Castlevania: Simon's Destiny [V1.4 OUT!]
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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.
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.
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Re: Castlevania: Simon's Destiny
Hmmm... looking at all these screenshots... videos...
I really want to play it already! It'll be a wonderful night to have a curse!
Very, very promising project!
I really want to play it already! It'll be a wonderful night to have a curse!
Very, very promising project!
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Re: Castlevania: Simon's Destiny
Thank you all!
The area before the mummy fight, takes some cues from SOTN
The area before the mummy fight, takes some cues from SOTN
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Re: Castlevania: Simon's Destiny
Perfect! Now all it needs is this helpful sign from the C64 version.
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Re: Castlevania: Simon's Destiny
This is looking rather beautiful! I have always had a soft spot for mods for Doom consisting of Castlevania-based content, including the whip, the enemies, and, best of all, the levels. I agree heavily with you taking cues from SOTN for this. Keep up the great work.
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Re: Castlevania: Simon's Destiny
This project looks quite awesome!
I really would like to play it once you release something , may I ask you something about it? what's your take on the maps designs? I understand you are basing the game on the first Castlevania game, are you doing a direct map conversion or something like that?
I really would like to play it once you release something , may I ask you something about it? what's your take on the maps designs? I understand you are basing the game on the first Castlevania game, are you doing a direct map conversion or something like that?
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Re: Castlevania: Simon's Destiny
Well the dev is useing Castlevania 1 as base but it is not a 1:1 remake since.
1) is 3D to begin with.
2) he is takeing creative liberties to make this new levels. such as fog and more detail desing.
3)And he knows what a GOOD dificulty curve is. trust me. you don't want to fall into pits every 10 seconds.
1) is 3D to begin with.
2) he is takeing creative liberties to make this new levels. such as fog and more detail desing.
3)And he knows what a GOOD dificulty curve is. trust me. you don't want to fall into pits every 10 seconds.
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Re: Castlevania: Simon's Destiny
Pretty good-looking Castlevania Doom mod you got in the making. It really feels like you are playing Castlevania in 3d. One issue I have though is that the stopwatch's timestop doesn't feel right, as the enemies move even when the timestop is still active. I would've written down as a fault with the engine, but a couple of mods have proven that it is possible to have a seamless timestop effect (the timestop in Skelegant's DIO mod and the adrenaline injector in Marrub's Lithium for example).
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Re: Castlevania: Simon's Destiny
Thank you very much, it's not a direct conversion, it's more of a reinterpretation of the classic levels.Firebrand wrote:This project looks quite awesome!
I really would like to play it once you release something , may I ask you something about it? what's your take on the maps designs? I understand you are basing the game on the first Castlevania game, are you doing a direct map conversion or something like that?
Don't worry, i've tweaked it, it now works seamlessly.Smashhacker wrote:Pretty good-looking Castlevania Doom mod you got in the making. It really feels like you are playing Castlevania in 3d. One issue I have though is that the stopwatch's timestop doesn't feel right, as the enemies move even when the timestop is still active. I would've written down as a fault with the engine, but a couple of mods have proven that it is possible to have a seamless timestop effect (the timestop in Skelegant's DIO mod and the adrenaline injector in Marrub's Lithium for example).
Now working on MAP04
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Re: Castlevania: Simon's Destiny
Geez, Batandy. You make some of the best quality partial conversions and you put them out so damn fast. Every single screenshot here looks great.
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Re: Castlevania: Simon's Destiny
Damn right, I wish I was that talented :SScripten wrote:Geez, Batandy. You make some of the best quality partial conversions and you put them out so damn fast. Every single screenshot here looks great.
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Re: Castlevania: Simon's Destiny
This is pretty darn impressive. Looking forward to it.
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Re: Castlevania: Simon's Destiny
:O
Holy crap! I love Castlevania, and this looks amazing!! Cannot wait to play!
Holy crap! I love Castlevania, and this looks amazing!! Cannot wait to play!
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Re: Castlevania: Simon's Destiny
I'm interested in this.
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Re: Castlevania: Simon's Destiny
Cinemassacre's Mike Matei played a closed beta build of the game!
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Re: Castlevania: Simon's Destiny
Hello guys, I'm new hier in the forums. I have seen the playthrough by mike of this awesome mod. You have done an amazing job and I hope this project gets finished soon. I can't wait to play it myself. Keep up the good work.
I want to share with you the cover art that I made for this game. Feel free to use it if you want.
I want to share with you the cover art that I made for this game. Feel free to use it if you want.
Last edited by wildweasel on Sun Sep 24, 2017 8:36 am, edited 1 time in total.
Reason: Image is too large! I've reduced it to a clickable thumbnail in accordance with the image posting rules. Please read them: https://forum.zdoom.org/viewtopic.php?f=48&t=56065
Reason: Image is too large! I've reduced it to a clickable thumbnail in accordance with the image posting rules. Please read them: https://forum.zdoom.org/viewtopic.php?f=48&t=56065