[WIP] Doom: Another World

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What kind of environments would you like to see in the finished TC?

Poll ended at Thu Nov 27, 2014 5:39 pm

Direct translation of Another World's scenes into ZDoom
0
No votes
Linear series of puzzles as in Another World
1
7%
Open-ended maps that encourage exploration as in Unreal
2
13%
Mix in all of the above
12
80%
None of the above (please explain with a post)
0
No votes
 
Total votes: 15

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Reactor
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Re: [WIP(?)] Doom: Another World

Post by Reactor »

Go for it, SidDoyle, I'd love to see Another World brought to life in 3-D!

(and finally, I could actually aim UPWARDS and kill those tentacle monsters in the caverns! Those were damn annoying)
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Josh771
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Re: [WIP(?)] Doom: Another World

Post by Josh771 »

You may want to redownload the mod if you just grabbed it. I've been tweaking it some more because the challenge of the mod was bordering on impossible; I only want it to feel impossible, heheh. :)

I think zombies' reaction times were a little bit too unfair, so I've given them longer pauses before they can deploy their initial shields. However, I also noticed that luring a zombie around a corner made them too easy of prey; I've mitigated this slightly by making them chase you more quickly when you break LOS.

EDIT: Just made another tweak. The first charge level should have been faster by about 3 tics, I believe. Trying for 100% accuracy on some aspects is easier than on others, heh.
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Combine_Kegan
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Re: [WIP(?)] Doom: Another World

Post by Combine_Kegan »

Out of this world is a great game and you've done a fine job of replicating that badass pistol
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Josh771
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Re: [WIP(?)] Doom: Another World

Post by Josh771 »

Combine_Kegan wrote:Out of this world is a great game and you've done a fine job of replicating that badass pistol
Thanks! :) I'm nearly done with tweaking combat-related things and may start trying to convert the shotgun guy (and maybe chaingun guy) into aliens. Shotgun guy will do well for the generic grunts (with and without helmets) and I suspect the chaingun guy would make a great base for the hooded fellow with the rifle near the start of the game.

It's a lot of work, but I'm going to at least give it a shot. Spriting takes a special kind of patience of which I often find myself in short supply. This would be well worth the finished product, though.

EDIT: Just touched-up and re-handed the gun sprites.
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Combine_Kegan
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Re: [WIP(?)] Doom: Another World

Post by Combine_Kegan »

I'm really like the more tactical focus on this. But you may want to have the enemy lasers travel a little slower for fairness sake. You're working on a 3D plane here and there are blind spots.

also needs that charred and blackened skeleton death and the death tune that plays when the hero dies when you get laser'd
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Josh771
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Re: [WIP(?)] Doom: Another World

Post by Josh771 »

Combine_Kegan wrote:I'm really like the more tactical focus on this. But you may want to have the enemy lasers travel a little slower for fairness sake. You're working on a 3D plane here and there are blind spots.

also needs that charred and blackened skeleton death and the death tune that plays when the hero dies when you get laser'd
I'd given some thought to slowing down enemy lasers. In the end, I'd rather tweak monster behaviors to make things more playable and eventually have maps tailored to this sort of gunplay, but in the meantime I can certainly try tweaks like that.

I can probably put together the skeletal death animation if I don't bother to do it in any higher level of detail than the original game. In fact, I might be able to pull off monsters and player sprites if I just try to base them on screenshots of Another World / Out of this World. Don't remember a death tune; I seem to recall just a matter of fact death followed by loading a checkpoint. I played the game on the PC back in the day; perhaps you played on console? I never had the opportunity to play (nor the knowledge of, until recently) any other ports.

Also, just a neat thought: I'm thinking about making the player color affect Lester's hair. Hehe. Deathmatch and coop could both be so amazing with this, I think. Too bad I'm on a satellite connection.
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Re: [WIP(?)] Doom: Another World

Post by wildweasel »

SidDoyle wrote:Don't remember a death tune; I seem to recall just a matter of fact death followed by loading a checkpoint. I played the game on the PC back in the day; perhaps you played on console? I never had the opportunity to play (nor the knowledge of, until recently) any other ports.
Yeah, the SNES and 3DO versions had unique soundtracks to them; possibly the Sega CD version as well...
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RikohZX
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Re: [WIP(?)] Doom: Another World

Post by RikohZX »

wildweasel wrote:
SidDoyle wrote:Don't remember a death tune; I seem to recall just a matter of fact death followed by loading a checkpoint. I played the game on the PC back in the day; perhaps you played on console? I never had the opportunity to play (nor the knowledge of, until recently) any other ports.
Yeah, the SNES and 3DO versions had unique soundtracks to them; possibly the Sega CD version as well...
Albeit that wasn't the creator's original intent. Eric Chahi wanted an atmospheric adventure, and Interplay wanted a cinematic one for American audiences. Poor guy had to go through hell with them, and the sequel just sorta butchered his vision further.
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Combine_Kegan
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Re: [WIP(?)] Doom: Another World

Post by Combine_Kegan »

That would explain it. My Out of This world experience was on the SNES. I still think it and Flashback are some of my favorite games of this genre
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Re: [WIP(?)] Doom: Another World

Post by Reactor »

The sequel was horrendously bad. It's far too difficult, unenjoyable, and completely illogical at several points.
Another World also had ambiance sound-effects here and there, that'll be easy to make. Remastering the soundtrack will be harder, the endgame tune is mah favourite though :) :)
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Re: [WIP(?)] Doom: Another World

Post by Josh771 »

A belated update announcement! I've slowed down enemy lasers and made a nifty new menu title image (M_DOOM). I've also upscaled zombies a little bit and remapped the colours on shotgun guys in an attempt to make things feel a little more Another World-ish. If someone could take the shotgun guy I have now and make another version with a pistol, or if someone could take the commando w/ rifle sprites floating around out there and make a hooded alien, I'd be super grateful. :) But until then, I'll probably only manage these recolors.

Oh, the player is also now immune to damage floors, since Doom is designed with areas where the player must traverse them at risk to his own health. I may make this a compatibility CVar in the future, in case maps are designed specifically for this which make use of damage floors.
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Re: [WIP(?)] Doom: Another World

Post by Josh771 »

A new update, focused on making the mod more faithful to Another World!

I have made the pistol use ammunition now and added the blinking light indicator from the original game. A very well charged pistol has no indicator light active. If the light is blinking, the charge is about halfway gone. The faster the blink, the lower the charge. A solid green light is bad news; a solid red one is worse, as it means the gun is completely dried up. Placing a shield uses 10x the charge of a single shot. A charged shot uses 120x the charge in addition to the 10x needed to pass the shield stage. All in all, charge shots will drain your gun quickly.

Charged shots are no longer +RIPPER and no longer use A_Explode, requiring a direct hit. However, a charged shot will instantly destroy any shield it hits, which makes it still a very tactical option, although not ammo-friendly.

I have reluctantly added ammo drops which may be found replacing health pickups or dropped from some enemies.

All in all, this is a bunch of guesswork as far as the ammo numbers go. If someone has inside knowledge of the gun from Another World, I'd appreciate their insight, otherwise it's just going to be a bunch of playing with balance.
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Hetdegon
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Re: [WIP(?)] Doom: Another World

Post by Hetdegon »

Oh la la, how interesting.
Played a bit with an earlier version for 5 minutes and could feel the pain. Although the ammo...didn't the original game only really run out of ammo in very specific points? (as in a literal plot device)
I remember spamming the gun several times out of those key stages without it showing any signs of getting depleted, but it might be my memory playing tricks on me. Considering the average Doom level has like 100x more enemies than Another World (1000x if it's modern), it seems kind of odd.
Other than that, pretty good, fairly difficult. Needs more Friend.
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Re: [WIP(?)] Doom: Another World

Post by Josh771 »

Hetdegon wrote:Oh la la, how interesting.
Played a bit with an earlier version for 5 minutes and could feel the pain. Although the ammo...didn't the original game only really run out of ammo in very specific points? (as in a literal plot device)
I remember spamming the gun several times out of those key stages without it showing any signs of getting depleted, but it might be my memory playing tricks on me. Considering the average Doom level has like 100x more enemies than Another World (1000x if it's modern), it seems kind of odd.
Other than that, pretty good, fairly difficult. Needs more Friend.
Yeah, I'm not sure if the ammo running out was actually tied to plot. For instance, I believe a single fully charged shot depletes the pistol when you first find it in the prison block. So I suspect the charging chambers gave the gun a finite amount of charge, although I imagine that charge was quite large.

As far as Buddy goes, I'm not sure how I'd add him. That would be interesting, but short of making him respawn it'll just be Buddy rushing out, shooting a few times, and dying. Even if he only joins you at the start of the map, he'll be dead in no time. I think I'll save adding Buddy for a much later stage, like if I have scripted story maps.

Anyway, glad you liked it and found it difficult. I want it to be a challenge, but not impossible. :)
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Re: [WIP] Doom: Another World

Post by Reactor »

Unfortunately not...in the original game, you could ran out of ammo every now and then, especially after usin' the megablast several times. There is a reloading chamber at the part where you need to hit the guard below with the green globe, but that's about it. I believe however, if you died, your gun was recharged fully back when you started from a checkpoint as you couldn't really save in that game. So you could actually trick the game if you ran out of ammo.

So either ammo pickups or occasional recharging chambers can work.

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