Zeldoom TC, early WIP

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LordTyphoon
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Joined: Mon Sep 29, 2008 12:52 pm
Location: Montreal, QC, CA

Zeldoom TC, early WIP

Post by LordTyphoon »

Hello. I am LordTyphoon, also known as Mr.Eltee or Mr.Bojangles, but to most(all(everybody(the world(hello mom)))), not known at all. I don't really post often, if I even post at all.

However, today, I present you with my current brainchild:

The Zeldoom TC for ZDooM-based ports. Zeldoom aims to recreate the original NES game as much as possible, while being in a 3d FPS view. So far, only the dungeons (first and second quest) are aimed to be recreated, but I may end up doing the overworld aswell, perhaps recreating the entire game.

Currently, what is done is:

- Most graphics for Dungeon 1
- Placeholder logo/titlescreen
- Door & Key scripts and key inventory items
- Link player actor
- Stalfos enemy actor & graphics
- Damage invulnerability & knockback
- Dungeon entrance/end statue graphics
- Placeholder sword weapon
Spoiler:
I am posting this today to see how much interest people would have for this, or what reactions it can gather. I would also like to see if people would be willing to help later on, as I will probably seek help with some monster actors/graphic making. Some later Zelda monsters would be complicated to recreate in DooM, and well, not being an artist, I'd need help creating 8-bit hud sprites for the weapons.

YouTube WIP #1 video link: http://www.youtube.com/watch?v=89CRiyZpLJo

Sister thread on Doomworld: http://www.doomworld.com/vb/wads-mods/4 ... early-wip/
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Ethril
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Re: Zeldoom TC, early WIP

Post by Ethril »

Holy shit.

...Holy SHIT.

This is awesome. Could use some new (read: really, really old) sounds, though. :P
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Lysander
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Re: Zeldoom TC, early WIP

Post by Lysander »

Holy shit, Eltee... this looks fantastic.


This is Darius, by the way. Small world, no?


And yes, I will definitely help if you're interested. I could do up some weapon sprites, if you'd like.
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LordTyphoon
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Location: Montreal, QC, CA

Re: Zeldoom TC, early WIP

Post by LordTyphoon »

Sounds just haven't been changed yet, so yeah, it feels very awkward for now.

But man, I introduced this thread knowing nobody here knew me, but god damn Darius, you just had to prove me wrong.
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Kinsie
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Re: Zeldoom TC, early WIP

Post by Kinsie »

Looks nice!

Here's some stuff to help:

1.) This page has all the old sound effects
2.) I believe you can include damage in brackets to do just that amount of damage.

I'm not an artist either, but editing graphics to resemble the NES sprites but in first person shouldn't be too painful. I'll give it a shot.
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LordTyphoon
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Location: Montreal, QC, CA

Re: Zeldoom TC, early WIP

Post by LordTyphoon »

Thanks alot for those sounds. Gonna be useful soon.

Also, I made sure, for whatever attacks are done so far, to use actor actions that don't use/can disable the damage algorithm, so to do exact damage all the time
I'll keep that in mind, though. Could be useful for other weapons.


And spriting help is always appreciated, since yeah, some monsters are going to need some facial poses, since some were only topdown in the game
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Mr.Green
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Re: Zeldoom TC, early WIP

Post by Mr.Green »

Hmm...that's one doomed Zelda. 8-)
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hnsolo77
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Re: Zeldoom TC, early WIP

Post by hnsolo77 »

with the use of linedef trickery you could have the movable blocks be models and use acs to check if the baddies in the room have died before you move them.

of course that would restrict this to GZDoom only, but honestly i dont think that would be an issue.

there may be another way to simulate the movable blocks though...

still this looks pretty cool regardless.
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LordTyphoon
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Location: Montreal, QC, CA

Re: Zeldoom TC, early WIP

Post by LordTyphoon »

Hm, I don't know how I'll tackle that. I'll keep that in mind, but I'd rather not have this be gzdoom-only.

Also, new WIP video up: http://www.youtube.com/watch?v=e6SUcQvbMV8
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Captain Proof
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Re: Zeldoom TC, early WIP

Post by Captain Proof »

Oh lord...this looks epic
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Cutmanmike
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Re: Zeldoom TC, early WIP

Post by Cutmanmike »

Now this is twice I've seen that Zelda dungeon used in a doom mod. Related?
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Xim
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Re: Zeldoom TC, early WIP

Post by Xim »

This looks pretty cool. I'd recommend getting music that loops better though.
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LordTyphoon
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Location: Montreal, QC, CA

Re: Zeldoom TC, early WIP

Post by LordTyphoon »

Music will be fixed too, in time, this is all early work.

Also yeah, that makes sense Cutmanmike, since for testing purposes I'm keeping it to only the first dungeon so far. The only difference is I'm also planning out to do the rest.
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DoomRater
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Re: Zeldoom TC, early WIP

Post by DoomRater »

Getting out the popcorn and subscribing to this thread.
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Lysander
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Re: Zeldoom TC, early WIP

Post by Lysander »

I'm now helping with the project (spriting and such).

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