Doom: Evil Unleashed -- Continued by hfc2x
Re: Doom: Evil Unleashed -- Public alpha released!
Ok so I had a chance to play it. The maps are extremely incomplete so I am not going to comment about that. The weapons are FAR TOO SLOW and the bayonet does not have enough reach. The enemies pose a serious threat, with those slow and inaccurate weapons its almost impossible. The machine gun is screwed up graphically and its dead accurate, I personally liked the machine gun graphics from alpha 0.5 better than the ones from 0.4 (which you used). Bring back the assault rifle HUD icon from your screen shots they were cool. Finally, take out the super shotgun or replace it with something else, they were never part of the Doom Bible and were introduced in Doom 2, so they don't fit. Keep working on this, its shaping up nicely and as BoldEnglishman said, focus on completing the first episode before doing anything else. Oh and bring back the mussel flash from the original alphas, they are better fitting.
- InsanityBringer
- Posts: 3392
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Re: Doom: Evil Unleashed -- Public alpha released!
I'd rather not have the muzzle flash from the alphas, it wasn't that great and it fits no better than the ones from release doom which I used for alpha sprites.
About monsters, don't be afraid to deviate from the monster layouts placed in the doom alphas. Use zombies a little more often.
About monsters, don't be afraid to deviate from the monster layouts placed in the doom alphas. Use zombies a little more often.
- perfectpitchrob
- Posts: 98
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- Location: new england
Re: Doom: Evil Unleashed -- Public alpha released!
In regards to the E2 shots, I like their appearance so far. Nice continuity between them and E1m12. It would be nice to see all of the episodes eventually finished (even the ones that Tom Hall never got to design/describe), but E1 needs to be finished first. Even then though, quite a lot has been accomplished so far, and I like the results.
Re: Doom: Evil Unleashed -- Public alpha released!
Well, I've played a little with it. It's obviously very early in development so it's a little too easy to pick fault rather than find positives but I do get a great sense of playing an 'early' Doom. The slower weapons don't bother me too much - after all, this isn't the 'released' super-fast Doom. I do agree that the bayonet needs a little more reach. I also think it should be more powerful. If the game is going to be slower than the released Doom I feel it should be a little more visceral in the stabbing department. I did have a couple of other thoughts but they've escaped for the moment. I'll post again later if (when!) I remember them. 
I would also concur as say concentrate on the first episode first. While I understand the want to make different stuff (and I'm glad you're not just limiting yourself to 'shareware'!) refining a small cohesive episode is probably the right way forward. That way when it's complete and you get player feedback you can further refine additional episodes...
I really can't map otherwise I would gladly help you out. I really want to see this see the light of day and would be greatly disappointed if it fell by the wayside. All I can do is give a little feedback as and when you release builds. The offer of playtesting this for you still stands if you don't want to continue releasing public builds...
Oh, and more zombies! You can't have too many zombies in a game! Ggggrrr, aaaarrggghh!
I would also concur as say concentrate on the first episode first. While I understand the want to make different stuff (and I'm glad you're not just limiting yourself to 'shareware'!) refining a small cohesive episode is probably the right way forward. That way when it's complete and you get player feedback you can further refine additional episodes...
I really can't map otherwise I would gladly help you out. I really want to see this see the light of day and would be greatly disappointed if it fell by the wayside. All I can do is give a little feedback as and when you release builds. The offer of playtesting this for you still stands if you don't want to continue releasing public builds...
Oh, and more zombies! You can't have too many zombies in a game! Ggggrrr, aaaarrggghh!
Re: Doom: Evil Unleashed -- Public alpha released!
And you ignored my suggestion to switch to EE, rather than explaining why ZDoom is better for a super old-school modSodahollic wrote:Um... feedback? I really feel like nobody really gives a crap about this mod. Why? People just don't seem too interested. I announce a demo. Nobody seems to care. I announce I'm doing open develepment. Nobody really addresses it. Not a single person interested in joining. I post screenshots of a second episode. Not a comment. Many of my questions go unanswered. I'm just asking for more input. While I do appreciate the discussion that has taken place and the help I've received, I just feel that this kind of ignored for some reason. I don't know if I should really bother continuing with this tc. I'm still working on it, but I'm becoming doubtful.
Re: Doom: Evil Unleashed -- Public alpha released!
It's not a question of which engine is the best for an "old school" mod. It's a question of avoiding curses.Spleen wrote:And you ignored my suggestion to switch to EE, rather than explaining why ZDoom is better for a super old-school modI've been waiting and watching the thread all this time for a response!
See, Eternity projects are cursed to never reach completion, always being abandoned partway into development. But, it doesn't stop here. Doom Bible-based projects are also cursed to never reach completion! In fact, this mod here is the third Doom Bible project named "Evil Unleashed", as far as I know. Neither of its predecessor were ever completed.
Dodging one curse is hard enough; but dodging two curses?
(Accessorily, it's still much easier to mod ZDoom than Eternity, as far as TCs go. Stuff like custom weapons or custom status bar are not supported by EE at the moment,, so the project would require a custom exe just for that...)
Re: Doom: Evil Unleashed -- Public alpha released!
Well, there was an "Evil Unleashed" of sorts released, but it was actually Lost Episode in disguise. I'm not sure if that makes it more or less cursed. 
Re: Doom: Evil Unleashed -- Public alpha released!
Well I was thinking is this was to recreate the Doom that was in the alphas, then why not have everything from the alphas, even things such as the mussel flash.InsanityBringer wrote:I'd rather not have the muzzle flash from the alphas, it wasn't that great and it fits no better than the ones from release doom which I used for alpha sprites.
Re: Doom: Evil Unleashed -- Public alpha released!
The aim isn't to recreate what was in the alphas; it's to create what Doom could have been if it had evolved from the alphas in a direction closer to the original design document than to what it ended up becoming.
[wiki=Doom: Evil Unleashed]Evidence A[/wiki]
Evidence B
Evidence C
Evidence D
That's twice as many as I remembered.
Yeah, I meant:Xaser wrote:Well, there was an "Evil Unleashed" of sorts released, but it was actually Lost Episode in disguise. I'm not sure if that makes it more or less cursed.
[wiki=Doom: Evil Unleashed]Evidence A[/wiki]
Evidence B
Evidence C
Evidence D
That's twice as many as I remembered.
Re: Doom: Evil Unleashed -- Public alpha released!
you should just get everyone's permission and group them together into one project. I see so many similar projects around here, its maybe a good idea to amalgamate them.
Re: Doom: Evil Unleashed -- Public alpha released!
Shit, after seeing all of those, I'm feeling pretty demotivated.
In all seriousness, I feel like working on this again. Sorry about acting like an ass. 
This is my first big public project, BoldEnglishman. I do want to organize a development team, as I'm only one person and can only do so much. Plus, it would raise the likelihood of this getting done. Specifically, I want it to be an open community project. And the second episode isn't even planned out yet, don't worry, I'm only focusing on the first episode.
WildWeasel, I'll accept your offer for weapon tweaking and beta testing.
This is my first big public project, BoldEnglishman. I do want to organize a development team, as I'm only one person and can only do so much. Plus, it would raise the likelihood of this getting done. Specifically, I want it to be an open community project. And the second episode isn't even planned out yet, don't worry, I'm only focusing on the first episode.
WildWeasel, I'll accept your offer for weapon tweaking and beta testing.
Re: Doom: Evil Unleashed -- Public alpha released!
thats an oooollllld post I made, I gave my evil unleashed wad to Soda to use whatever he wants. however, any other input ill gladly help.
- perfectpitchrob
- Posts: 98
- Joined: Wed Dec 02, 2009 9:45 pm
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Re: Doom: Evil Unleashed -- Public alpha released!
Don't worry about it soda - Believe me, if I was a good doom wad maker, I'd be helping out from the getgo in that department. Unfortunately, my mapping "experience" is one single badly textured room that I made 5 or so years ago!
But yeah, don't lose faith on this project. It's already made many giant steps in terms of progress as evidenced by the demo.
But yeah, don't lose faith on this project. It's already made many giant steps in terms of progress as evidenced by the demo.
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Onslaught Six
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- Contact:
Re: Doom: Evil Unleashed -- Public alpha released!
Hit me up in a couple months; like around February. I'll be glad to help out then. (I can't right now because I lack a computer of my own.)
I can also provide a soundtrack if wanted.
I can also provide a soundtrack if wanted.
- JoeyTD
- Posts: 865
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Re: Doom: Evil Unleashed -- Public alpha released!
well if you need any help with some sprites, i'm right here to help. If i'm not on, talk to some of the other expert spriters around here.


