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in A.D. 2044, The private miltary giant known as A.R.M.A, was brought to it's knees by 3 bio-engineered weapons that turned against them in the name of justice, all before dissapearing into the darkness. 3 years pass, However, by 2048: A.R.M.A was brought online by a vengeful mad scientist and slowly has engulfed all of what remains of Tokyo. Across the globe: The Earth Defense Force finally decides to send their finest soldier into battle. Marines Special Operative, Duke Nukem was chosen after earning a reputation for himself after his destructive crusade against the Alien Menance of Los Angeles in 2026. He was known for having a will of iron and a heart of shrapnel. He's then sent in alone, with only one simple mission: find out who's in charge...
And kick their ass.
Spoiler: Early Screenshots
Spoiler: Credits (so far anyway)
Coding:
xenoxols (DukeTalk, used with permission)
Me (of course)
WildWeasel (Bullet Tracers)
NeenerWiener
Nash (Nashgore)
Batandy
Amuscaria
Ghastly
BlueShadow
Inkoalawetrust
Don Roman
doomduck (BUILD style movement)
Laskow (Duke3D style medkit zscript)
DeVloek
Gothic
Player701
Graphics:
3D Realms
DreamFactory/Capcom
Ashes 2063 team
TommyGalano5
Craeno
Captain Toenail
Amuscaria
Nash (Nashgore)
PGE
HMNuke93
Captain J
RottKing
TerminusEst13
Don Roman
Danni-H4 (Kadie and Amber 3D models used for the sprites and the cutscenes)
If there's anyone else I missed, please let me know.
Duke Nukem: Tears of Crimson is a short little fangame that is essentially a crossover between Duke Nukem and the obscure PS2 title, Crimson Tears. A game best known for it's blend of RPG and Beat em Up mechanics in a dungeon crawler and it's Sci-Fi setting.
How this project started is a funny story, I was looking for roles by a former VA I'm a fan of, and when I heard the soundtrack to this game: I began suggesting it for my friends' mod of Duke Nukem Forever (far before the actual development tools were properly uncovered in the final game) but eventually, I sat down and played Crimson Tears for myself. I fairly enjoyed it despite it's slow pacing and jank camera, and aside from being just a casual fan who wanted a Duke game akin to the 2001 iteration of DNF (and no way in hell am I just going to recreate it in the doom engine on my own) I joked about a sequel to Crimson Tears that just got rebranded as a Duke title and it all just built up my interest to finally make it sort of a reality.
Any feedback is appreciated for whenever I finally finish up the other half of the game and do some additional polish. This is to be my last major GZDoom project, let alone stab at a full-on TC.
Last edited by Clownman on Sat Feb 08, 2025 2:38 am, edited 5 times in total.
Looks intriguing and each map feels immersive already! Makes me imagine if less-known PS1 Duke games were in first person instead of third person. Will look forward to this project.
Made a shitty no-budget trailer to sort of showcase the characters of the story I want to aim for and try and achieve, along with showcase the tiny bit of gameplay footage of the first map I've done without showing the whole thing. (I've barely started the second one, to be honest.
Spoiler:
For those curious, this is where you will meet the first of the 3 main characters from the original CT game: Kadie. You'll meet up with all 3 as you progress in the story and they'll fight alongside you.
Looks cool but that HUD needs work. It's really big and takes up a lot of the screen. You could maybe cut the ego, def, and ammo bars in half and Duke can fit in next to them.
It's actually adjustable with the default HUD scaler option. I just like having my status readable since I have a widescreen monitor and I feel having it at the default size GZDoom sets makes the text hard to read sometimes.
Been a while since I last updated this. The project has progressed tremendously. Currently working on a fourth level before I actually compile a proper demo build.
In the meantime, have an opening cinematic I made (amature but helps get the story I want to tell across) along with testing of Steroids I implemented.
I'd like to thank everyone for the support thus far. I've just released a demo that I originally compiled for a friend to stream. Currently been busy with IRL stuff and trying to advance my career as an artist otherwise but I do intend to finish this mod. Thankfully I'm basically at the halfway stretch not counting additional polish and balance going forward; any feedback is appreciated.