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Doom 64 Wad Project [GZDoom] Version 1.0 released!

Posted: Fri Mar 29, 2013 2:54 pm
by Unholypimpin
Hello everyone, I would like to introduce a new project I am working on. It is a Doom 64 project that will have brand new maps and some new enemies and weapons. My hopes in the future of this project(when i get better at blender) will be to make sprites for all the missing enemies in doom64.
Those missing enemies if you dont know were the chaingunner, revenant, Archvile and spider-mastermind.

THIS PROJECT IS FOR GZDOOM, even though one could play in zdoom but it wouldn't have dynamic lights.

THIS PROJECT IS 60% COMPLETE

INTRO/TITLEMAP



MAPS SO FAR
======================
-Entry Point - 100%
-Water Facility - 100%
-U.A.C. Factor - 100%
-Chemical Factory - 100%
-Storage Depot - 100%
-Supply Yard - 100%
-BlackOut - 20%
-Down Town - 0%
-The Pillar - 0%
-Callisto Spaceport - 5%
======================


Atm there are two new weapons, The Firestorm and rifle. The firestorm is like the plasma rifle but its ammo cuts through enemies in a line and its rate of fire and accuracy arnt as good either. The rifle has pinpoint accuracy(good for sniping) and can kill multiple weaker enemies in 1 shot. Rifle rounds are kind of rare so you wouldn't want to use them for every encounter.

There are 2 maps done and the third is well on its way. Hopefully Ill have a playable alpha test in the next two days(if I dont get lazy).

Here are some screenshots of the project so far.
Spoiler:
The maps will have everything you would expect from doom64, like dynamic lighting, 3d floors, colored rooms and changing sectors.

Atm i'm not looking for mappers, but once i got all the resources done if anyone wishes to submit a map for this project then they can do so.

If you wish to contribute in a different way, like graphics or sounds then let me know.


Version 1.0 of the wad has been released!! This version has 3 maps. here is the link https://www.dropbox.com/s/ydvsdf7atu7za ... 7.wad?dl=0

Re: Doom 64 Wad Project [GZDoom]

Posted: Fri Mar 29, 2013 6:05 pm
by PFL
:thumb: Oh full yes.

Doom 64 is my favorite. Played it hundreds of times. Let me play through it when you want some feedback; I deliver :-)

Don't forget the ambiant sound as it is a major part of the fun in Doom 64. I would consider asking Aubrey Hodges if he feels for sharing some ambiant audio files for it (for prosperity). http://www.aubreyhodges.com/

THIS PROJECT IS 3% COMPLETE :cry:

Re: Doom 64 Wad Project [GZDoom]

Posted: Sat Mar 30, 2013 6:38 am
by Average
Have you considered doing this project in Doom64 EX, at all? I reckon that port could really benefit from something like this. Actually, it could benefit from any kind of mapper attention... :P

Re: Doom 64 Wad Project [GZDoom]

Posted: Sat Mar 30, 2013 7:40 am
by Dynamo
Except with all due respect I'd rather see it on a port that could potentially allow for stable netplay.

Looking good so far, curious on how the revenant would look in doom64 :p

Re: Doom 64 Wad Project [GZDoom]

Posted: Sat Mar 30, 2013 8:15 am
by Pedro vc
This wad contains a mastermind sprite that may fit in the doom 64 theme

Re: Doom 64 Wad Project [GZDoom]

Posted: Sat Mar 30, 2013 1:41 pm
by Unholypimpin
I actually have a placeholder sprite set for the spidermastermind. Hes an arachnotron with an metal face mask and spikes on his legs. The revenant will look similar to how it already is but with a more alien like skeletal structure(maybe archvile bones?) With two hellish cannons on his shoulders and horns on his head.

I actually dont know anything about Doom64 EX, but i thought it would be easier to just use the gzdoom port so that people could play online. Though idk if any of the online ports can support the more recent decorate.

Re: Doom 64 Wad Project [GZDoom]

Posted: Mon Apr 01, 2013 1:47 am
by darkhaven3
Try using TEXTURES with GLDEFs to simulate Doom64 lighting if you're dead set on using GZDoom, it'd add a lot of "authentic value" to your maps. But really, this kind of project might be better suited to Doom64EX since using that port doesn't rely on you using illegal sprite rips.

Re: Doom 64 Wad Project [GZDoom]

Posted: Mon Apr 01, 2013 10:37 am
by esselfortium
darkhaven3 wrote:Try using TEXTURES with GLDEFs to simulate Doom64 lighting if you're dead set on using GZDoom, it'd add a lot of "authentic value" to your maps. But really, this kind of project might be better suited to Doom64EX since using that port doesn't rely on you using illegal sprite rips.
It'd also look a heck of a lot better. Doom64 textures without Doom64's lighting system are just a mush of beige.

Re: Doom 64 Wad Project [GZDoom]

Posted: Mon Apr 01, 2013 12:01 pm
by Marnetmar
AlwaysDoomed wrote:I actually have a placeholder sprite set for the spidermastermind. Hes an arachnotron with an metal face mask and spikes on his legs. The revenant will look similar to how it already is but with a more alien like skeletal structure(maybe archvile bones?) With two hellish cannons on his shoulders and horns on his head.

I actually dont know anything about Doom64 EX, but i thought it would be easier to just use the gzdoom port so that people could play online. Though idk if any of the online ports can support the more recent decorate.
Does the revenant actually fit in with the rest of the Doom 64 monsters?

Re: Doom 64 Wad Project [GZDoom]

Posted: Mon Apr 01, 2013 2:58 pm
by Unholypimpin
A revenant with a sprite edit and darker colors might actually work in doom64. @darkhaven3 , esselfortium This wad isn't suppose to be 100% accurate to doom64, but then again doom64 used alot of different color lighting to change the color of many monsters and textures.

Re: Doom 64 Wad Project [GZDoom]

Posted: Mon Apr 01, 2013 3:06 pm
by Kaal979
Yes - it looks quite goos alongside the others
not last thanked to its already cartoony style!
I darkened him and also made abit bigger
though im not sure if this cant be made better since
many monsters in my file have invisible collosions!
Anyhow id appreciate if you liked my work for yours:
http://forum.zdoom.org/viewtopic.php?f=19&t=34263
Maybe in case you could help me with the collosions?

P.S.: Im btw experienced
in recolouring of any kind.

Re: Doom 64 Wad Project [GZDoom]

Posted: Mon Apr 01, 2013 3:35 pm
by esselfortium
AlwaysDoomed wrote:A revenant with a sprite edit and darker colors might actually work in doom64. @darkhaven3 , esselfortium This wad isn't suppose to be 100% accurate to doom64, but then again doom64 used alot of different color lighting to change the color of many monsters and textures.
It's not really an issue of accuracy. The Doom64 textures are bland and monotonous without the lighting system they were designed for, or at least something reasonably approximating it.

Re: Doom 64 Wad Project [GZDoom]

Posted: Mon Apr 01, 2013 5:35 pm
by Unholypimpin
I should go plug in my N64 and play doom64 to see how they actually look again.

Re: Doom 64 Wad Project [GZDoom]

Posted: Sun Apr 07, 2013 7:47 pm
by armymen12002003
nice i love where this is goin ill be watchin this

Re: Doom 64 Wad Project [GZDoom]

Posted: Sun Apr 07, 2013 9:56 pm
by Unholypimpin
I'm hoping to release the 3 map demo by tonight or tomorrow.