Hi,
I am creating a story for Doom 2 and have been for over a year now. It is meant to be 3, 8 level episodes long with an additional fourth episode. I have done quite a bit of work on it for the past year but I have taken some hiatuses here and there so it isn't like a *total* one year work thing. However, I am running short on ideas and would like some help on the development, mainly mapping and story. I have both the first and second episode's story completed. It was all rewritten to match development ideas.
The main help I need is mapping, the story I have under control but I could get some help as far as the writings go, as far as any plot holes or does this make sense etc.. I started out as a complete newbie to ZDoom development but I have come quite a ways in the year I have been doing things for it. For the most part, episode one and two are done. Episode one needs to be changed a little as far as mapping goes to fit the way I've been mapping since I haven't touched that in quite a while and my style has changed since then, but this is also where I could use some assistance on mapping as I feel my maps can sometimes be dull with its design. Episode 2 still needs to have level 7 completed. It's one of those that stretch on quite a bit. I don't want to give out too much detail about the wad in case of any kind of spoilers or what not.
If you're interested in helping, please send me a message and I'll get right with you!
Thanks!
[WIP] (Currently Unnamed) Full Custom Doom Game
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.
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.
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taylorm7cl
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wildweasel
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Re: [WIP] (Currently Unnamed) Full Custom Doom Game
Welcome to the forums! Sadly, I'm going to have to invoke the Project Posting Guidelines on you, and ask if you've got anything to show us first. Historically speaking, I find people are more willing to assist in projects like "full custom games" if there's something already done to show off, first.
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taylorm7cl
- Posts: 21
- Joined: Thu Jul 27, 2017 11:16 am
Re: [WIP] (Currently Unnamed) Full Custom Doom Game
Here are some quick screenshots. Be warned, if you are interested in playing for the story, these screenshots *may* have spoilers to the story.
Overall, there are new actors.
This wad also contains new music from other games, modified sounds to fit Doom '95, for example, the lower pitched super shotgun. Some sprites have also been changed, most noticeable being the health kits. Instead of the red cross, it is the white and red pill that was used for the Xbox 360 version of Doom 2. This wad is supposed to be a "continuation" of Doom 2. Shortly after Doom 2 (no cannon date yet,) the restoration project was launched by the UAC to rebuild Earth as well as to rebuild the UAC's service members.
Screenshots:
Overall, there are new actors.
Spoiler:This wad also contains three new weapons so far, two shown in the screenshots. The Battle Rifle. The sprite is currently a placeholder, there is no official sprite for it yet. It is a three round burst weapon and is slightly stronger than the chaingun and pistol as well as slightly more accurate. A new plasma rifle. This plasma rifle is three times stronger than the original plasma rifle, but it is also three times slower for fire rate. The slower fire rate gives you less waste if you're used to gunning down an entire room of hostiles with the regular plasma gun. Though, it does use 3 cells each time it is fired, meaning that it basically fires 3 plasma cells each time it is shot (three times stronger) but it's slow rate of fire is to balance out its strength. It is also a red variant of the plasma rifle, so you know which is which when firing but not just holding it (this may change.)
This wad also contains new music from other games, modified sounds to fit Doom '95, for example, the lower pitched super shotgun. Some sprites have also been changed, most noticeable being the health kits. Instead of the red cross, it is the white and red pill that was used for the Xbox 360 version of Doom 2. This wad is supposed to be a "continuation" of Doom 2. Shortly after Doom 2 (no cannon date yet,) the restoration project was launched by the UAC to rebuild Earth as well as to rebuild the UAC's service members.
Spoiler:This wad is a retro style wad, meant to be played like it was in 1994. No freelook, no jumping, no crouching, in other words, classic Doom. There are some familiar maps from Doom 2, but they are styled slightly different and play a little different to help tie in with the Doom 2 story.
Screenshots:
Spoiler: