, awesome mod!
User avatar
Josh771
Posts: 676
Joined: Wed Apr 03, 2013 11:36 am
Location: Elsewhere.

Re: [WIP] Doom: Another World

Post by Josh771 »

So much feedback! :D

I love the look of the angled gun myself, but it does suffer functionally. I'll work on redesigning the centered gun to better resemble the latest iteration and add a CVar option for choosing between one or the other. I'd actually prefer only a slightly angled, near-center gun so that I can put the lights along the side of the weapon, but I'll come up with something.

Played through over half of Doom 2 with a friend in this. Quite fun; good times were had (especially when I turned on friendly fire for random deathmatch :P )
User avatar
Josh771
Posts: 676
Joined: Wed Apr 03, 2013 11:36 am
Location: Elsewhere.

Re: [WIP] Doom: Another World

Post by Josh771 »

Update! No new artwork yet, but I've added a menu option for toggling back to the old centered gun sprites.

EDIT: Just got some new artwork in place for centered gun (thanks, Sgt. Shivers!) The reload key is used to check your indicator lights if you use the centered player sprite option; don't worry, you can fire instantly from checking your ammo status -- at the very least, nearly instantly. I didn't want to place the indicator lights anywhere they did not appear in Another World; granted, Another World was indeed a platformer and Doom is a first-person shooter, but I want to accommodate as accurate a depiction of the source material as possible.
User avatar
Josh771
Posts: 676
Joined: Wed Apr 03, 2013 11:36 am
Location: Elsewhere.

Re: [WIP] Doom: Another World

Post by Josh771 »

I've been trying to put some various textures together using screenshots of Another World. This is a very simple mockup of the prison break scene:

Image

I feel that I could continue working on textures and eventually map out familiar locations, perhaps get a very rudimentary skeleton in place for the TC. I did a little bit of work trying to convert a shotgun guy into one of the aliens as well, but even with a simplified palette and low-detail sprites it's a lot of work that burns me out quickly. So for now I'm going to focus on environments. :)

Any help putting together the resources is welcome, whether it's mapping, textures, or sprites. If someone could get "sprite" sheets of the original aliens / player, that would be neat, but I imagine that's not something that's floating around out there, considering the original Another World used colored polygons instead of traditional sprites to render its characters. The only reason I mention it is because I'd love to simply make rotations of the original game's artwork, to preserve the original style and proportions.
User avatar
Hetdegon
Posts: 320
Joined: Sat Oct 30, 2004 12:55 pm
Graphics Processor: nVidia with Vulkan support
Location: Chireiden

Re: [WIP] Doom: Another World

Post by Hetdegon »

Oh wow, that does look certainly spiffy.
User avatar
Josh771
Posts: 676
Joined: Wed Apr 03, 2013 11:36 am
Location: Elsewhere.

Re: [WIP] Doom: Another World

Post by Josh771 »

Got a new sky texture in place. Looks very nice; makes me want to really get mapping, but I've still got a lot of texture work to get out of the way first.
Image

All the current texture work is in the latest version, including the above sky texture. I've also got a completely scripted jump control which tries to somewhat mimic the original behavior of a short forward leap. Player mobility is down; hopefully there will be some interesting environments at some point with platformy bits and beautiful landscapes. I'm debating writing music for this or just scrapping together ambient noises.
User avatar
Hetdegon
Posts: 320
Joined: Sat Oct 30, 2004 12:55 pm
Graphics Processor: nVidia with Vulkan support
Location: Chireiden

Re: [WIP] Doom: Another World

Post by Hetdegon »

Looks good.
I think ambient noises would fit better, unless you want to use a Flashback-like approach (short sound bits at scripted parts).
Post Reply

Return to “Levels”