*On Hold*Legend of Zeldoom: Hell in hyrule [PRE-ALPHA v1.1]

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Zoskiacu
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*On Hold*Legend of Zeldoom: Hell in hyrule [PRE-ALPHA v1.1]

Post by Zoskiacu »

Image
*WARNING* Framerate may drop on older rigs!
So, what is this?
Legend of Zeldoom: Hell in Hyrule is a more modern look on a NES classic. I wanted to mix it with features of later games in the series, turning it into an open world RPG.

Features(of the pre-alpha):
*Nearly entire (but pretty empty) map of Hyrule (Lost woods and Death Mountain are not complete)!
*4 first dungeons are (nearly) fully playable!
*Each dungeon has it's own theme!

and many more...

Screenshots:
Spoiler:
Download link: http://www.mediafire.com/file/u3wxr0273 ... om_1_1.pk3

F. A. Q
Spoiler:
Changelog:
Spoiler:
Things to change:
Spoiler:
Credits:
Spoiler:
©Everything I used that is LoZ related is a property of Nintendo,
I don't own anything, all credit goes to the original creators
Last edited by Zoskiacu on Mon Apr 30, 2018 2:59 am, edited 2 times in total.
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SoulCircle
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Re: *WIP*Legend of Zeldoom: Hell in hyrule [PRE-ALPHA v1]

Post by SoulCircle »

THis is looking amazing so far! I will have to test it out and I will edit my post when I do so. Though seeing the image on the thread got me excited for 3D LoZ:LttP dungeons, I have to be honest. :P Still looks good though! Let's hope Nintendo doesn't take this down next.
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Batandy
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Re: *WIP*Legend of Zeldoom: Hell in hyrule [PRE-ALPHA v1]

Post by Batandy »

I like where this is going, the map is really impressive.
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Tormentor667
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Re: *WIP*Legend of Zeldoom: Hell in hyrule [PRE-ALPHA v1]

Post by Tormentor667 »

I Hoped it was more Derivate to LttP :)
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Cherno
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Re: *WIP*Legend of Zeldoom: Hell in hyrule [PRE-ALPHA v1]

Post by Cherno »

I have voxel versions of the fish/dragon statues inside the dungeons. I made them in MagicaVoxel. I suppose they could be used as voxel objects or converted to a proper mesh and inserted into your mod. I also have some other LoZ voxel objects I created myself, such as various monsters. Some are divided itno parts to make animation easier.
Spoiler:
Jaeralight
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Re: *WIP*Legend of Zeldoom: Hell in hyrule [PRE-ALPHA v1]

Post by Jaeralight »

SoulCircle wrote:THis is looking amazing so far! I will have to test it out and I will edit my post when I do so. Though seeing the image on the thread got me excited for 3D LoZ:LttP dungeons, I have to be honest. :P Still looks good though! Let's hope Nintendo doesn't take this down next.
'
Was hoping to see LttP as well, but I'm just as stoked for this! I wish I could offer some help but I'm not proficent with Doom modding really. Good Luck!
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Zoskiacu
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Re: *WIP*Legend of Zeldoom: Hell in hyrule [PRE-ALPHA v1]

Post by Zoskiacu »

Cherno wrote:I have voxel versions of the fish/dragon statues inside the dungeons. I made them in MagicaVoxel. I suppose they could be used as voxel objects or converted to a proper mesh and inserted into your mod. I also have some other LoZ voxel objects I created myself, such as various monsters. Some are divided itno parts to make animation easier.
Nah, there's just something about mixing voxels with 2D sprites that throws me off. Plus, if I ever choose to add in some voxel objects, I would rather make them myself, so that they are closer to my vision, but I appreciate your will to help. Thanks!
Tokoshoran
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Re: *WIP*Legend of Zeldoom: Hell in hyrule [PRE-ALPHA v1]

Post by Tokoshoran »

How will weapons and combat work? Bigger emphasis on guns like DOOM, or are you going to change over to shorter range projectiles and lenghtier melees like from LoZ? Some mixture between maybe?
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Zoskiacu
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Re: *WIP*Legend of Zeldoom: Hell in hyrule [PRE-ALPHA v1]

Post by Zoskiacu »

Tokoshoran wrote:How will weapons and combat work? Bigger emphasis on guns like DOOM, or are you going to change over to shorter range projectiles and lenghtier melees like from LoZ? Some mixture between maybe?
The combat will basically be like in regular LoZ, swords will fire a projectile along melee damage. However, I also wnat to make it so that you can take weapons from enemies like in Wind Waker. There won't be any guns for now, unless I later state otherwise.
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Zoskiacu
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Re: *WIP*Legend of Zeldoom: Hell in hyrule [PRE-ALPHA v1.1]

Post by Zoskiacu »

The map of Hyrule is quite inconsistent with it's framerate, what's the best way to optimize it without deleting anything?
I'm also experimenting with (optional) water reflection, which also cause quite a drop. They also kinda show how the fps are falling on older PCs.

Garbage vid on the problem:
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R4L
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Re: *WIP*Legend of Zeldoom: Hell in hyrule [PRE-ALPHA v1.1]

Post by R4L »

Eh, I would say if you are going for the retro look of the NES Zeldas, you probably won't need water reflections.
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Re: *WIP*Legend of Zeldoom: Hell in hyrule [PRE-ALPHA v1.1]

Post by Gez »

Better Hyrule in Hell than Hyserve in Heaven.
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Batandy
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Re: *WIP*Legend of Zeldoom: Hell in hyrule [PRE-ALPHA v1.1]

Post by Batandy »

I'd also try splitting the map with linedefs and see if you get better fps, usually this does the opposite effect, but in some cases it could help
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Zoskiacu
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Re: *WIP*Legend of Zeldoom: Hell in hyrule [PRE-ALPHA v1.1]

Post by Zoskiacu »

Batandy wrote:I'd also try splitting the map with linedefs and see if you get better fps, usually this does the opposite effect, but in some cases it could help
Image
You mean like this? Because it's been like that for quite a while, so it may be the problem.
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Batandy
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Re: *WIP*Legend of Zeldoom: Hell in hyrule [PRE-ALPHA v1.1]

Post by Batandy »

Hm, i'd check the node viewer for more info and possibly try to remove the extra linedefs and see if the performance is any different, it's worth a shot.

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