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Presenting Totems. A series of maps based around buffed up enemies.
I’m a big fan of Doom Eternal and in particular a monster called the spirit. For those of you who haven’t played Eternal the spirit is a monster that doesn’t attack the player directly, instead it possesses a nearby monster making it stronger and more dangerous. I wanted to see if I could backport it to OG Doom and this is my attempt. I didn’t stop at the spirit and also recreated the buff totems (which buff monsters within a certain radius) and the screechers (which if killed give a major buff to monsters around them).
These aren’t 1:1 recreations and have instead been balanced around the gameplay of classic Doom.
I have made this set of maps to show them off but also to be a fun set of maps in their own right. All feedback welcomed.
1 main episode of 6 maps followed by a final boss.
2 secret maps.
1 bonus map that I couldn’t fit into the main episode.
2 new difficulty levels: The Gold Standard and Unbalanced Randomiser.
1 map for Chex Quest 3.
Buffs are applied dynamically. This means they should work with any custom monster. Or monsters from any iwad, I made the Chex3 map mainly to prove that point.
Totems and buffs
Spoiler:
Buff Totems – makes monsters in the surrounding area faster, like in Nightmare of if using the -fast command line parameter. Also gives a small increase to health and damage output. This buff goes away if the monster moves out of range of the totem or if the totem is destroyed.
Blur – makes monsters partially invisible like the Spectre. Can be applied to any monster directly or be granted by a Blur Totem.
Nightmare – Based on the Nightmare Spectre from Playstation Doom, this gives monsters a subtractive render style and makes them slightly tougher. Can be applied to any monster directly or be granted by a Nightmare Totem.
Spirit – possesses nearby monsters making them faster and more aggressive. A possessed monster will never enter it’s pain state. If the possessed monster is killed the spirit is released and looks for something else to possess. While the spirit is in the open it is vulnerable to the plasma rifle and can be killed. There is a CVAR; Spirit_AnythingCanDamage, which can be turned on to allow any weapon to damage the spirit if you prefer.
Flame Spirit – similar to the regular spirit but a possessed monster’s attacks will deal fire damage. Can be killed with any weapon by default. Unlike the regular spirit the flame spirit will start attacking the player directly if it can’t find anything to possess.
Ice Spirit – like the fire spirit but attacks do ice damage.
Toxic – a toxic monster, identified by it’s tasteless green and purple colouration, will release a damaging cloud of toxic gas whenever it attacks. A larger cloud is released on death. These clouds will dissipate after a short time.
Gold – a gold monster has slightly more health and deals slightly more damage.
Screecher – indicated by a purple ring, a monster that is a screecher will buff any monsters around it when killed. This buff is much stronger than the buff from a totem or spirit so it is recommended to avoid killing the screecher while there are other monsters around.
Buffing Archvile – behaves like a regular Archvile but any monster it resurrects is also buffed. The buff given is the same as that given by a buff totem.
Shield – a shield wielded by a monster for defence. Metal shields are fairly weak and can be easily destroyed. Blue shields are stronger but are weak to plasma. Yellow shields are indestructible. The shield itself is an actual object in the world with it’s own hitbox so through careful aiming, splash damage, etc it is possible to hit the monster behind it.
New difficulty modes
The Gold Standard – all enemies get the gold buff, except Spectres which get the Nightmare buff. All Archviles are replaced with buffing Archviles.
Unbalanced Randomiser – all enemies have a ¼ chance of receiving a random buff with a further ¼ chance that the buff is being possessed by a spirit. As the name suggests which buffs you get and where is not at all balanced and could end up being not even remotely fair.
CVARs
Spirit_AnythingCanDamage – Server, boolean, default is false. If true any weapon can damage a spirit, if false only weapons with the plasma damage type. If false the normal projectiles fired by the plasma rifle are given the plasma damage type.
GoldStandard_Visuals – Server, boolean, default is true. Affects if enemies appear gold when playing on The Gold Standard difficulty. If true they do, if false they are their normal colours. The actual buffs they get are the same regardless.
How to play
Requires GZDoom. Should work on any version 4.5.0 or higher, last tested on version 4.8.2 (the latest at time of writing).
There are 2 files Totems.pk3 and TotemsMaps.pk3 and they need to be loaded in that order. Totems.pk3 can be used by itself if you want to play the new difficulty modes on the default maps or any other map pack.
Should be played with the Doom2 iwad for the main maps, or the Chex3 iwad for the Chex map. The Chex map requires jumping to complete. The Doom maps do not require jumping but are designed around the fact that you can, so jumping shouldn’t skip or break anything.
100% kills should be possible in all maps, if it isn’t I consider that a bug, but I haven’t really designed for it. Some maps do have points of no return.
100% secrets is designed for.
All maps can be completed from pistol start if that’s what you’re into.
Both the totems and the maps should be compatible with most gameplay mods. However the maps do rely quite heavily on thing specials and I have noticed that some mods break these. If there is a specific gameplay mod you notice this breaks with let me know and I can try and come up with a fix, no promises though.
Can I use the totems in my own project?
Yes!
First you will will need to give the objects DoomEd Numbers. You are welcome to copy those in the MAPINFO in TotemsMaps.pk3 but I added each of these as I was making them with some custom monsters used in the maps mixed in so the order is not particularly logical. Once you have done this and they appear in your editor of choice they are ready to be used.
The buff giver objects should be placed on the monster you want to give that buff to. That’s it. The same goes with the spirits. The spirits activate as soon as the map is loaded and will possess the nearest monster they find so if you want the player to actually see the spirit before the possession occurs you will need to spawn it in with a script or something.
The totems can be placed anywhere. They will buff anything within 640 map units, or if you want to a larger/smaller range you can set this in the objects Arg0. Be aware this range is not blocked by anything including walls, doors and null sectors.
If you want to edit, or copy bits of the zscript that makes it all work that’s also perfectly fine but fair warning; I haven’t done a great job of keeping it all readable. Also there may well be an updated version coming later based on any feedback I get, either bugs or around general balance.
Credits
(also included in the pk3)
Spoiler:
I have tried to credit every resource used in this mod below. Listed in no particular order. If you believe I have used your (or anyone's) work without proper credit please let me know, either on the zdoom forum or wherever you downloaded this mod from.
Uses resources from DOOM 4 VANILLA - D4V, I have copied it's entire credits below:
made by Noiser\Phobos867
Statusbar from Back to Saturn X by ptoing and esselfortium
Splash effects by Enjay
DMXOPL by Csonicgo
Doom Slayer mugshot by Xtor98
Weapon sprites by Neccronixis and Franco Tieppo
Marble textures imported from simploo sprites
Music by Nabernizer, Immorpher, Viscra Maelstrom, Frankibo, PRIMEVAL
Item sprites from Death Foretold (DBThanatos) and ARGENT (Xaser)
Some visual effects and sounds from Death Foretold by DBThanatos
Other textures by me, IMX, deathride58 and Cage
Enemy sprites by me or edited from:
- Merser433 (Cacodemon)
- DrPySpy (Spider Mastermind)
- simploo (Cyberdemon)
- Franco Tieppo (Gore Nest, barrels and more)
- Amuscaria (the original Corpulent, lots of effects and more)
Map 07, E2M8 and E3M8 edited from the Freedoom community
E4M6 and E4M8 is from Eternal Damnation by DMPhobos
SPECIAL THANKS:
Id Software
Khorus, Erik Alm and Crunchynut44
DBThanatos and Major Cooke
Andrew "Linguica" Stine
Dennis "Exl" Meuwissen
The Doom community as a whole
The specific resources used include (in no particular order):
Spirit aka Summoner sounds
Unwilling sprites and sounds
-----Spirit/Summoner Sprites-----
Eriance/Amuscaria, Id Software
-----ZombieFodder-----
Submitted: Horror Movie Guy
Decorate*: Horror Movie Guy
Sounds: id Software, Raven Software
Sprites: Vader, Raven Software
Sprite Edit: Finalizer, Horror Movie Guy
Idea Base: Classic movie zombie, Doom 4's "possessed" enemy, Quake's Zombie
*converted to zcript with some additional changes by me
-----Allied Marines-----
(I made use of the sprites for the Zombie Marines)
Submitted by: DBJ87
Decorate Created by: DBJ87
Palette: PNG Palette
Brightmaps: Yes
Sprites: ID Software, DBJ87, Mark Quinn, Anthony Cole, Xim, CaptainToenail, FuzzballFox, Alando1, Skulltag
Sprite Edit: DBJ87
Brightmaps Edit: DBJ87
SFX: Custom, That_One_Doom_Mod, Doom3, CthulhuCultist, Tormentor667, Skulltag Team, Eriance, Raven Software, Rise of the Triad,
Xim's Marine Pack, Doom64
Idea Base: Own Idea, yuraofthehairfan (Colour Blending & Captive Marines)
I take no credit for other people's work, such as the sprites & sounds used.
I only take credit for:
-The Decorate & SoundInfo
-Editing the 2nd Rocket Marine (from Xim’s Marine pack) to make the Bombardier.
-Creating both of the Sniper Marine's (from Alando1’s Allied Marines V3) Death Sprites.
-*Adding the colour-blends & a tutorial on how to use this. (See COLOURS on File).
-Creating all the Brightmaps used by the Marines, excluding Marine 3 which has Doom's Marine Brightmaps.
-Creating a new/updated Plasma Marine Firing Sprite set F.
-Creating a new Chaingun Marine Firing Sprite set X.
-**Creating a Captive Marine Situation where you can decide the fate of captured allies
*Credit & thank you to yuraofthehairfan for suggesting this as a replacement to
Team Deathmatch or Co-operative style game play. And extra variety to the Marines.
-**Credit & thank you to yuraofthehairfan for suggesting this too for and all
the help given throughout this whole project.
-Thank you to MagicWazard for helping to simplify freeing the Marines.
-Thank You to Blue Shadow for helping to simplify activation Radius of Captives.
Credit for the sprites:
ID Software: Machinegun Marine (Doom Player)
Marine Mark Quinn: Melee, Pistol, Chainsaw & Shotgun Marines
Anthony Cole: Chaingun Marine Xim, CaptainToenail & FuzzballFox: Minigunner,
Plasma Rocket, BFG-9000, Railgun Marines & Alternative Rocket Launcher Sprites
that I used for the Bombardier.
Bombardier's Seeker Missile: Taken from several Rocket Launcher alternatives
from the99 Weapons Wad submitted to Doomworld.com by Daniel
Alando1's Friendly Co-operatives2: Sniper Marine
Xim's Sniper Marine for Bullet Sprites, Sound & Decorate Set up, used to help me
set up my own Sniper Marine.
Skulltag & Captain Toenail: The Bound Marines
Thank you to yuraofthehairfan, Blue Shadow, DreadOpp & MagicWazard.
Thank you to the Epidermis Emporium, DoomLegends, DoomWorld.
-----Jetpack Zombie----
(I make use of the sounds for my own jetpacks)
Decorate: Ghastly_dragon, Captain Toenail
GLDefs: Ghastly_dragon
Sounds: Id Software
Sprites: Id Software, Rogue Entertainment, 3d Realms
Sprite Edit: Captain Toenail
----Freezer Zombie-----
(I make use of the projectile for the ice buff)
Code: Xim, Ghastly (ZScript conversion)
GLDefs: Xim
Sounds: Id Software, TheDarkArchon
Sprites: Id Software
Sprite Edit: Xim
----Pyro Demon----
Decorate: Maelstrom
GLDEFs: Dreadopp, Sandypaper (Brightmaps)
Sounds: Id Software, Monolith Games
Sprites: Id Software
Sprite Edit: Eriance, Maelstrom
Idea Base: Archon of Hell by Eriance
----Former Scientists----
Submitted: scalliano
Decorate: scalliano
GLDefs: none
Sounds: Id Software, DavidRaven, Konami, Valve
Sprites: Id Software (Zombieman), Xim (Jawless Zombie Head), JoeyTD (Player 6, 7 & 8 frames), The Skulltag Team (Illucia, Player II), DavidRaven (Female Zombie), Marty Kirra (Alt Female Zombie)
Sprite Edit: scalliano
Idea Base: The UAC's apparent lack of staff
-----Crimson Banners-----
Information:
Name: Crimson Banner
Connection: N/A
Palette: Custom
Summon: CrimsonBanner, VioletBanner, GreenBanner, BlueBanner
Ambient Sound: No
De-/Activatable: No
Destroyable: No
Special Effects: No
ACS: No
Credits:
Submitted: ETTiNGRiNDER
Decorate: ETTiNGRiNDER
GLDefs: N/A
Sounds: N/A
Sprites: Raven Software (Hexen, Hexen 2), Psygnosis (Hexx)
Sprite Edit: ETTiNGRiNDER, Infirnex
Idea Base: Hexen 2 banner / Roman Legion standard
Description:
An alternate to Hexen's barbarian banner that's more regal/imperial looking, but still ragged.
-----Daisy Scenes (BUNSA0)-----
Submitted: Bravo
Decorate: Bravo
GLDefs: None
Sounds: N/A
Sprites: Doom tittle screen(s)/Doom
Sprite Edit: Bravo
Idea Base: Daisy's head always looked like a bag to me in one of the pictures. I made it for
Pillow Blaster's supper backpack as a mysticle bag. He/she recomended to me to submit
this as a joke like some others were submitted a while ago.
-----They Only Thing They Fear is You MIDI-----
supasniffy333
twitter.com/supasniffy333
-----Marauder Shield-----
Adapted from a full set of Marauder sprites with the following credits, I'm not sure who did the shield specifically
Sprites: id Software, David G/It'sNatureToDie, Xim, Scalliano, Mattbratt11, Mryayayify, Spectre
Outstanding work with the Totems. I was just looking for a mod that incluided the dynamics of Doom Eternal, Specially the Buffing archvile, The Spirit and the Buff Totem but could'nt find them anywhere, so a huge thank you for that!!
The only issue that I've found is that I am trying to use it together with the Embers of Armageddon (EOA) mod and I get a VM error "VM Execution aborted: tried to read from adress zero. Called from BuffHandler.Worldthingspawned at totems.pk3:zscript, line 41 .
Can you add compatibility with the EOA mod?