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[WIP] Doom: Evil Unleashed -- announcement

Posted: Sat Apr 16, 2011 3:05 pm
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

Re: Doom: Evil Unleashed -- Continued

Posted: Sat Apr 16, 2011 5:45 pm
by Blaskowitz

Re: Doom: Evil Unleashed -- Continued

Posted: Sun Apr 17, 2011 7:34 am
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!!!!

Re: Doom: Evil Unleashed -- Continued

Posted: Sun Apr 17, 2011 10:35 am
by InsanityBringer
Doom 1-ish
<insert chain of endless laughter here>

I'm sorry, but I don't really agree.

Re: Doom: Evil Unleashed -- Continued

Posted: Sun Apr 17, 2011 10:58 am
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

Re: Doom: Evil Unleashed -- Continued

Posted: Sun Apr 17, 2011 12:21 pm
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.

Re: Doom: Evil Unleashed -- Continued

Posted: Sun Apr 17, 2011 2:21 pm
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

Re: Doom: Evil Unleashed -- Continued

Posted: Sun Apr 17, 2011 3:38 pm
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

Re: Doom: Evil Unleashed -- Continued

Posted: Mon Apr 18, 2011 7:27 pm
by BlueFireZ88
Definetly keeping an eye on this. :)

Re: Doom: Evil Unleashed -- Continued

Posted: Mon Apr 18, 2011 7:56 pm
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))

Re: Doom: Evil Unleashed -- Continued

Posted: Mon Apr 25, 2011 2:36 pm
by poop87

Re: Doom: Evil Unleashed -- Continued

Posted: Mon Apr 25, 2011 3:08 pm
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.

Re: Doom: Evil Unleashed -- Continued

Posted: Mon Apr 25, 2011 4:57 pm
by ShadesMaster
Nothing, yet... nobody's gotten back to me lol!

Re: Doom: Evil Unleashed -- Continued

Posted: Mon Apr 25, 2011 7:41 pm
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

Re: Doom: Evil Unleashed -- Continued

Posted: Wed May 11, 2011 2:23 pm
by ShadesMaster
I have a level! PM'ing something by tomorrow!