Collaborative PWAD: Inferno, KDIZD-Style

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Ultimate Freedoomer
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Collaborative PWAD: Inferno, KDIZD-Style

Post by Ultimate Freedoomer »

This is exactly what it sounds like: a Knee-Deep in ZDoom-style remake of The Ultimate Doom's third episode, Inferno. New shit:
  • 4 new levels: 2 normal levels & 2 secret levels
  • The new Secret Levels would be accessed from Pandemonium
  • Seamless ability to go between levels like in Doom:ONE, complete with "hub-style" secret exits
  • Brutal Doom v20 compatibility
  • Return of the Dark Claw from the original alphas
New levels:
  • E3M1: Hell Gate, based on the PSX map of that name. Here, remade to be massive, impressive, & have the Celestia-forsaken "gate" implied in the feathering title. In other words, redone to do the name & the game justice.
  • E3M2: The Infernal Palace. Based on the PSX map titled "Hell's Keep". The level name is a homage to the version in the Lost Episode: Evil unleashed PWAD.
  • E3M12: Torture Laboratory (1st secret level, access to 2nd secret level) Was originally a demo of new stuff in the Engine. Here, it's the implied "lab" accessible from E3M3. Was originally Doom Alpha v0.5 E1M1. Appears on the "Lost Episode: Evil Unleashed" Ultimate Doom PWAD as E5M1: Logos Anomaly.
  • E3M13: Dante's Transit Hub (2nd secret level) The Warehouse accessible from E3M3. Was originally Doom Alpha v0.4 Map E1M11. Appears on the Evil Unleashed PWAD as E5M4: Carroll Street Station.
Level arrangement is as follows:
  • Map 1: Hell Gate
  • Map 2: The Infernal Palace.
  • Map 3: Hell Keep
  • Map 4: Slough of Despair
  • Map 5: Pandemonium (1st secret level access)
  • Map 12: Torture Laboratory (1st secret level, access to 2nd secret level)
  • Map 13: Dante's Transit Hub (2nd secret level)
  • Map 6: House of Pain
  • Map 7: Unholy Cathedral
  • Map 8: Mount Erebus (access to 3rd secret level)
  • Map 11: Warrens (3rd secret level)
  • Map 9: Gate to Limbo
  • Map 10: Dis
This is a collaborative project.
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RUNSABER
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Re: Collaborative PWAD: Inferno, KDIZD-Style

Post by RUNSABER »

Do you currently have any levels, or screenshots available? I assume it looks like KDiZD on gothic crack - which is what I like. Please take your time, and have fun designing your project. From the title of this thread, I assumed it was finished or in Beta stages for community testing.
Ultimate Freedoomer
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Re: Collaborative PWAD: Inferno, KDIZD-Style

Post by Ultimate Freedoomer »

Actually, I'm trying to get a team assembled so I can get development started in the first place.
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RUNSABER
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Re: Collaborative PWAD: Inferno, KDIZD-Style

Post by RUNSABER »

I would lend my creative abilities to your project if I had the time. I'm currently working on my 3DGE project and another commercial project involving the Doom engine. I do hope you find collaborators! You may want to start off E3M1 on your own first to give others an idea of what you're going for. Do you want the levels to be homages to the original, created in the same vein but with extra areas, or TOTAL revamps, overhauls of the Inferno experience? Let the community know! We're always down to help if there is a little more to go off of in terms of mapping, what kind of help needed, scripting, modding, etc.!
Ultimate Freedoomer
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Re: Collaborative PWAD: Inferno, KDIZD-Style

Post by Ultimate Freedoomer »

What would be an example of a total revamp in regards to 1 of these maps? To be honest, I was thinking of bridging the gap between "total revamp" & "same vein but with extra areas". Also, I have bad luck with map editors. The nodes never build right. Also, you think you could contact other forum people to try & join in? I mean, I was thinking of adding some of the stuff rom the PSX versions of the levels.
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Shadelight
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Re: Collaborative PWAD: Inferno, KDIZD-Style

Post by Shadelight »

Ultimate Freedoomer, before you start asking for help on your new mega-cool-and-whatnot project, make sure you have something to show first (screenshots, map downloads, etc). Keep in mind we've already seen thousands of upcoming projects that actually never got done.
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Woolie Wool
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Re: Collaborative PWAD: Inferno, KDIZD-Style

Post by Woolie Wool »

Also if you don't have a reputation as a talented and productive mapper already it is exceedingly unlikely you'll put together a team for a collaborative mapping project. You might want to work on making maps and building a reputation first.
Ultimate Freedoomer
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Re: Collaborative PWAD: Inferno, KDIZD-Style

Post by Ultimate Freedoomer »

I do have basic skill as a DECORATE coder. The main thing I need help getting is mappers, sprite guys, ACS guys, & texture people. If I had the ability to make maps, I'd show them to you guys so as to have something to show. Besides, my computer went kaput, so it's not like I'd be able to actually make anything myself right now. I'm just a project lead who was also gonna put it up for download once my team (if I ever get it assembled) finishes the map set. I do have an idea for a new enemy, though: The Artillery Grunt.
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wildweasel
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Re: Collaborative PWAD: Inferno, KDIZD-Style

Post by wildweasel »

Then I'm sorry, but a Projects thread is not the right thing for your idea.
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