DOOM: Survival Evolved(Demo nearly done!)
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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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skelepound
- Posts: 8
- Joined: Wed Sep 13, 2017 8:47 pm
DOOM: Survival Evolved(Demo nearly done!)
So, I'm trying to make a TC mod for DOOM based off of ARK. Essentally, it will include a large, open world to explore, one which will contain many different types of demon(most from Realm667) that all want to kill you. All of the demons can be tamed however, and to do so, the character will have to gib them(very DOOM way of taming demons, no?) This is not in the idea phase, it is in early development, i am working on the code changes for taming demons right now. In future, I also hope to add a Hunger meter, and make demons that are fleshy(no Revenants) drop meat, so the player has to hunt for food. I also would love to add demon riding - because if you tame a Cyber Mastermind, you totally want to ride that shit around. ANYHOW, I need some help with the hunger and riding aspects of the mod - i am willing to make the map and mod all of the creatures on my own, but certain gameplay features are a bit out of my league. Would anyone be interested in helping me out here? There will be NO vanilla monsters, only variants such as the Mauler Demon, Agathodemon, Cacolich, and Divine Shadow. I will, before building the FULL map, be building a much smaller demo map so that anyone interested in the mod can get an idea of how the gameplay would work. For the initial release after that, unless someone helps me, it will consist of 30 or more demon species, a large underground open world with 4 huge biomes - the Warrens, in which there will be many cavernous pockets where lower level demons make their homes, the Pit, home to flying demons like Cacoliches and Blood Souls, notable in that huge chunks of the pit are filled with deadly lava, the Warp, where pieces of human technology and the demon ruins have melded together, home of cyborg demons of all kinds, and the Falls, home to the oldest and most deadly demons, and where pits of blood are common, where blood rains down in waterfalls. In other areas, any cavern or room with a blood fountain or wellspring or reservoir will contain powerful demons - demons do not NEED food, but they crave flesh and blood, and the most powerful beasts can seize blood by force, drinking of it while lesser demons are left to sulk in their lairs.
As I said, as soon as enough of the demons are tamable, I will make a smaller demo map. Hopefully, I will be able to upload it in under a month. In the meantime, if there is anybody interested in helping on the project - or even if you just have questions - I will try to be online daily. Tell me what you think!
Progress so far: The Warrens are in functional condition - other than a large amount of re-texturing and maybe some decorations, it should work. For now, the current version of the map will be used as the demo. After the last part is complete - creatures following/staying on command - they will be spawned in and I will post a download link and maybe a short video of gameplay. Taming, while a bit clunky, is also functional - in future I may overhaul the current system for something better, and commands still need to be added. Re-spawning is functional, and most of the creatures have been chosen.
Understand that, while the demo is meant to emulate gameplay, a good deal of the things that this mod is intended to have are still a little while off - the Hunger meter being foremost among the necessary additions. It exists only to give you a taste of gameplay while more complex functions like Hunger are added and the other 3 quarters of the map are designed, then refined into something that looks good and plays well.
I have not yet managed to cannibalize the command function from the marines and apply it to tamed creatures, but the Warrens are coming together quicker than I had anticipated, and the Warrens/Pit early release map should actually be done in a reasonable space of time now that I have another person helping me on this(building a giant map, modding over 2 dozen monsters, and then making the whole thing LOOK good is downright difficult on your own) I honestly feel that the demo map should at least wait until the commands work - otherwise, it doesn't give a very good impression of what the final build will be like. For now, the Agathodemon is the only proof you guys have that this is being done, but im about to upload a screenshot of the "base" Warrens map. The dirt tunnels will be added as part of enemy placement - the tunnels and the enemies kind of rely on one another - and there may be new sectors added based on enemies as well, in order to provide cover, or things like blood pools/fountains to accompany strong enemies. But just another little piece to show y'all that this is not vaporware. Right now, Im relying on my other team member for the last piece of code that will allow the demo release, and i want to apologize for the delay so far - its a bit of a tough nut to crack, but hopefully very soon the code will be finished, and this thread will have a more significant download than immortaltest.
As I said, as soon as enough of the demons are tamable, I will make a smaller demo map. Hopefully, I will be able to upload it in under a month. In the meantime, if there is anybody interested in helping on the project - or even if you just have questions - I will try to be online daily. Tell me what you think!
Progress so far: The Warrens are in functional condition - other than a large amount of re-texturing and maybe some decorations, it should work. For now, the current version of the map will be used as the demo. After the last part is complete - creatures following/staying on command - they will be spawned in and I will post a download link and maybe a short video of gameplay. Taming, while a bit clunky, is also functional - in future I may overhaul the current system for something better, and commands still need to be added. Re-spawning is functional, and most of the creatures have been chosen.
Understand that, while the demo is meant to emulate gameplay, a good deal of the things that this mod is intended to have are still a little while off - the Hunger meter being foremost among the necessary additions. It exists only to give you a taste of gameplay while more complex functions like Hunger are added and the other 3 quarters of the map are designed, then refined into something that looks good and plays well.
I have not yet managed to cannibalize the command function from the marines and apply it to tamed creatures, but the Warrens are coming together quicker than I had anticipated, and the Warrens/Pit early release map should actually be done in a reasonable space of time now that I have another person helping me on this(building a giant map, modding over 2 dozen monsters, and then making the whole thing LOOK good is downright difficult on your own) I honestly feel that the demo map should at least wait until the commands work - otherwise, it doesn't give a very good impression of what the final build will be like. For now, the Agathodemon is the only proof you guys have that this is being done, but im about to upload a screenshot of the "base" Warrens map. The dirt tunnels will be added as part of enemy placement - the tunnels and the enemies kind of rely on one another - and there may be new sectors added based on enemies as well, in order to provide cover, or things like blood pools/fountains to accompany strong enemies. But just another little piece to show y'all that this is not vaporware. Right now, Im relying on my other team member for the last piece of code that will allow the demo release, and i want to apologize for the delay so far - its a bit of a tough nut to crack, but hopefully very soon the code will be finished, and this thread will have a more significant download than immortaltest.
Last edited by skelepound on Tue Sep 19, 2017 12:30 pm, edited 4 times in total.
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wildweasel
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Re: DOOM: Survival Evolved
Welcome to the Projects Forums - did you read the Project Posting Guidelines yet? I'd recommend consulting with point number 2.
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skelepound
- Posts: 8
- Joined: Wed Sep 13, 2017 8:47 pm
Re: DOOM: Survival Evolved
I did - but as I said, the mod is in progress. It is NOT an idea - i have begun mapping, I have nearly finished the taming system - I should honestly be able to release the demo in a week or less, the month i said was in case of emergencies, i.e. work getting in the way of my modding.
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skelepound
- Posts: 8
- Joined: Wed Sep 13, 2017 8:47 pm
Re: DOOM: Survival Evolved
The demo is to showcase the most key element of gameplay, which is relying on tamed demons rather than good weapons to fight. It won't be long before I release it, worry not - im pretty excited tbh. Though the FULL map of the TC will probably take longer.
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skelepound
- Posts: 8
- Joined: Wed Sep 13, 2017 8:47 pm
Re: DOOM: Survival Evolved
UPDATE: the tame system, though clunky, is functional, so I can see the demo version releasing within a day or two - maybe even later today. Remember: at this point, the taming system and the appearance of the map is what is being focused on. By the first TRUE release, you should be able to tell demons to follow or stay, a la the space marines you will find in certain WADS. Also, this version will only feature 9 monsters, rather than the 30 or more planned so far.
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TerminusEst13
- Posts: 1625
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Re: DOOM: Survival Evolved
If it's not just an idea, then surely you have something you can show...?
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Nash
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- Posts: 17511
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
Re: DOOM: Survival Evolved
You should have waited until you actually have images to show before even making the thread...skelepound wrote:It is NOT an idea - i have begun mapping
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skelepound
- Posts: 8
- Joined: Wed Sep 13, 2017 8:47 pm
Re: DOOM: Survival Evolved
If you realy, want, I can upload the experimental Agathodemon with the new taming code, but as it happens, I have difficulty mapping. Im good at it, but 1) Linx only runs SLADE, not DOOM Builder, sadly, and 2) my computer only runs off of a bootable USB, and everytime it is turned off, all of the data goes away. So, as a result, it takes awhile to finish a map. I have to regularly save it to MediaFire r a similar utility. The best I can give you for now is the Agatho - but honestly, I'd rather wait, and put out the demo map and all 9 creatures. Maybe possible later today.
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Blue Shadow
- Posts: 5046
- Joined: Sun Nov 14, 2010 12:59 am
Re: DOOM: Survival Evolved
Well, you have six hours from now before the thread is locked.
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skelepound
- Posts: 8
- Joined: Wed Sep 13, 2017 8:47 pm
Re: DOOM: Survival Evolved
I actually should have an upload by then - im not TOO busy, and worst case scenario, the demo will only have 6 demons istead of 9. But honestly, it should be done by then.
Btw, holy shit, ur an admin here too? Thats pretty cool, actually.
Btw, holy shit, ur an admin here too? Thats pretty cool, actually.
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wildweasel
- Posts: 21705
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Re: DOOM: Survival Evolved
I'd be willing to bend the hard time limit rule a little in your case, since by the sound of things, you're pretty serious about actually getting this thing made. The rule primarily exists to catch the unlearned noobs that show up and say "I'm working on the ultimate total conversion mod, all things changed, all sprites all textures all levels, please sign up to make all the sprites and textures and levels while I run the show from behind and not actually make a thing myself."
...Bit of a long-winded way to put it, but suffice to say, I don't think you're that kind of person, so don't fret if you're not able to get something out "on time." Just keep doing what you're doing, and once you've got something to show, that's when your audience is likely to start appearing.
...Bit of a long-winded way to put it, but suffice to say, I don't think you're that kind of person, so don't fret if you're not able to get something out "on time." Just keep doing what you're doing, and once you've got something to show, that's when your audience is likely to start appearing.
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Gideon020
- Posts: 558
- Joined: Mon Sep 28, 2015 3:23 am
Re: DOOM: Survival Evolved
A screenshot or two would have satisfied me until everything is ready.
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skelepound
- Posts: 8
- Joined: Wed Sep 13, 2017 8:47 pm
Re: DOOM: Survival Evolved
Okay - since Im having some difficulty, im uploading the first successfully tamable monster. I will post the link below this message. He is a modded Agathodemon - 1 hp, so a pistol shot will gib him. A few seconds later, a floating sprite of the agathodemon will appear. Grab it, another one will shoot out, and spawn the actual enemy. BUT - and yes, this is clunky as hell for now - you have to shoot that one too. THEN the proper tamed agathodemon will spawn, and wander around the room as per normal. The follow and hold position commands have not been added - v. busy today. And for some reason im having trouble with SLADE putting all of the creatures into a single WAD. But to give y'all some proof, this is how - in the first build - the taming will work. Once the first OFFICIAL map is released(i may do multiples) I will make sure the follow and stay commands work.
Anyhow, just a one room proof of concept, boot it and behold as the guy who tried to kill you floats around doing nothing instead once you tame him!
Its called "immortaltest" because he would be technically immortal if you didn't gib him - theres a 1000 tic respawn timer, its to make sure players wont genocide the map.
https://www.mediafire.com/file/fx84cvrf ... altest.wad
And thanks, wildweasel, for the chance. I mean to do most of the work myself, though I will admit that all of the monsters will come from Realm667 and be credited as such. There are a few things - monster riding and hunger mechanics - that I most certainly will try and get someone else to do, because i haven't the faintest idea - but i will manually make the creatures amable, build the whole map, make spawn points - and since they should be easy, actually, I will add in supply crates like out of ARK that give guns, ammo, health, and such - with higher level versions that take stronger weapons to open, using similar "gibbed or killed" mechanics to the monsters - 1 hp, but if you don't do 20 damage, a green crate wont gib, so you will need a shotgun. Since the monster works, it aint even THEORETICAL that this will work. Its 1000% guaranteed. Its only a few things I want external help on.
EDIT: a screenshot of the map in progress:
https://postimg.org/image/pri0nf7vp/
that little tiny sector in the middle of the very bottom there, the size of a pinhead, could hold 2 players. And this is one quarter of the map. NOTE: it will not be symettrical when im done - enemy spawns, warrens and nests, blood fountains, and item drops, as well as possibly cave-ins, will ensure that it is a little harder to traverse. I promised a big open world, and there will be one, dammit!
Anyhow, just a one room proof of concept, boot it and behold as the guy who tried to kill you floats around doing nothing instead once you tame him!
Its called "immortaltest" because he would be technically immortal if you didn't gib him - theres a 1000 tic respawn timer, its to make sure players wont genocide the map.
https://www.mediafire.com/file/fx84cvrf ... altest.wad
And thanks, wildweasel, for the chance. I mean to do most of the work myself, though I will admit that all of the monsters will come from Realm667 and be credited as such. There are a few things - monster riding and hunger mechanics - that I most certainly will try and get someone else to do, because i haven't the faintest idea - but i will manually make the creatures amable, build the whole map, make spawn points - and since they should be easy, actually, I will add in supply crates like out of ARK that give guns, ammo, health, and such - with higher level versions that take stronger weapons to open, using similar "gibbed or killed" mechanics to the monsters - 1 hp, but if you don't do 20 damage, a green crate wont gib, so you will need a shotgun. Since the monster works, it aint even THEORETICAL that this will work. Its 1000% guaranteed. Its only a few things I want external help on.
EDIT: a screenshot of the map in progress:
https://postimg.org/image/pri0nf7vp/
that little tiny sector in the middle of the very bottom there, the size of a pinhead, could hold 2 players. And this is one quarter of the map. NOTE: it will not be symettrical when im done - enemy spawns, warrens and nests, blood fountains, and item drops, as well as possibly cave-ins, will ensure that it is a little harder to traverse. I promised a big open world, and there will be one, dammit!
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skelepound
- Posts: 8
- Joined: Wed Sep 13, 2017 8:47 pm
Re: DOOM: Survival Evolved
Actually, screw the demo map - i'll just use the Warrens map for the demo when its done. Should give a better idea of the gameplay, anyhow. That should speed things up a bit as well.