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Satanic Infestation is my fork of Freedoom, because i disagree with the way it’s going, the project seems to go in a lot of strange directions that don't go well with a Doom or Doom 2 IWAD replacement, all of the references to Satanism are gone, a lot of the new assets go in odd directions that don't mesh all that well, and it generally doesn’t capture the vibe of what i think a open IWAD should be.
My goal is to make a 100% free IWAD that is a better fit for what i think an open IWAD should be, the assets will all be more cohesive and make more sense with third party PWADs, i’m only using Freedoom as a basis, as time goes on, i will replace more and more of Freedoom’s assets with my own, and, eventually, all of the old assets will be replaced, anybody is free to contribute assets, but i plan for this to be more or less something of my own making, further details on rules and other information about asset contributions can be found below.
Credits go to the Freedoom contributors for making it easier for me to do this project by providing their assets, thank you to them, and thanks in advance to anybody who submits their work to this project
SUBMISSION RULES:
Spoiler:
1: All maps must be limit removing or vanilla compatible, and use no textures that aren't in the approved list, all maps must also come in at 384 kilobytes or less
2: When testing your maps, be sure to test them in Crispy Doom 5.8.0, as that is the source port target of the project
3: MIDIs of all genres are accepted, although a hiphop/horrorcore style is preferred
4: When it comes to textures, use IAC instead of UAC or AGM, templates for the IAC logo can be found in the /patches folder in the Github
5: Don't use WADs outside of maps, for other things, like sounds or textures, put them in a zip file, it avoids the problem of me needing to open a WAD in SLADE and move them to the deutex tree
6: Please put sprite offsets in a text file instead of putting them directly on the images, it's quite a chore to have to open each individual frame in SLADE and then copy the offsets to the buildcfg
7: Don't use nonfree assets, i intend for this project to be 100% free for commercial use and public domain, and i can't use assets such as assets grabbed from commercial products and non-commercial assets in a project of this type
8: For audio contributions, i encourage that you provide a lossless version of the audio alongside the lossy version, i do plan on using 44khz audio for the eventual GZDoom version of the project, and having lossless versions of the audio already would be great
9: All contributions must have a license attached to them, the exact license doesn't matter, if it's a permissive free license that allows for commercial use, such as the 3 clause BSD license, the public domain through a waiver of your choice, or Creative Commons, i can use it in the project, although use of the public domain is strongly encouraged
APPROVED TEXTURE LIST:
Any texture that can be found in the TEXTURE1 or TEXTURE2 of Doom or Doom 2
I saw links to this over on the FreeDOOM Discord. I'm sorry to say, but I agree with them: This likely won't get anywhere. FreeDOOM already exists, and there's also The People's Doom if that doesn't suit your tastes.
openroadracer wrote:FreeDOOM already exists, and there's also The People's Doom if that doesn't suit your tastes.
And, unfortunately, both of those have ground almost to a halt too. Neither have a full set of completed sprites despite being in development for many years and current activity is minimal (and what there is often seems like bikeshedding).
It would be nice to see any of these projects getting to a stage where they have a full set of resources that could be classed as "good enough to be called final" but that seems to be a long way off. I understand the difficulties but that doesn't change the fact that none have reached that point or look like they are going to any time soon.
openroadracer wrote:I saw links to this over on the FreeDOOM Discord. I'm sorry to say, but I agree with them: This likely won't get anywhere. FreeDOOM already exists, and there's also The People's Doom if that doesn't suit your tastes.
As long as i'm working on this, it's going somewhere, even if it takes me 10 or 15 years, i will not stop working on this until it's finished.
Freedoom and The People's Doom both aren't to my satisfaction, Freedoom has quite a bit of inconsistency with its assets, and it's not very fun to play by itself, but at least it does its job well as a open replacement for Doom.
The People's Doom has a large amount of missing assets, it has no proper license at all, and there are quite a few changes with it that make it incompatible with most third party PWADs, such as the new palette and the planned gameplay changes through Dehacked.
Based on what I have observed from FreeDoom and People's Doom, the maps are not the main issue as far as getting stuff done is concerned.
Things seem to get done like this (and the reasons are pretty obvious):
One-off lumps seem to get done quickly and easily.
Sounds are next with flats and simple sprites (pickups, columns etc) getting done at a similar pace.
Textures take a bit longer than flats simply because there are more of them and some are a bit more complicated in appearance.
Maps fit in there somewhere too - usually being made in parallel with the above items. The Doom community has a lot of mappers. It can be time consuming but we, as a group, churn out loads of them every year.
The real stumbling block is the enemy sprites. Spriting of that type takes a particular skill set; is very time consuming and hundreds of images are required. This is where the other projects have failed to get a complete set (and why hi-res sprite projects etc also trip and fall). Look at the sprites available from Realm667 and so on. There are very few completely original from scratch sprites even after so many years.
I would suggest that everything that I listed before the enemy sprites can and would be done pretty quickly and, therefore, they are not the issue. Getting the full enemy sprite set is, in my opinion, the key to getting a full project done. Enemy sprites are the bottleneck for any project like this.
Therefore, I would suggest that debating map formats and getting maps done (and so on), while important, should really not be the priority. Without a full sprite set, the maps will be populated with shonky-looking placeholder sprites, lust like in FreeDoom and People's Doom and, if that happens, the project will have very little advantage over them.
Enjay wrote:Based on what I have observed from FreeDoom and People's Doom, the maps are not the main issue as far as getting stuff done is concerned.
Things seem to get done like this (and the reasons are pretty obvious):
One-off lumps seem to get done quickly and easily.
Sounds are next with flats and simple sprites (pickups, columns etc) getting done at a similar pace.
Textures take a bit longer than flats simply because there are more of them and some are a bit more complicated in appearance.
Maps fit in there somewhere too - usually being made in parallel with the above items. The Doom community has a lot of mappers. It can be time consuming but we, as a group, churn out loads of them every year.
The real stumbling block is the enemy sprites. Spriting of that type takes a particular skill set; is very time consuming and hundreds of images are required. This is where the other projects have failed to get a complete set (and why hi-res sprite projects etc also trip and fall). Look at the sprites available from Realm667 and so on. There are very few completely original from scratch sprites even after so many years.
I would suggest that everything that I listed before the enemy sprites can and would be done pretty quickly and, therefore, they are not the issue. Getting the full enemy sprite set is, in my opinion, the key to getting a full project done. Enemy sprites are the bottleneck for any project like this.
Therefore, I would suggest that debating map formats and getting maps done (and so on), while important, should really not be the priority. Without a full sprite set, the maps will be populated with shonky-looking placeholder sprites, lust like in FreeDoom and People's Doom and, if that happens, the project will have very little advantage over them.
i already have a couple of enemy sprites contributed, although i may have to get rid of them as they have no license attached to them, i am currently working on drawing up some sprites, which is one of the reasons why the project has been slow lately
personally even if this doesn't get finished, it can still be an interesting project to look back to, specially if atleast some stuff gets made for it, but imho, I do wish it gets finished, I don't mind a "alternative" for Freedoom existing, one criticism I'll give tho is the concept art for the Baron and Knight replacements, I feel they are too similar, perhaps you could, instead of making them humanoid "Goats",you could make them humanoid "Horses" similar to the Ars Goetia demon "Orobas", and maybe different projectile colors too, but that's just an idea I guess...
EDIT : also if I knew 3D modelling I'd try to contribute (making 2D monster sprites by hand is paaaain lol, most of the time I work with a "base" so I'm not too used to doing stuff from scratch)
sergeirocks100 wrote:
As long as i'm working on this, it's going somewhere, even if it takes me 10 or 15 years, i will not stop working on this until it's finished.
That is something I rly respect.
___
BTW, I'm afraid the only thing I could contribute is with a few maps. If it counts...