Alice: Toys of Madness v1.1.1 - Dec. 6, 2024

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Jekyll Grim Payne
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Alice: Toys of Madness v1.1.1 - Dec. 6, 2024

Post by Jekyll Grim Payne »

Alice: Toys of Madness is a GZDoom gameplay mod that aims to reimagine the weapons and some gameplay systems from American McGee's Alice and (to a lesser degree) Alice: Madness Returns in GZDoom.

v1.1.0 release trailer:


Downloads
Stable releases: https://github.com/jekyllgrim/Alice-Toy ... s/releases
How to play the latest development release: https://github.com/jekyllgrim/Alice-Toy ... -dev-build

Contents and requirements

GZDoom 4.12.2 required
Maps: none (so far)
Custom enemies: none (so far, but they're planned)
Custom player class: yes (required for full features; compatibility with other mods that utilize a custom player class is not guaranteed)
Custom weapons, ammo, items and sounds: yes


Features

Play as Alice and lay waste to the demons! Features unique weapons, some unique items, entirely custom sprites, and some familiar 3D models and sounds.

Player features
  • 3D model for the player with different world-models for weapons and multiple animations
  • Double jump
  • Quick kick
  • Anti-slip system when landing after a jump if the player is not pressing movement buttons (or pressing them in the opposite direction of the original jump).
Weapons
  • Vorpal Knife: Slice and dice, go snicker-snack! Throw the knife to stick it into enemies, then recall it at a press of a button.
  • Hobby Horse: Crush your opponents with mighty blows, or perform a plunging attack with secondary fire. Note, the longer the fall, the higher the damage!
  • Playing Cards: Sharp projectiles with mild homing capabilities. Secondary fire launches a volley of them with delayed homing. Perfect for medium and long range.
  • Jacks: Throw these piercing gravity-affected projectiles with wild abandon, or throw a bunch of seeking jacks that will mercilessly bounce toward enemies for a time but will lock you out of throwing more until they return to you.
  • Pepper Grinder: This is your pepper-flavored chaingun. Secondary fire turns the handle the other way, turning it into a makeshift shotgun!
  • Teapot Cannon: Launch blobs of super-hot tea that explode and poison enemies they hit. Don't be afraid of overheating—you can let out the accumulated steam with secondary fire (it also pushes enemies away!)
  • Ice Wand: The stream of freezing cold passes through enemies, slowing them down and eventually turning them into ice crystals. Secondary attack creates a temporary ice wall that shields you from attacks. Hint: once the ice wall starts to melt, hit it with primary attack to restore its integrity!
  • Jabberwock's Eye Staff: The eye needs a bit of time to charge up, but then lets out a deadly and perfectly precise beam, and once you stop attacking, it finishes its focused destruction with a powerful magic missile. Secondary attack has a longer charge time, but it'll rain destruction over the selected area.
  • Bluderbuss: Tsss... BOOM! That's all you need to now. The neat thing is, it can't damage you!
  • Quick kick: At any time Alice can perform this elegant move to deal damage and push threats away.
  • Jackbomb: a throwable jack-in-the-box that will spray flames all around before exploding.
Unique powerups
  • The Cake (replaces Invulnerability Sphere): It makes you grow, turning kicks into stomps, and enemy attacks into harmless tickling.
  • Rage Box (replaces Berserk): Regeneration, reduced damage, and, most importantly RAGE! You will be locked to using your knife, but it will deal devastating damage.
  • Looking-Glass Mirror (replaces Invisibility aka Blursphere): A *true* invisibility. Enemies won't know where you are—until you make some noise by attacking, that is, but even that alert will be only temporary.
Jareth247
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Re: Alice: Toys of Madness - beta release

Post by Jareth247 »

So far, I'm enjoying it. I've tried it with the WadSmoosh'd Doom Complete (only tried it with the first episode of Ultimate Doom and with Doom II: Hell on Earth, and I've had a hack that worked with everything BUT Sigil II) and the Back To Saturn X: Episode 1 mod, each time paired with Gearbox (why is this not standard with GZDoom?), Gun Bonsai, the Bolognese Gore Mod and Corruption Cards.

I'd personally love to see support for other GZDoom-compatible games like Heretic and Hexen.

Are there any plans to try to recreate the original American McGee's Alice levels in Doom or would it just be a weapons mod?
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Catsuki Subaru
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Re: Alice: Toys of Madness - beta release

Post by Catsuki Subaru »

fan-frickin'-tastic! Played the whole of ep 1 with it. Love the style of the HUD, the weapons all feel great.
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Re: Alice: Toys of Madness - beta release

Post by dawnbreez »

Oh, this is rad. I love the way the cards are animated--I might have to go digging around in here to see how you did it. Also, "Mischief", "Mettle", and "Malice" as ammo types is a nice touch.
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Re: Alice: Toys of Madness - beta release

Post by Jareth247 »

FYI, I've tried this with a few megawads (Evilternity, Evilternity II, Twilight Zone and Simulacrum) and they've all worked wonderfully with this mod. But Winter's Fury didn't use the AToM weapons, but I don't know if it's an issue with the mods not being compatible with each other or if I just need to rearrange their load order.

I'll definitely try AToM with more megawads.
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Doctrine Gamer
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Re: Alice: Toys of Madness - beta release

Post by Doctrine Gamer »

This mod has everything it takes to be one of the best of the year, I've tested it and it's incredible, even in beta.
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Re: Alice: Toys of Madness - beta release

Post by Ferretmanjcdenton »

I love this one. Sadly it has, using it with delta touch new update, constant animation null errors .
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Jekyll Grim Payne
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Re: Alice: Toys of Madness - beta release

Post by Jekyll Grim Payne »

Hey folks, thanks for all the kind words!

As soon as I released this, I left for a 3-week vacation, so I haven't checked the forums. I have been pushing some commits though, and a few important bugs are fixed in the dev version (see here on how to play the dev version).

There's already been a dozen bug fixes and balance adjustments, including making Blunderbuss easier to obtain, adding more control and damage to the Eyestaff and other things. If you're interested, you can read the commit history here. I'll make a new stable release as soon as I feel that I've fixed enough things.
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Re: Alice: Toys of Madness - beta release

Post by Ferretmanjcdenton »

This mod is INSANELY awesome!!
Had to create a video for this

https://youtu.be/617vkXRgkbA[/url]
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Blackgrowl
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Re: Alice: Toys of Madness - beta release

Post by Blackgrowl »

American McGee's Alice is an underrated game, it's one of my favourites due to how dark and gritty the game is, the story gives a perfect reason why.

I wanna give this mod a try, it's ought to be interesting just like that Painkiller mod you've made before.
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Void Warrior
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Re: Alice: Toys of Madness - beta release

Post by Void Warrior »

Jekyll Grim Payne needs to say «Thank you so much!» He is one of those who decided to remind everyone about that cool game that «EA» not only forgot, but destroyed! Such a game deserves a Remastered Edition!

Fortunately, DOOM modders remember such games! I wouldn't mind playing TC if someone really decides to recreate the game with this mod!
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Re: Alice: Toys of Madness - beta release

Post by Jareth247 »

Void Warrior wrote: Mon Aug 05, 2024 11:26 am Jekyll Grim Payne needs to say «Thank you so much!» He is one of those who decided to remind everyone about that cool game that «EA» not only forgot, but destroyed! Such a game deserves a Remastered Edition!

Fortunately, DOOM modders remember such games! I wouldn't mind playing TC if someone really decides to recreate the game with this mod!
Agreed! EA could remake Dead Space without stuffing needless loot boxes into it but somehow a new Alice game wasn't possible? And all that did was drive American McGee from the game industry AND remind folks why EA sucks. Though I do enjoy the Dead Space remake.

And hopefully someone is able to recreate American McGee's Alice in the Doom engine.
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Re: Alice: Toys of Madness - beta release

Post by Unregret »

My god, I love this! Please we need more Alice in Wonderland themed-mod. This really ease my pain from the trauma caused by EA; for not allowing Alice: Asylum to be a thing.
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Re: Alice: Toys of Madness - beta release

Post by ravenheart8985 »

I had a crash while using the Ice Wand in Doom 1. I don't know if it's a compatibility issue with Doom 1 or it didn't like being used with NashGore. I am very new to Doom modding so any insights?

The only other mods.I was using were NashGore and PSX soundtrack, both in load order after Alice with ZDL.

Edit: Managed to solve the game crashing by adjusting screen settings. Only oddity is the Game Start menu having the text be far left off the side of my screen.
Last edited by ravenheart8985 on Wed Aug 28, 2024 5:54 pm, edited 1 time in total.
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Re: Alice: Toys of Madness - beta release

Post by lovfultunezz »

really well put together mod, everything is so smooth??? my only problem is that the text "null animation not found" just springs up every single time i even press slightly forward.

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