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CURRENT UPDATE: 0.10 (10/10/2020) - see near bottom of this post for changelog
Project Osiris is a remake/reimagining of the Amiga FPS game Alien Breed 3D, using the GZDoom engine.
Alien Breed 3D was a valiant attempt at basically creating Doom but for the Amiga, a machine that really wasn't suited for such tasks. The pixels were huge and the viewport was tiny, but it was a technically impressive 3D shooter considering the limitations. It even had some features over Doom - the water effects were amazing and it supported 3D floors and even texture mapped models. It was my first real experience of a texture mapped first person world so it was somewhat of a revelation to me. It may not be anywhere near as tightly designed as Doom (honestly some of maps are pretty bad), but I have a lot of nostalgia for it, and it has a place in my heart.
So, I decided my first major Doom engine project would be to recreate it and also, ideally, iron out some of the issues of the original. Having seen a few other attempts at remaking this game not reach fruition, I thought I'd step up to the plate and have a go at it myself!
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Features
All 16 maps from the original game converted and adapted. The maps have generally been given additional monsters, tweaked item placement and even some extra shortcuts and surprises, but they are also still close the originals, for better or worse in some cases.
New textures and visual effects have been added. Dynamic lighting is used on many objects and some areas of the maps now have coloured lighting where appropriate. Additional textures have been added to denote teleporters, and doors that require switches to open (very handy on MAP11!)
New HUD, designed not to take up most of the screen this time! It now fits into a familiar Doom status bar format, or a fullscreen HUD if you prefer maximum viewage potential.
All 5 weapons from the original game, including new redrawn graphics and visual effects - also an additional one that didn't make it into the original game, the knife, for when you're out of ammo or you just feel like getting stabby. You can also switch back to the old weapon graphics if you're a fan of the hugest pixels!
Body armor and map terminal powerups have been added. Body armor absorbs damage like normal (at a rate of 33%) The map terminals reveal the full automap when activated.
All the original aliens are present and are angrier than ever. Many of them now have diagonal angle views (the original game only had side, front and back,) some now have death animations where they didn't before, and some have been completely overhauled graphically. The two boss enemies are also back, now with new mechanics! Look out for those in MAP08 and MAP16.
A few music tracks made by me, remixed from music originally made for the game but was missing in some versions. Also lots of additional sound effects added, some of which I'm actually legally allowed to use!
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Screenshots
Spoiler:
v0.10 screenshots
v0.8 screenshots - Shots from the original game have been inset for comparison - yes that was the real resolution of the game, in fact at a 1:1 scale the shots were too small to see properly.
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Q/A
Do I need a Doom 2 WAD to run this game? Nope! Just run gzdoom.exe in the zip or just run the IPK3 like you would an IWAD.
Is this a 1:1 remake of the original AB3D? No, lots of things are different either on purpose to hopefully improve the experience for a modern audience, or due to limitations of the engine or my coding ability.
Why is there a copy of GZDoom in the download? I expect people from the Amiga community who aren't necessarily into the Doom modding scene might be playing it, and I wanted to make things easier on them. Please note the included release is for Windows 64-bit. If you're running GZDoom already, feel free to just move the ipk3 into your usual place. Be sure to run it as an IWAD, it's its own game! Look at the included PLEASE READ THIS for recommended settings (basically turn on dynamic lights and shadowmaps, and use Doom sector lighting)
Why is it called Project Osiris? Can't remember if it's made clear in the game, but the planet you're on is Osiris III and the base is called Osiris Base. It's in the original manual. There's also a reference to "Project Osiris" as some sort of experimental research with aliens going on in the base.
Is it finished? All the content from the original game and more is in there, and you can play all the way to the end credits. Currently I'm working on a new soundtrack for the game, and alongside some other minor tweaks. These will be part of the next release, 1.0, which will mark the project as basically complete. I also plan to add more maps from coverdisk demos of the game, but these have a different visual style and different enemies and weapons, so they will take some more time to finish. Look out for these in a post-launch update in the future!
Can you do Alien Breed 3D 2: The Killing Grounds next? Nah, I was never really a fan of it, so the nostalgia isn't there for me. Sorry!
Something is wrong and/or broken and this game is bad and you should feel bad Like I said this is my first Doom engine project and the first time I've released a big project to the world in general. I really don't know what I'm doing so bear with me if you're having problems!
Thanks to Rayman the Hedgehog (he's on these forums somewhere) for helping me out with the map conversion process and offering some coding/design input. There are further credits given inside the .ipk3 and/or during the end credits roll of the game.
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Changelog
Spoiler:
0.10 - Added definitions and menu entries for new difficulty levels, hard mode replaces all enemies with slightly faster and more aggressive variants, and additional enemies will spawn in the maps, easy mode makes enemies do less damage - Added new item pickup graphics (including brightmaps where appropriate) - Added option to switch between old and new pickup graphics - Added ammo drops (with new gfx) for the Troopers, giving you some ammo back depending on the trooper type - Decreased Troopers and Shotgun Troopers healths from 80 to 50 and 100 to 80 respectively - Increased enemy damage across the board slightly, and sped up enemy projectiles, to help balance out the difficulty levels. - Increased grenade launcher power from 120-135 to 125-140 - Added new shinier first person shotgun sprites - Adjusted reload animation of the shotgun so it syncs with the sound better - Tweaked the grenade launcher sprite - Added new grenade projectile graphics to be less like a hand grenade - Made new weapon sprites for when you run out of ammo. All weapons now have some indication of being empty - Adjusted the bobbing speed and range of all weapons - Added new death animation frames to the Red Alien courtesy of Kinsie - Added lots of new blood sprites and monster-specific gibs - Monster gibs now land on the floor and remain for a while before fading out - Added various new textures to hopefully improve map aesthetics - Added a slight dynamic light glow to the Plasma Trooper to help them stand out in areas using the TECHNOD2/3 texture - Toned down the brightmaps a bit for TECHNOD2/3 - Fixed brightmap for TELEPOR1 texture - was misassigned in GLDEFS - Flame Shooters now have a radius of effect and do a lot more damage - Fixed a problem with Eyeball corpses landing on other monsters heads, very noticable in MAP12 - Fixed a problem where Eyeballs and Spawnlings would stop hovering up and down if they reach the floor - Fixed a problem when firing the rocket launcher at a lower wall, some of the explosion sprites would sometimes appear up on the floor above - Adjusted the SMALLFONT (used for text intros and in-game messages) with anti-aliasing and a full outline for readability - Adjusted the BIGFONT, removed the gradient and adjusted the anti-aliasing - Added weapon numbers with owned/selected highlighting effects to the fullscreen HUD ammo counters - Added new coloured messages and sound for locked keycard doors - Added new sound effects for the menu - Added missing footstep sound definitions for some flats - Player now makes splash noises instead of footsteps when wading through water - Pickup messages now state how much ammo/health/armor added - Added CD32 soundtrack option - not 'officially' supported until the new soundtrack is finished, but currently available via CVAR ab3d_music
MAP CHANGES - Made balancing edits across all maps to enemy and pickup positioning, while adding support for the difficulty levels - Added new secret areas to most maps and aesthetic changes to all maps - MAP02: Changed the second curved staircase near start so that you just drop into the room, with a switch to raise the stairs further in. This is to stop you just sitting on the stairs and picking off enemies - MAP02: Outdoor area now makes physical sense! You can now see the outer wall of the base above the outdoor tunnels section with the eyeball - MAP03: Added an upper ledge to the Shotgun room - MAP03: Added some seperating walls in the light room with the diagonal corner step, to make it more interesting - MAP03: The large dark flooded computer room with the central oddly-shaped platform is now entered via a drop, to keep the player in the room. Previous areas can be returned to via a staircase added to the next outdoor area - MAP03: Added a central pillar to the blue stone room before the final swim. - MAP04: Added more height and visual interest to the upper outdoor area - MAP06: The switch in the first pit, to open the big metal door, has it's own little structure now and no longer on the side of the elevator, to help the player know the switch affects the door and not the elevator - MAP06: There is no longer has a Spawner enemy at the end. This is so that enemies are introduced more gradually throughout the game. The Spawner is now introduced on MAP10 - MAP07: Added a little new area in the long lower corridor, just to break it up a bit - MAP09: Map has been restructured so that the previously isolated areas connected only by teleports are now physically connected. This hopefully gives the map a much more coherent feel. Final arena is still entered by teleport, but there is a passage back outside from within - MAP09: The outdoor area of has been given a height increase and some added landscaping, for more of a sense of scale - MAP09: Yellow key door has been moved to give the outdoor area tighter direction, and beyond that, the final outdoor area now has an extra fight, with switches locking the next door to keep the player in the arena for a while - MAP11: Darkened the lighting and added more detail to the rooms - MAP12: Made the final arena an ambush trap that is slightly harder to escape, and removed the peephole - MAP13: Made a lot of edits to the maze to open it up and make it easier to navigate and look more visually interesting. There are now three larger rooms in the maze that require visiting before leaving for the outdoor area - MAP13: The large outdoor final area now contains piles of crates to make the combat a bit more interesting, and not just a wide open space. Similarly some crates were added to the first area with the Spawner(s), to give the player cover - MAP14: Removed a superfluous switch beyond the red key door after the first water area, and just made the door back to the beginning a one-way door - MAP14: Fixed some teleporters being one-use only - MAP15: Added some tremors to enforce the narrative, in which you've overloaded the reactor core, no real gameplay effect
0.9
(Changes by Ozymandias81)
- Added black/white brightmaps for sprites and textures - Added yellow eyes to GreenAlien to make it stand out better in the dark - Added Off variant of AB3DTechLamp - Converted all flac/wav sounds into ogg format - Externalized all pickup messages and obituaries inside Language lump - Nested all brightmaps using Materials folder (not compatible with Zandronum) - Reworked the whole pk3 structure using folders without any WAD like dummy lumps - Unified all Language lumps into one
(Changes by ArcturusDeluxe)
- Edited texture AFLAT9 to be less 'liney' - Added some coloured versions of AFLAT6 - Added a non-lit variation of AFLAT3 - Added new ceiling geometry to some areas where AFLAT3 is used, redesigned them to use the non-lit version and added discrete ceiling lights, so it doesn't look misaligned - Made some non-brightmapped versions of textures and swapped them out in certain places - Changed MAP02 grenade launcher area to have more room, also the grenade shaft becomes a staircase after pressing the switches so you can return to earlier areas - Made MAP08 secret to lower green key pillar more obvious - Added a bit of extra ammo to MAP10, MAP14 and MAP15 - Made some changes to texture choices and alignments to various maps - Tweaked some of Ozy's brightmaps and added some for the Tree spawns and explosive barrels. - Tech lamps are now shootable and will lose their dynamic light if destroyed. - Added new higher-res explosion sprites - Converted all DECORATE actors to ZScript - Increased the movement speed of Half-Worms - Increased speed and attack rate of the doggos - Increased the fire rate and projectile speed of Plasma Gun - Increased spawning speed of the tentacle thingies - Decreased radius for plasma projectiles - Decreased trooper pain chance - Changed grenade launcher trajectory to fire further/higher but bounce less - Added option to disable weapon sway (turning it right down the normal way in GZDoom seems to be bugged? So added this instead!) - Added option to disable weapon flashes (for both you and the enemy) - Added option to select original Rocket Launcher sprite - Edited message for Automap terminal - Changed 'Mouse2 to continue' message to appear instantly - Disabled auto-aim in the config of GZDoom build
0.8.2
- Fixed MAP06 not working if you have story texts turned off - Added a reminder of what the use key is at the first door of MAP01 - Bound Use to E as well as mouse2 in the included GZDoom build
0.8.1
- Fixed lifts with 'repeatable action' left untagged in MAP10 and MAP12 - Made the big door to the blue key less obscure in MAP10, it's now lit up with lamps - Replaced a door texture with grey locked version in MAP11 - Increased the default brightness in the included GZDoom build - Fixed some typos in the intro texts (not my fault, they were there in the original!) - Removed game_support.pk3 and added sounds from it into pk3 - Added 'paused' graphic for when player presses pause
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Download Project Osiris v0.10 BETA Note: Please run the game as an IWAD. Just put it next to doom2.wad and the rest, GZDoom will pick it up as it's own game, or add the game as an IWAD to your launcher of choice.
Seems very nice so far. I've only played the first two maps but it's been fun.
BTW, if your game is meant to be entirely stand alone you can delete the game_support.pk3 file from your distribution. That will prevent the exe detecting GOG and Steam installs of Doom (etc) and opening the IWAD selection dialogue.
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
Very nice, I was waiting for a complete Alien Breed 3D TC for years, as all other attempts have been abandoned over time. I expect you to open a thread over at the English Amiga Board as well
ArcturusDeluxe wrote:Why is the shotgun both pump action and double barreled? The original was like that. I dunno. It's a future space shotgun?
A weapon like this was called a "Moe Szyslak Special" on tvtropes.org. Quake II has a similar shotgun. Rule of cool, eh?
by SallazarSpellcaster » Sat Feb 29, 2020 12:53 am
Cherno wrote:Very nice, I was waiting for a complete Alien Breed 3D TC for years, as all other attempts have been abandoned over time. I expect you to open a thread over at the English Amiga Board as well
ArcturusDeluxe wrote:Why is the shotgun both pump action and double barreled? The original was like that. I dunno. It's a future space shotgun?
A weapon like this was called a "Moe Szyslak Special" on tvtropes.org. Quake II has a similar shotgun. Rule of cool, eh?
There's a real shotgun called the DP-12 - an actual double-barrel, pump action shotgun produced by Standard Manufacturing; it's fed through the back, holding 2 shells in its chamber, with another 7 and 7 in reserve for each barrel, letting it hold a max total of 16 shells. It looks nearly identical in shape to the Quake II shotgun, the only difference is that it only fires one barrel at a time, instead of both, before cycling - it does load the two barrels at the same time, however. It could, in theory, be modified to fire both barrels at once -though that would dislocate a normal person's shoulder.-
Damn someone resurrected this finally, awesome ArcturusDeluxe ! After the little Gloom TC this is abfantastic news, hope something for similar for Breathless will happen one day, so we will get all 3 best Amiga fps exported to GZDoom. Nowadays in a modern Amiga X5000 with gpu you can even play Quake 3 or RTCW, and on pc you can install AmiKit 8 and with proper configured plugins even run mentioned FPS from there, but this is different since it feels like a remastered HD port and that's cool. Can't wait to play it when I have time, commenting here to pin the thread and not forget it
Last edited by Ozymandias81 on Sun Mar 01, 2020 10:34 am, edited 1 time in total.
Thank you so much for making this. I ended up playing until 4 am this morning! My girlfriend wasn't impressed but I was.
I've only played up to level 8 but everything seems great so far. The sprite work is really well done. I feel the game could benefit from some brightmaps for, say, the monitor screens etc. Though that's obviously something that could come down the line.
Here's hoping we see some custom maps made for this. That'd be super cool. Perhaps a community project later on?
Anyway, from a former Miggy stalwart, thanks again for making an old man feel young again.
Thanks guys, I just updated it with a few fixes to potentially game-breaking bugs with lifts, as well as removing the game_support.pk3 as Enjay said (thanks for the heads up!). Also, most crucially of all, fixed some minor typos in some of the intro story texts. It's like a whole new game! (not really)
I think this is pretty much a perfect TC so far, which keeps the look and feel of the original game intact, while adjusting and improving where it makes sense. You should certainly be proud of your work! My thoughts in detail:
The lighting of the maps is excellent and you did a great job replicating the smooth transitions between light and shadow.
Speaking of which, When playing the original game I seem to remember, due to the pixelated nature, that in faraway dark areas, you could always see some pixels of the enemies moving in the dark distance. I think that for this reason, this TC would benefit from brightmaps tremendously, as has been suggested above. Eyes for the beholder and dogs, and so on. Also, the computer screens would also look nice with brightmaps, and even better, some simple animation.
The difficulty felt right; enemies hit hard and can overwhelm you if you are not careful. Medkits are in the right places and not overly abundant, as it should be. This is a very old-school type of game where you really need make sure that you don't waste any healing items and remember where you left some in case you need to go back when low on health.
I think I only found armor several levels in; might be an idea to include it in earlier levels.
Ammo felt about right as well. I always had either shells or cells when the shotgun or plasma gun ran out.
The shotgun sprite felt weakest to me, if any gun could use improvement, I think it's this one. Maybe add some more sheen to it? The standard rifle looks great, especially since you kept that white muzzleflash. It tends to stunlock the alien soldiers, though. Maybe decrease their painchance?
The grenades are exremely bouncy and they are not fired very far, this felt very annoying to me. I wished they would have a tiny bit more range and would bounce less.
The dogs seemed to be more dangerous in the original game; here, they are more of a nuisance since I think they are slightly slower, and attack less often.
The snails are very slow, this is probably true to the original game, but it makes them less of a threat.
In level 8, I liked that you barred the way to the upper platform; it makes the fight against the walker far more suspenseful.
I found the brown water in the sewer level (2?) less appealing than the blue water that is used throughout the game; It does fit a sewer, though. The blueish tint when underwater could be more pronounced.
The default interact key could be bound to "E" as well as Mouse2.
Overall, again, a great accomplishment which brings everything to the table, even details like the level start text.
I just played this up to level 10, and I seem to be stuck. I collected the red and yellow keys, opened the red door and now I've got nowhere else to go. The green and blue keys are nowhere to be found. The snail monster behind the red door dropped nothing.
Thanks for all the feedback Cherno! I'll definitely take it all on board.
Cherno wrote:I just played this up to level 10, and I seem to be stuck. I collected the red and yellow keys, opened the red door and now I've got nowhere else to go. The green and blue keys are nowhere to be found. The snail monster behind the red door dropped nothing.
There's a quite big but very dimly lit door in the dark computer area before where you collect the yellow key in the big room with the elevator and the flamethrower. I've highlighted it with lamps in the latest patch I put out today, as someone else got stuck in the same place. Sorry about that!
OH MY GOD! I'll give it a chance as soon as I can It looks cool from the screenshots already ^^
UPDATE: At the moment some proportions look off , but it may be for the aspect ratio. The new weapon sprites looks like they lack detail as well considering that they have a higher resolution now (Looking at the shotgun principally) ... Regardless looks cool still !
The corpses of flying monsters (Beholders) tend to fall down onto still-living monsters, I have looked at their code but they do the same stuff that Cacos do in their death state, so I'M not sure what could be the cause.