Project Osiris - Alien Breed 3D for GZDoom (1.0.3)
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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.
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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: Project Osiris - Alien Breed 3D for GZDoom (0.10 BETA)
I didn't find a single mistake here - great game and ingeniously tuned without a BUG.
Nice WORK!
Nice WORK!
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Re: Project Osiris - Alien Breed 3D for GZDoom (0.10 BETA)
This is a tremendous achievement - I'd always thought that AB3D was a pretty good game that got less attention than it deserved thanks to being Amiga only, and because the extremely low resolution made it pretty hard to appreciate retrospectively. I hoped for a source port or modern remake, but assumed it wasn't popular enough to warrant one. So playing this and seeing how accurately the game had been recreated was an absolute joy - the game itself isn't quite as good as I remember, but it's great being able to appreciate the level design without being hamstrung by playing the game at about 5 - 10 fps on my old unexpanded A1200. I honestly can't oversell the effort and artistry here. Thanks!
I have one suggestion for a future version. Would it be possible to have a 'classic' difficulty option? I see that the most recent version has added different difficulty settings, and has added ammo pickups from downed enemies to make it less frustrating, but it would be great to have an option to play it under the old settings (as per v0.9) just to experience a bit of what it was like to play in 1995.
I have one suggestion for a future version. Would it be possible to have a 'classic' difficulty option? I see that the most recent version has added different difficulty settings, and has added ammo pickups from downed enemies to make it less frustrating, but it would be great to have an option to play it under the old settings (as per v0.9) just to experience a bit of what it was like to play in 1995.
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Re: Project Osiris - Alien Breed 3D for GZDoom (0.10 BETA)
I hear you. I get that some players like the changes, and some want a purer experience. Not to say that these are necessarily mutually exclusive either, as options are indeed nice to have! I'll give this some thought.-K- wrote:I have one suggestion for a future version. Would it be possible to have a 'classic' difficulty option? I see that the most recent version has added different difficulty settings, and has added ammo pickups from downed enemies to make it less frustrating, but it would be great to have an option to play it under the old settings (as per v0.9) just to experience a bit of what it was like to play in 1995.
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Re: Project Osiris - Alien Breed 3D for GZDoom (0.10 BETA)
Congratulations on being featured in ICARUSLIV3S' latest Doom mod video! I hope this really popularizes this great mod!
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Re: Project Osiris - Alien Breed 3D for GZDoom (0.10 BETA)
Link for the lazy ones
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Re: Project Osiris - Alien Breed 3D for GZDoom (0.10 BETA)
Hoooo finally. Congrats! Once again, Icarus did some fine review of this neat and retrospective TC.
Oh, and yeah, he points out the mandatory sewer level and... Just see for yourselves.
Oh, and yeah, he points out the mandatory sewer level and... Just see for yourselves.
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Re: Project Osiris - Alien Breed 3D for GZDoom (0.10 BETA)
Yeah I had a slight panic attack upon seeing Icarus had reviewed it! It seems to be mostly positive though, so that's cool. Plus it got a Civvie cameo! I feel special! Even if it was because it had a sewer level. I'll take it!
By the way, as per Icarus's review, I've added MR. BUBZ mode, coming next update! I sure am using my time on this earth wisely!
https://twitter.com/arcturusdeluxe/stat ... 6185296905
That's very kind of you to nominate it. Personally I don't think it's worth a Cacoward, since a lot of it isn't my own work, and it's probably fairer to award people who've made their mods from scratch. Plus some mappers have done incredible stuff with the engine, way beyond what I could do. I really do appreciate the vote of confidence though!Master O wrote:https://www.doomworld.com/forum/topic/1 ... nt-2224593
By the way, as per Icarus's review, I've added MR. BUBZ mode, coming next update! I sure am using my time on this earth wisely!
https://twitter.com/arcturusdeluxe/stat ... 6185296905
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Re: Project Osiris - Alien Breed 3D for GZDoom (0.10 BETA)
Is there meant to be music in 0.10, or has that not yet been implemented?
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Re: Project Osiris - Alien Breed 3D for GZDoom (0.10 BETA)
Partially. By default at the moment the only in-game music is a track that plays during boss fights. The CD32 music is in there if you type "ab3d_music 1" in the console. The new full ambient soundtrack that I'm making for it will be in the next version, and so will the menu options. I wanted to make sure the music switching system works properly before making the option 'official'.Yeetee wrote:Is there meant to be music in 0.10, or has that not yet been implemented?
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Re: Project Osiris - Alien Breed 3D for GZDoom (0.10 BETA)
I love this. The maps are great (I especially like the courtyard) and even though I know you didn't originally design them you did a great job re-creating them into this ultra playable and fun package. Special props for the Amiga mouse cursor btw. Thats super classy.
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Re: Project Osiris - Alien Breed 3D for GZDoom (0.10 BETA)
Oh hello! Nice to see you in here, thanks for the props! The Courtyard was always my favourite level of this game since I was a kid. It took me a while to get far into that map back then because I was using a one-button joystick (for some reason the idea to use keyboard control instead never occured to me?) and it was running at single-digit FPS on my basic A1200, so I was dying a lot. But because the map teases later areas really well, letting you see them but leaving them tantalisingly out of reach, it made it that much more interesting. It was really cool when I finally got on that bridge you see on the way to the yellow key, for example. Probably seems quite basic now, and may be a silly thing to get excited about, but to me this felt like a tangible place that I was discovering and piecing together, it was awesome! So I have a lot of fondness for it.JudgeGroovyman wrote:I love this. The maps are great (I especially like the courtyard) and even though I know you didn't originally design them you did a great job re-creating them into this ultra playable and fun package. Special props for the Amiga mouse cursor btw. Thats super classy.
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Re: Project Osiris - Alien Breed 3D for GZDoom (0.10 BETA)
Outstanding total conversion! It is so cool - and ironic - to be able to play a Doom killer on the very engine of the game it was intended to rival with.
A full-fledged Marathon Trilogy total conversion when?
A full-fledged Marathon Trilogy total conversion when?
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Re: Project Osiris - Alien Breed 3D for GZDoom (0.10 BETA)
STATUS UPDATE
I think I said on here or on Twitter or somewhere that 1.0 should be done before the new year. So much for that. Thanks depression! Anyway, 1.0 is fairly close, though I don't want to put an exact date on it yet. It's pretty much a polishing update, with mostly UI and asset stuff, and only small gameplay changes.
Here are some things:
- Couldn't get the post preview to show the animated gifs, but trust me (or click them to confirm) that these two baddies now have the full 8 angles. I know the Matriarch (the red one) is slightly awkward with its forward/backwards frames, but the original sprites were a little incongruent with eachother, so I had to do my best to bridge the gaps in between. Looks fine in the game though.
- Some people had trouble with the designs of the small ammo boxes, saying they looked too alike. Now they have distinct colours that reflect their contents, and they have brightmaps so the colours stand out.
- The fullscreen HUD has been spruced up a little, the little ammo counter for all your weapons is now connected and it all looks a bit more cohesive. The classic Doom-style status bar is still an option too if you prefer that.
- New soundtrack of course. Here's a tiny snippet of one of the tracks.
The AB3D fans among you will recognise the pulsing bass line from TKG - yep it's based on that, but it's only for that one track. There are 10 new tracks, some of them are reused across two levels. The mood is generally dark electronica, quite slow and downtempo, sometimes to the point of being straight up ambient, but occassionally gets aggressive too. Some scripting has been added to the maps to fade/cut to silence or start music back up at appropriate times as well.
Stay tuned for more things!
I think I said on here or on Twitter or somewhere that 1.0 should be done before the new year. So much for that. Thanks depression! Anyway, 1.0 is fairly close, though I don't want to put an exact date on it yet. It's pretty much a polishing update, with mostly UI and asset stuff, and only small gameplay changes.
Here are some things:
- Couldn't get the post preview to show the animated gifs, but trust me (or click them to confirm) that these two baddies now have the full 8 angles. I know the Matriarch (the red one) is slightly awkward with its forward/backwards frames, but the original sprites were a little incongruent with eachother, so I had to do my best to bridge the gaps in between. Looks fine in the game though.
- Some people had trouble with the designs of the small ammo boxes, saying they looked too alike. Now they have distinct colours that reflect their contents, and they have brightmaps so the colours stand out.
- The fullscreen HUD has been spruced up a little, the little ammo counter for all your weapons is now connected and it all looks a bit more cohesive. The classic Doom-style status bar is still an option too if you prefer that.
- New soundtrack of course. Here's a tiny snippet of one of the tracks.
The AB3D fans among you will recognise the pulsing bass line from TKG - yep it's based on that, but it's only for that one track. There are 10 new tracks, some of them are reused across two levels. The mood is generally dark electronica, quite slow and downtempo, sometimes to the point of being straight up ambient, but occassionally gets aggressive too. Some scripting has been added to the maps to fade/cut to silence or start music back up at appropriate times as well.
Stay tuned for more things!
Thanks! Not played much Marathon myself, so I'm not sure I'm your man for that one!JohnnyTheWolf wrote:Outstanding total conversion! It is so cool - and ironic - to be able to play a Doom killer on the very engine of the game it was intended to rival with.
A full-fledged Marathon Trilogy total conversion when?
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Re: Project Osiris - Alien Breed 3D for GZDoom (0.10 BETA)
NOW that's what i'm talking about! I say the detail and the appearance is definitely like the original and i like them both. Very cool update in general!ArcturusDeluxe wrote:- Couldn't get the post preview to show the animated gifs, but trust me (or click them to confirm) that these two baddies now have the full 8 angles. I know the Matriarch (the red one) is slightly awkward with its forward/backwards frames, but the original sprites were a little incongruent with eachother, so I had to do my best to bridge the gaps in between. Looks fine in the game though.
And now i'm wondering, can we expect to see the new map pack? Like what if Alien Breed had some kind of expansion or community map pack?