Doom: Evil Unleashed -- Continued by hfc2x

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Sodaholic
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Re: Doom: Evil Unleashed -- Sharware Version

Post by Sodaholic »

@perfectpitchrob and Xaser
I was planning on making it kind of like an overworld map like Super Mario World or Donkey Kong Country. The picture though I was planning on using a modified final version one. Just add the four missing buildings and the monorail tracks.

@BoldEnglishman
No, it isn't. Keep in mind this is unfinished, and I am planning on adding that. How though, I'm not sure. Should it be sprite based or flat based? (I don't want it to screw up the entire sector though)
"In other news, this looks pretty good!"
And thanks! :)

EDIT: Mockup pic of the intermission screen:

Image

Edit 2: @ lukas

Possibly, but it's nowhere near complete enough for a demo. (unless you just want the first level, e1m2 is mostly complete on the ground floor, but the second floor is only modified at the end of it though)
Sodaholic
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Re: Doom: Evil Unleashed -- Sharware Version

Post by Sodaholic »

And double post to bump my thread for MORE pointless small progress.

New screens:
Spoiler:
Videos 'touring' my mod:
Spoiler:
As always, This is incomplete, music is just temporary place holders. (especially e1m13, I just threw a random song in there)
Also I realized halfway through that the console allows me to type longer messages than the screen size or whatever. :P (I was tired)
And credits go to cage for many of the awesome new graphics! :D
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SoulCrow
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Location: UK

Re: Doom: Evil Unleashed -- Sharware Version

Post by SoulCrow »

The sky looks very good actually IMO.
CaptainToenail
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Re: Doom: Evil Unleashed -- Sharware Version

Post by CaptainToenail »

Ok, love the BFG sound and the music. I really like the tune in the unused midi in the first video, except it is too repetitive - maybe someone could make an extended version? But also have you changed the instruments in the midis? They sound a bit iffy.

Flash on the machinegun needs work, it's not lining up correctly.

Also have you considered adding the different Doom bible characters with their strengths and weaknesses? Player recolours could probably suffice.
Sodaholic
Posts: 1959
Joined: Sat Nov 03, 2007 4:13 pm

Re: Doom: Evil Unleashed -- Sharware Version

Post by Sodaholic »

@BoldEnglishman

Thank you, but it's not mine actually. As said earlier, cage is the one making all of these new graphics.

@CaptainToenail

The music is temporary, and I have considered the instrument changing, I should do that but I haven't gotten around to it yet.
Flash on the machine gun is also temporary, I just threw it on there.

The different Doom Bible characters are already implemented. I have been playing as John Petro in these videos, as he is the all around average character.
Do these stats sound good? Or are they too exaggerated?:

Paramo
110 HP
Speed is 0.6

Petro
100 HP
Speed is 0.7

Chen
90 HP
Speed is 0.8

Barrett
80 HP
Speed is 0.9
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perfectpitchrob
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Location: new england

Re: Doom: Evil Unleashed -- Sharware Version

Post by perfectpitchrob »

@sodaholic - I was checking out the doom bible, and I remember you saying you weren't sure what e1m6 was going be themed as (the map that would later become map 10 in doom 2). I am sure that this level would fit best as the recreation and training center, mainly because there are tons of areas described in this map that almost fall right into place after a looksee (see the refueling base entry on doom wiki for a pic of the map for reference):

1. Chapel/theater - which I imagine would be that small thin rectangular room with the large triangle light just north of the south east part of the map

2. The enlisted club - the room in the south east part of the map (which is just south of the chapel. The most southern part of that room would be the "video game place"

3. Officer's club - the wide and nearly square rectangle room in the middle-east of the map that is rather dimly lit in doom 2 and light with one sole small square light

4. Storage and kitchen - no clue, maybe this would be a sub-divided area just to the east of the elisted club?

5. Club storage - the north most part of the room that is listed as the officer's club (there's a keycard here and tons of arachnatrons in doom 2)

6. Monorail entrance - south west of the map?

7. Big elevator - the big elevator in the south middle of the map

8. Entrance - original map 10 entrance

9. Mens and Woman's locker rooms - Maybe the north eastern area that in doom 2 is chock full of zombies for the men's. The woman's would be the slightly smaller north-middle room of the level with the large square vined pillar that lowers in doom 2 to reveal spectres

10. Gym/aerobics room - the central circular room (where a jogging track would fit best!).

11. Shooting range/therapist/simulator - Put in the remaining 2 circular rooms connected by hallways in the west-middle of the map or even the doom 2 map 10 exit room and that just about covers all the rooms in this map

Unfortunately, I have not been able to get Doom 0.5 to play as it crashes at the menu screen so these recollections are from doom 2's map 10, which I'm sure is fairly similar to the alpha.

Anyways, I hope this helps you with the project as it is looking great so far!
Last edited by perfectpitchrob on Sun Aug 08, 2010 7:30 pm, edited 1 time in total.
Sodaholic
Posts: 1959
Joined: Sat Nov 03, 2007 4:13 pm

Re: Doom: Evil Unleashed -- Sharware Version

Post by Sodaholic »

If you're using DosBox and it's still crashing on you, you may want to try this:
http://deathz0r.unidoom.org/doom/alpha.php

And thanks for the specification. :) I was wondering what on earth (or tei tenga) e1m3 was. In the final (e2m3) it was referred to as the refinery, and the 0.5 intermission has a "refinery" map on it, but it's nowhere to be found in the Doom Bible!
Also, does this mean that e1m13 was definately the control center? (0.5 intermission had the control center and the power plant as seperate maps, but the doom bible lists them as the same with alternate names)
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perfectpitchrob
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Re: Doom: Evil Unleashed -- Sharware Version

Post by perfectpitchrob »

I think that e1m3 (which would become refinery in standard doom) was supposed to be the sewers and service tunnels of the waste plant and e1m4 (what would become computer station in standard doom) is the main toxin plant itself. (The DB said that some parts of the toxin plant are full of sewers (e1m3), and e1m4 has toxic pools, but also regular rooms that are farther away from the nukage).

As for e1m13, I am sure that it is the control center, as that's the only unused map. (The DB mentions a mess hall map as well as an officer's quarters, but I don't think those ever got to be made). I'm also sure that e1m10 was going to be the observatory because of its small size
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SoulCrow
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Location: UK

Re: Doom: Evil Unleashed -- Sharware Version

Post by SoulCrow »

Sodahollic wrote:If you're using DosBox and it's still crashing on you, you may want to try this:
http://deathz0r.unidoom.org/doom/alpha.php
I've been looking for that for a while, thanks!
Sodaholic
Posts: 1959
Joined: Sat Nov 03, 2007 4:13 pm

Re: Doom: Evil Unleashed -- Sharware Version

Post by Sodaholic »

@BoldEnglishman
No prob! :) Keep in mind though, I've found that the graphics weren't converted right. They are actually missing several shades, for some reason. Only use it for the maps, get the gfx from the original Iwad.

@perfectpitchrob
Thanks for the clarification! :)

And, new video. This one shows the new missile launcher by JoeyTD.

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SamVision
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Re: Doom: Evil Unleashed -- Sharware Version

Post by SamVision »

The missile launcher looks great! Do lost souls leave "dead bodies" like in the original?
Gez
 
 
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Re: Doom: Evil Unleashed -- Sharware Version

Post by Gez »

The way the barrels rotate while staying always vertical, like the cabins in a ferris wheel, is strange. As are their synchronicity when firing, why do they all open even though only the top one is supposed to fire?
Sodaholic
Posts: 1959
Joined: Sat Nov 03, 2007 4:13 pm

Re: Doom: Evil Unleashed -- Sharware Version

Post by Sodaholic »

@SamVision
Thanks! The demon skulls do leave crushed bones when the die, but they didn't show up in the video because of a typo. It's fixed now. (in fact, I even adjusted the missile launcher right after uploading it.)

@Gez
I'm not really sure, because I didn't make the sprite. You'd have to ask JoeyTD.
CaptainToenail
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Re: Doom: Evil Unleashed -- Sharware Version

Post by CaptainToenail »

Why the multi-barrel? That's not in the DB is it? It looks kinda silly to be honest.
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Virtue
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Re: Doom: Evil Unleashed -- Sharware Version

Post by Virtue »

CaptainToenail wrote:Why the multi-barrel? That's not in the DB is it? It looks kinda silly to be honest.
probibly based on the pickup sprite which does have multiple barrels.
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