Untitled Hunting Mod

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
bleson
 
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Untitled Hunting Mod

#1

Post by bleson » Wed Jan 09, 2013 9:09 am

Image

Background:
[spoiler]I came across a game called Deer Hunter II. It was from 1998 and had decent open-world terrains spanning miles, but still relied upon sprites for everything else.

Image
Deer Hunter II

The gameplay is ridiculously slow-paced, and by that I mean it may take hours to actually find a good hunt. It certainly wasn't my taste.
So it raised an idea:
What about a nice open hunting game targeted at Doom players as a relaxing 'break' from demon massacre?
[/spoiler]


Screenshots so far:
[spoiler]Earlier
[spoiler]
Image
Image
Image
[/size]The beginnings[/spoiler]

Image
Image
Image
Image
[/spoiler]

Original idea:
[spoiler]Every 'buck' would spawn with a random scale factor. That scale factor would determine its speed, weight, health, and behaviors. Essentially, every buck on the map at any particular time would be unique. The bigger the buck, the harder to hunt. Upon killing one and returning it, a weight and score would be generated.
Unfortunately the spectrum of variation would be more fixed than totally random, but with enough effort it shouldn't be a problem.[/spoiler]

Planned features:

Items
- Sound lures (eg 'buck calls')
- Bear trap
- Food lures (can be laid down in a trail)
- Binoculars
- Camouflage (stationary invisibility)
Basic plantables:
- Torches for night time
- 'Sonar' detector
- Solid wooden poles for whatever reason.

Facilities
- Supplies shack with respawning ammo, health
- Trade store to buy items/weapons

Fauna
[spoiler]'Buck'
- primary huntees
- measured in weight
- vast spectrum of sizes, ~20 different
- they do not attack, only flee

Bear
- primary predator
- dangerous; only if player seems a threat
- cannot be outrun
- huntable
- 3 distinct sizes
- rarest of the animals

Birds
- shootable, but not worth much
- all identical

Canine
- can fight back
- not extremely dangerous
- huntable
- 3 distinct sizes sizes (for now)
- slightly less common than buck

+ Ambient sounds all over the place

Note: 'size' refers to the proportional factors of scale, health, speed, strength[/spoiler]

Weapons
(nothing innovative)
- Shotgun
- Scoped rifle
- Revolver

Technical
- Limited sprinting stamina
- Footstep sounds




In the meantime, here is the WAD - hosted on Dropbox so it's always being updated.

HELP NEEDED for the animals!
(DECORATE)

Volunteer would be appreciated.

Notable bugs:
- Trying to access 'Player Setup' in the Options menu causes Zandronum to crash. (FIXED)

Currently stuck on:
'Running away' monster behavior

Dev team
- one_Two (ACS coding)
- W1D3A55 (map details, terrain)
- Worrior (DECORATE fauna & assets, sprites?)
- bleson (DECORATE)

Many thanks for contributing!
Last edited by bleson on Mon Jan 14, 2013 3:20 am, edited 1 time in total.

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agaures
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RE: Untitled Hunting Mod

#2

Post by agaures » Wed Jan 09, 2013 9:20 am

Very nice ideas so far, gives off a good atmosphere. Also i think using slopes for the terrain might be nice.
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

Agentbromsnor
 
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RE: Untitled Hunting Mod

#3

Post by Agentbromsnor » Wed Jan 09, 2013 4:32 pm

Making terrain is very easy using the Y-height thing in UDMF format.

bleson
 
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RE: Untitled Hunting Mod

#4

Post by bleson » Wed Jan 09, 2013 4:52 pm

Agentbromsnor wrote: Making terrain is very easy using the Y-height thing in UDMF format.
Yes I am in fact using UDMF format. Would you care to explain the "Y-height thing" a little?

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RE: Untitled Hunting Mod

#5

Post by Springy » Wed Jan 09, 2013 5:44 pm

Excellent idea! Speaking of Deer Hunter 2 I only heard about it the other week due to this http://forum.zdoom.org/viewtopic.php?f= ... er#p660975 Looks promising and certainly different style of game play (in a good way).
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RE: Untitled Hunting Mod

#6

Post by W1D3A55 » Wed Jan 09, 2013 9:58 pm

A nice idea and looks like it has some potential, but as far as sloping for terrain i couldnt be bothered. Hills would be an ass to create (because slopes based on a circular pattern look a bit strange). Maybe try adding a few cool weapons like a crossbow or a hunting rifle.
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bleson
 
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RE: Untitled Hunting Mod

#7

Post by bleson » Thu Jan 10, 2013 2:05 pm

I began building the 'buck' monster but got into a complication, so in the meantime I learned to create slopes. It's more straightforward than I imagined, so this technique will be used for terrain.

Screenshots:
[spoiler]Image
Image
Image
Image

And yes, the trees have been changed. After doing a little research, I got rid of the evergreens for a unity of fall-type trees that actually fit the environment.[/spoiler]
Last edited by bleson on Thu Jan 10, 2013 2:10 pm, edited 1 time in total.

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RE: Untitled Hunting Mod

#8

Post by Ænima » Thu Jan 10, 2013 3:42 pm

Nice!
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
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RE: Untitled Hunting Mod

#9

Post by Springy » Thu Jan 10, 2013 7:53 pm

Nice use of startan on the side of the roof and nice use of slopes. Looks great so far!
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RE: Untitled Hunting Mod

#10

Post by Lord_of_D: » Thu Jan 10, 2013 10:48 pm

the map style remembers me a lot to minecraft, but still looks cool
Image

bleson
 
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RE: Untitled Hunting Mod

#11

Post by bleson » Fri Jan 11, 2013 3:25 am

[spoiler]Image
The 3D floors prevent sector brightness from being changeable, so I had to simulate shadows using GL lights. Doesn't look too bad.

Image[/spoiler]
Last edited by bleson on Fri Jan 11, 2013 4:21 am, edited 1 time in total.

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Ænima
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RE: Untitled Hunting Mod

#12

Post by Ænima » Fri Jan 11, 2013 4:00 pm

When making a 3D floor, the lighting level OF the dummy sector is what gets used for "under" the 3D floor.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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bleson
 
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RE: Untitled Hunting Mod

#13

Post by bleson » Fri Jan 11, 2013 4:03 pm

Ænima wrote: When making a 3D floor, the lighting level OF the dummy sector is what gets used for "under" the 3D floor.
Thanks for the tip! Why didn't I think of that...

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RE: Untitled Hunting Mod

#14

Post by Agentbromsnor » Fri Jan 11, 2013 4:39 pm

bleson wrote:
Agentbromsnor wrote: Making terrain is very easy using the Y-height thing in UDMF format.
Yes I am in fact using UDMF format. Would you care to explain the "Y-height thing" a little?
If you look under things, click 'slopes' and select 'vertex slope floor'. If you're using GZDoom Builder or Doom Builder with GZDoom view you can select the thing in 3D mode and move it up and down to move the floor with it. Ofcourse, make sure the thing is placed at the 'crossing point' of the lines.

I hope this makes sense. :)
Last edited by Agentbromsnor on Fri Jan 11, 2013 4:40 pm, edited 1 time in total.

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RE: Untitled Hunting Mod

#15

Post by mr fiat » Fri Jan 11, 2013 4:40 pm

interesting concept its a fresh breath of air indeed. I like seeing mods that try to be different from all the "lolctf and generic coop wads"

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RE: Untitled Hunting Mod

#16

Post by SpaceMarine » Sat Jan 12, 2013 6:44 pm

Why dont you add 3D sky in the map? It may some time to learn but it looks great

EDIT: I have a suggestion for the name of the mod. 'Hunt Doom'?
Last edited by SpaceMarine on Sun Jan 13, 2013 5:38 am, edited 1 time in total.
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RE: Untitled Hunting Mod

#17

Post by Strych6 » Sat Jan 12, 2013 6:53 pm

very neat idea. The taxidermy'd hell baron is a touch of brilliance.

If theres a terrain dispute, http://forum.zdoom.org/viewtopic.php?t=6200 . Good luck though I could never, for the life of me find out how to use that thing.

of course I don't know much about the gameplay, and at this point Im just daydreamin: It'd be neat if it was a survival wad, literally. Perhaps you're in a tribe, and some tribes will periodically try and kill food on your territory or raid your armories, granaries etc. Maybe some tribes will pay you for mercenary services. It'd be neat if there was no currency either, just some bartering/gifting oppurtunities. But I know this is a lot of work :P

Great screenies ^^
Image

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RE: Untitled Hunting Mod

#18

Post by Neewbie » Sun Jan 13, 2013 1:03 am

I love these screens keep the good work
Strych6 wrote: very neat idea. The taxidermy'd hell baron is a touch of brilliance.

If theres a terrain dispute, http://forum.zdoom.org/viewtopic.php?t=6200 . Good luck though I could never, for the life of me find out how to use that thing.

of course I don't know much about the gameplay, and at this point Im just daydreamin: It'd be neat if it was a survival wad, literally. Perhaps you're in a tribe, and some tribes will periodically try and kill food on your territory or raid your armories, granaries etc. Maybe some tribes will pay you for mercenary services. It'd be neat if there was no currency either, just some bartering/gifting oppurtunities. But I know this is a lot of work :P

Great screenies ^^
Love this idea and a cool feature would be weather and day/night cycle with nice skybox that would be awesom

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RE: Untitled Hunting Mod

#19

Post by Flynn_Taggart95 » Sun Jan 13, 2013 3:00 am

I sorta had this same idea when I was playing Deer Hunting II on my grandpa's computer a while back. Your mod looks like it would be great to romp around online (maybe even see who can score the most in a hunting competition).

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RE: Untitled Hunting Mod

#20

Post by Watermelon » Sun Jan 13, 2013 5:15 am

This is a pretty cool idea. I like the atmosphere; looking forward to the final version if it's not out yet

If you need ACS/decorate help, I can assist a small bit.
Last edited by Watermelon on Sun Jan 13, 2013 5:16 am, edited 1 time in total.

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