Trench Foot (New article + playable content)

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JacKV64
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Joined: Sat Sep 12, 2020 5:35 am

Re: Trench Foot (Demo released)

Post by JacKV64 »

The Quake 2 enemy voices made me chukle while the imp screams on the underground made me shit my pants haha.
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Mooney
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Re: Trench Foot (Demo released)

Post by Mooney »

Enjay wrote:Personally, I've always found the whole gothic dark religion, templar, emperor fanboy-fantasy aspect of 40K to be puerile nonsense and I really don't get why anyone takes it seriously. I only mention this because it's what has put me off even being interested in, much less trying, this mod for a long time.

However, putting that aside (and, honestly, it doesn't impinge on the game too much anyway), I gave it a go. Result: this mod is pretty amazing and the demo was really good fun. It's pretty tough in places and it really does a good job of capturing the confusion, chaos and bloody nightmare that being in a war situation like that might be. I'm looking forward to seeing more. Great job.
Awww but that's the best bit!

Lol yeah its not for everyone, as a kid I loved the minis but used to hate the whole "space catholicism" flying cathedral stuff. As Ive gotten older though and come back again and again to the books and the lore Ive come to appreciate it.
There is indeed a lot of very silly stuff going on (and just bad writing as well) and I think most people as such don't take it too seriously or are just selective in which bits they engage with.
I do find the concept of blending sci fi with psuedo relgious stuff (hell, demons etc) intriguing in general its partly why I love doom and loved movies like "Event horizion".

Glad you liked it though I've been inspired a lot over the years by your stuff to get into doom modding for a while I was working on something based around your whole "space British vs incan conflict"
I liked that whole ww2/adventure in space vibe I got from those mods.
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Mooney
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Re: Trench Foot (Demo released)

Post by Mooney »

JacKV64 wrote:The Quake 2 enemy voices made me chukle while the imp screams on the underground made me shit my pants haha.
Yeah I'm in the process of editing some replacements for those as well as the tf2 pyro voicelines, they are way too iconic lol

Might keep the quake 4 sounds though...
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gennoveus
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Joined: Sun Sep 24, 2017 12:24 am

Re: Trench Foot (Demo released)

Post by gennoveus »

Hello

Just wanted to pop in to say that this was lots of fun - great atmosphere, world. Guns felt great and enemy design top notch! If I were to add any kind of mild criticism it would be that the map design was very easy to get lost in without looking at the map as there are a lot of very similar areas and rooms. Just a nit-pick, though. The game is already great fun.

Can't wait to see more! :)
Hooten
Posts: 1
Joined: Wed May 20, 2020 1:18 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Trench Foot (Demo released)

Post by Hooten »

Awesome work, i hope for more soon.
Rifle Infantry
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Joined: Sun Sep 20, 2020 7:43 pm

Re: Trench Foot (Demo released)

Post by Rifle Infantry »

Excellent demo, I'd love to play more. The atmosphere is superlative.

Critiques and nitpicks:

* The underground network with the hiding imps and roomfuls of militiamen could use markings or stronger lighting cues on the doors- without the map it would have been impossible to spot them.

* If the enforcers are using the same trench-gun as you, they ought to use the same reloading sounds. I initially confused them with militia riflemen seeing as how it sounds more like they're using a bolt-action rifle.

* It's been said before, but the TF2 Pyro voices on the friendly soldiers are comical especially when you can hear them asking for a dispenser. I did like the Quake 2 enemy sounds.

* Friendly soldiers can get annoying when they block your way and you can accidentally kill them when trying to trench-gun demonflies buzzing your way. Maybe something akin to Brutal Doom's Marine system (i.e. having them be immune to player damage and usually passable through by the player) would help here. Along those lines, they could also receive a slight speed boost- though I think their durability and firepower are perfect as is. It would be interesting seeing future maps with more variants of them aside from riflemen- perhaps trench gun or LMG-armed variants akin to the militia enemies in armament.

* The kick altfire is relatively useless- maybe give it the ability to knock enemies back?
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Mooney
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Re: Trench Foot (Demo released)

Post by Mooney »

Rifle Infantry wrote:Excellent demo, I'd love to play more. The atmosphere is superlative.

Critiques and nitpicks:

* The underground network with the hiding imps and roomfuls of militiamen could use markings or stronger lighting cues on the doors- without the map it would have been impossible to spot them.

* If the enforcers are using the same trench-gun as you, they ought to use the same reloading sounds. I initially confused them with militia riflemen seeing as how it sounds more like they're using a bolt-action rifle.

* It's been said before, but the TF2 Pyro voices on the friendly soldiers are comical especially when you can hear them asking for a dispenser. I did like the Quake 2 enemy sounds.

* Friendly soldiers can get annoying when they block your way and you can accidentally kill them when trying to trench-gun demonflies buzzing your way. Maybe something akin to Brutal Doom's Marine system (i.e. having them be immune to player damage and usually passable through by the player) would help here. Along those lines, they could also receive a slight speed boost- though I think their durability and firepower are perfect as is. It would be interesting seeing future maps with more variants of them aside from riflemen- perhaps trench gun or LMG-armed variants akin to the militia enemies in armament.

* The kick altfire is relatively useless- maybe give it the ability to knock enemies back?
All of those are great points and have either been fixed or are being worked on as we speak.

Small update: Chainsaw berserker, replaces spectre.
berse2rk.png
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Kills_Alone
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Graphics Processor: nVidia (Modern GZDoom)
Location: An 808 State

Re: Trench Foot (Demo released)

Post by Kills_Alone »

Awesome, I really like the look of the new conehead, perhaps he can sell me some Crystal Head Vodka.

In the meantime here is some gameplay:
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Mooney
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Joined: Tue Aug 01, 2017 5:43 pm

Re: Trench Foot (Demo released)

Post by Mooney »

Thanks checked your video out a while back appreciate the exposure!

Should of whacked that on the original post ages ago.

Yeah the mod is heavily inspired by the works of Dan Aykroyd (Ghostbusters being the main example)
Wilkolak141
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Joined: Mon Nov 09, 2020 2:28 pm

Re: Trench Foot (Demo released)

Post by Wilkolak141 »

This is the Doom mod I am honestly looking forward to the most. The oppressive atmosphere, the sounds, the gloominess... perfection!
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ActionAlligator
Posts: 135
Joined: Sat Mar 18, 2017 6:34 am

Re: Trench Foot (Demo released)

Post by ActionAlligator »

Haven't played the demo yet, but the artwork and atmosphere look amazing, dude! It's amazing what some frankenstein work can do to some old pixel art, makes it look brand new. Looking forward to trying it later.
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twelvenipon
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Joined: Sat Apr 29, 2017 7:12 am

Re: Trench Foot (Demo released)

Post by twelvenipon »

Simple but entertaining and atmospheric gameplay, good work at start, hope its grow over time
Some of my suggestion/ ideas :

- Pickups sounds are missing or just so quiet ?
- Destructible chairs and other objects
- Your minions also need to know what the fire is and try to avoid to get burn
- is possible to add some critical hit or armor piercing bullet to weapon with jump to another weapon state with chance, and using different puff
Spoiler:
- monster can use backward movement
Spoiler:
osjclatchford
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Joined: Mon Feb 07, 2011 5:02 am

Re: Trench Foot (Demo released)

Post by osjclatchford »

this is a thing of beauty. I love how its clearly imperialguard vs chaos cultist rebels but at the same time isn't totally, making it its own thing with a sense of familiarity thats just lovely to see/play! that pistol should be annoying but isnt. its a great 'last resort' gun that is actually pretty usefull... would be nice if it had a reload but I can see why it hasn't. would have to be rebalanced to make it at all usefull that way, no?
that shotty, man thats staisfying... makes me feel like a dkok combat-engineer getting stuck-in! :twisted:
theres a certain something about this mod. its that lovely ww1 archaic industrial feel that makes it so gritty and grim and the demonic arcane stuff just fits in like a glove...

also thanks for using my hanging and slumped dead body sprites for this. this is the kind of project i'm stoked to see my stuff in and they really do blend in with the stuff well (if I do say so myself, LOL)

I hope it's not an imposition but I've tweked the 'idle' frame of the shotgun so its less obviously the sg barrel mashed into the ssg rear. the colour felt a little miss-matched so Ive endeavoured to make it look like it belongs together:
trenchfoot_sg_remake.png
also 'cleaned' the rest up a bit to look more integral and more 'designed for purpose' if you know what i mean...


oh, yeah, the tremchgun needs its muzzleflash alligning properly, but I'm sure you noticed that already...

as you can see ive given the choice of either iron sights, suggesting at a gun that is designed and produced at that size or no sights as if its been sawn down instead...
no changes made to the reload as I feel it was not needed.

if you like them, please do use them and let me know here (or via PM) if you want anything else like this done for the project. its the kinda thing thats so interesting and so familiar, with all the 40k vibes, that I could really enjoy getting stuck into contriuting to... ;)
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Mooney
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Re: Trench Foot (Demo released)

Post by Mooney »

@twelvenipon

Thanks for the ideas one of the guys working on this with me are looking at incorporating your 'retreat/fallback' script seems like a pretty cool feature thanks for that!
As for the other ideas pickup sounds are now a thing, npcs move around the fires now, might put in destructable decorations and not too sure about the armor pierce shot as of yet will have to think about it. But thanks for the suggestion still!

@osjclatchford

Thanks for the kind words you nailed what I was going for, we are considering adding a reload to the revolver in the future.


The Trenchgun has undergone significant changes it now features a somewhat quirky "alofs reloading magazine" but none the less I and my friend 4shot have taken a shine to your edit and already begun incorporating it so thanks for that.



Thanks to everyone else for the kind words!
osjclatchford
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Re: Trench Foot (Demo released)

Post by osjclatchford »

Yeah I saw that autoloader thing...
I think that would be a great add-on to the gun rather than a straight replacement.
somehting you could hide in a secret or have in a later level progression.
have it breach loaded to start (perhaps a few tics slower reload)
then find the 'autoloader' later and this would reload faster for you...

thats my twopennith anyhow.

just think that loosing that sweet-ass hand-breach-reload anim would be a real crying shame... thats what I think makes it so satisfying to me...

anyway, If you want me to give the autoloader 'tube' a similar makeover to match my improved barrel just give me a shout.
you wouldn't want it looking all mismatched is all i'm saying... ;)

*edit*
I figured, fuck it just do it so, I've gone and done some work to it:
wip sg.png
the Alofs tube's surface has been completely re-rendered to match the barrel and Ive cleaned up its edges somewhat in the reload frames.
the back of the Alofs tube is also now more consistantly deigned between the idle and reload anims, a simple domed finish.
as well as this, Ive cleaned up the transition between the black gloves and the stock so it looks cleaner and less mspainty...(no offence)
Ive Also added two variant frames on the reload so that the Alofs tube actually has shells in it and then done the same corresponding frames with no shells so once you fire your last shell the chamber is actually empty. (easy enough to code in decorate)
as a final little bonus theres a new pickup sprite (based on my 'slayers legacy' ssg shotgun for major crisis) so it looks more like its own thing and less like an edited doom ssg... comes in two flavours, fullstock and pistol-grip

also had an idea for a drum autoloader as an add-on upgrade too (think akin to the dkok engineer shotties) but with that I'd say pick either one or t'other...
In fact, now Ive gone and done all this work to this one its probably best you do stick to it :) LOL

oh, try these two altered frames for the machinegun too:
MCGNB0.png
MCGNC0.png
they've been edited to add a feel of recoil with a sense of third dimension in the rearward movement towards the player when firing. it adds a lot of life rather than the 'drop the image down the screen a few pixels' trick which can look a little stale or flat... (downloading these will wipe the offsets so just put them with the same offsets as you had for the original ones and they'll look fine)
*end*
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