[WIP] Doom: Evil Unleashed -- announcement

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
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.
User avatar
hfc2x
Posts: 646
Joined: Mon Aug 17, 2009 11:37 am
Location: Chule

[WIP] Doom: Evil Unleashed -- announcement

Post by hfc2x »

Because today is Doom's 30th anniversary, we decided to finally give an update, as we've been grinding away this year to have a release today. Alas, we couldn't make it, but I just posted a long update over at DoomWorld, if anyone is interested.

Mostly, I'll copy over the screenshots from that thread, and wait for the first official release in 12 years coming early-to-mid next year!

If you have questions, you can post here and I'll try to answer. However, it'd be ideal to use the DoomWorld thread.

Screenshots:


Credits:
  • Original idea: Tom Hall
  • Director: hfc2x
  • Producer, story: Marnetmar
  • Programming, scripting: ZyeByte, hfc2x
  • Level design: demo_the_man, ZyeByte, Marnetmar
Last edited by hfc2x on Sun Dec 10, 2023 9:26 pm, edited 31 times in total.
User avatar
Blaskowitz
Posts: 316
Joined: Mon Dec 21, 2009 10:15 pm
Location: On planet Char

Re: Doom: Evil Unleashed -- Continued

Post by Blaskowitz »

User avatar
ShadesMaster
Posts: 657
Joined: Thu Jun 12, 2008 2:05 am

Re: Doom: Evil Unleashed -- Continued

Post by ShadesMaster »

You know, I'm actually interested in helping with this! I'm busy mostly with Hpack and such when I map, but I do have time for DooM 1-ish levels and in fact I have a levelpack which shows some of what I can do. Even 3D floors can be DooM 1-ish, it proves.

http://forum.zdoom.org/viewtopic.php?f=19&t=26563

A pack btw I need help ploading to the IDgames archive, lol!!!!
User avatar
InsanityBringer
Posts: 3392
Joined: Thu Jul 05, 2007 4:53 pm
Location: opening the forbidden box

Re: Doom: Evil Unleashed -- Continued

Post by InsanityBringer »

Doom 1-ish
<insert chain of endless laughter here>

I'm sorry, but I don't really agree.
User avatar
Minigunner
Posts: 754
Joined: Mon Dec 28, 2009 5:13 pm

Re: Doom: Evil Unleashed -- Continued

Post by Minigunner »

IMO I think that this should use features from all Doom engine games (Heretic, Hexen, Strife) and some from Build, basically using features like limited ACS, inventory checks and interactive NPC's (and computer terminals, via dummy actor).
Also, I think that the weapons (if Doom I/II weapons are included) should be separated via episode:
EP 1:
-Brass knuckles
-Pistol
-Shotgun
-Machine Gun
-Missile Launcher
-Plasma Gun
EP 2 - Hell
-Rifle/Bayonet
-SSG
-Chaingun (Belt-fed single-barreled rotary cannon; actual definition)
-Doom Rocket Launcher
-Demon Claw
-BFG2704
Hell onwards:
-Chainsaw
-Heavy Rifle
-Spray Rifle
-Minigun (Chaingun sprites, 3-tic firing rate)
-Homing Missile Launcher
-Unmaker
-BFG9000
User avatar
InsanityBringer
Posts: 3392
Joined: Thu Jul 05, 2007 4:53 pm
Location: opening the forbidden box

Re: Doom: Evil Unleashed -- Continued

Post by InsanityBringer »

Hmm, your weapons seem much different than how I had interpreted them. In AlphaMod I made the Dark Claw cast forth a dark cloud that slowly moves forward, goes +RIPPER through everything with slight seeking, and wears off after a while. The Machine gun was listed as shooting "multiple shots of pistol-level damage" which made me think the spray rifle was like a "Machine-Shotgun" given the wording. I gave it additional spread as described, and made it take two shells. The probjectile, however, is interesting because it may make the thing actually useful... maybe.
User avatar
hfc2x
Posts: 646
Joined: Mon Aug 17, 2009 11:37 am
Location: Chule

Re: Doom: Evil Unleashed -- Continued

Post by hfc2x »

ShadesMaster wrote:Even 3D floors can be DooM 1-ish, it proves.
I actually want that levels don't use any 3D geometry. I even disabled z-clipping, freelooking, crouching and jumping in ZMAPINFO, to make it the most Doom 1-like possible. I even disabled translucency for actors, but for some reason, left LineMirror linedefs that Sodaholic put in.
Minigunner wrote:Also, I think that the weapons (if Doom I/II weapons are included) should be separated via episode
I'm actually following Tom's design, meaning that you will have:

Episode I:
-Bayonet
-Assault Rifle
-Shotgun
-Machinegun
-Rocket Launcher

Episode II (hell):
-Dark Claw

Episode III (back on Tei Tenga):
-Probiectile

Episode IV:
-Spray Rifle
-BFG 2704 (recovered by killing the boss in Epi 4, before finishing the episode)

I don't think it's good to only include Unmaker in Doom 2, so I will actually include it in Epi 4 or 5.

And BTW, by finishing an episode, the following one starts immediately, much like PSX Doom.
InsanityBringer wrote:In AlphaMod I made the Dark Claw cast forth a dark cloud that slowly moves forward, goes +RIPPER through everything with slight seeking
Actually, my "tortured aura" is how I call the cloud that spawns from the Dark Claw, is not a +RIPPER because when testing, even 1 damage would kill even a Baron of Hell in few seconds, so I defined it like a very aggressive seeking projectile which bounces on actors, does 0 damage, but has a little damaging splash damage, which is consecutive. It means it can kill you when you get too close. And of course, it fades
User avatar
InsanityBringer
Posts: 3392
Joined: Thu Jul 05, 2007 4:53 pm
Location: opening the forbidden box

Re: Doom: Evil Unleashed -- Continued

Post by InsanityBringer »

Hmm, my cloud is slow-moving, +STRIFEDAMAGE with a damage of 1 and it usually takes several shots to kill a baron, that's weird. meh
User avatar
BlueFireZ88
Posts: 1087
Joined: Tue Jan 18, 2011 9:04 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia (Modern GZDoom)
Location: Tallon IV

Re: Doom: Evil Unleashed -- Continued

Post by BlueFireZ88 »

Definetly keeping an eye on this. :)
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Re: Doom: Evil Unleashed -- Continued

Post by TheDarkArchon »

InsanityBringer wrote: +STRIFEDAMAGE with a damage of 1
Off-topic, but the +STRIFEDAMAGE flag is redundant nowadays, given you can use the more flexible method of including your damage values in parenthesis, like this:

Code: Select all

Damage (1*random(1,4))
poop87
Posts: 41
Joined: Thu Feb 24, 2011 10:04 am

Re: Doom: Evil Unleashed -- Continued

Post by poop87 »

Sodaholic
Posts: 1959
Joined: Sat Nov 03, 2007 4:13 pm

Re: Doom: Evil Unleashed -- Continued

Post by Sodaholic »

I'm interested to see what you guys are going to do with my project. Good luck! :)
Blaskowitz wrote:
Yay, old memes.
Little late there, buddy.
User avatar
ShadesMaster
Posts: 657
Joined: Thu Jun 12, 2008 2:05 am

Re: Doom: Evil Unleashed -- Continued

Post by ShadesMaster »

Nothing, yet... nobody's gotten back to me lol!
User avatar
esselfortium
Posts: 3862
Joined: Tue Sep 19, 2006 8:43 pm

Re: Doom: Evil Unleashed -- Continued

Post by esselfortium »

Minigunner wrote:IMO I think that this should use features from all Doom engine games (Heretic, Hexen, Strife) and some from Build
Image
User avatar
ShadesMaster
Posts: 657
Joined: Thu Jun 12, 2008 2:05 am

Re: Doom: Evil Unleashed -- Continued

Post by ShadesMaster »

I have a level! PM'ing something by tomorrow!

Return to “TCs, Full Games, and Other Projects”