The Mansion (AKA Ao Oni Doom) Project

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HiHiCyclyn
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The Mansion (AKA Ao Oni Doom) Project

#1

Post by HiHiCyclyn » Fri Nov 28, 2014 5:40 pm

12/8/2014 Update log: The project is currently in consideration of cancellation, why do you ask? Well... let me inform you that it's only being developed by a single 16-year old person who has plenty of schoolwork on her back. So my apologies for the inconvenience to any of those who were hyped for this project. (Which probably weren't many in first place.) I just cannot finish the project in my current situation.

Greetings fellow doomers, users etc.

I will announce my latest project I've been working on for the last two years. It's an project called Mansion(Ao Oni Doom) and it recreates the original game in 3d.
It also adds some extra features that weren't in the original.

It contains 9 playable classes with each his/her own unique weapons and playstyle. I might add some more classes in the future if enough anticipation is given to that.

It has 2 maps including an secret level. (From which the first 2 maps are based of the original Ao Oni)

Please note that this isn't the final version of this project, meaning that there's still room for improvement and extra content. The final release date is currently
scheduled for January 2015, since the game is close to its final build. Please give proper criticism and opinions because I will use that to improve the game.

(OpenGL only)
Download Link: https://mega.co.nz/#!b5RVxS4B!Xi5rNv6GA ... -IPJMHm6t8


This wad is optimized for GZDoom, but works fine pretty much the same on Zandronum. The only thing that looks bad when playing it on Zandronum are the menu's
due Zandronum not supporting the MENUDEF lump.

I really hope most of you will enjoy the wad!

There are a few gameplay preview images below.

Image
Image
Last edited by HiHiCyclyn on Mon Dec 08, 2014 9:54 pm, edited 1 time in total.

HiHiCyclyn
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RE: The Mansion (AKA Ao Oni Doom) Project

#2

Post by HiHiCyclyn » Fri Nov 28, 2014 11:38 pm

Decay wrote: OGL only? But why...

Can you be more detailed in your description please? IE you are recreating the game "the mansion" but I have no idea that is. Maybe post a screenshot of action or something to indicate what's going on here?
Well, if you do not know what Ao Oni is then yes I can understand that this project confuses you. So let me give you an short explanation of the gameplay.

You start out in the front of an huge Mansion, which is haunted by an purple monster called "Ao Oni" which you must evade during gameplay.

And it's OpenGL only for various reasons. Mainly because software render has too many limitations.

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NachtIntellect
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RE: The Mansion (AKA Ao Oni Doom) Project

#3

Post by NachtIntellect » Sat Nov 29, 2014 8:44 pm

I've seen a mod similar to this one but that one was... Well nevermind about that, I have played Ao Oni before, it was pretty cool, I was wondering if you could add some extras to the wad? I would rather play this if I had something new to do other than explore this in a new perspective, also I should warn you that you might have to find a way to over-ride the AI, otherwise you'll find a whole heap of game breaking bugs, such as an Ao Oni that doesn't chase the player but rather gets stuck behind a wall.
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RE: The Mansion (AKA Ao Oni Doom) Project

#4

Post by HiHiCyclyn » Sat Nov 29, 2014 9:53 pm

WhiteAce wrote: I've seen a mod similar to this one but that one was... Well nevermind about that, I have played Ao Oni before, it was pretty cool, I was wondering if you could add some extras to the wad? I would rather play this if I had something new to do other than explore this in a new perspective, also I should warn you that you might have to find a way to over-ride the AI, otherwise you'll find a whole heap of game breaking bugs, such as an Ao Oni that doesn't chase the player but rather gets stuck behind a wall.
Well, yeah but the AI is barely changeable. (If someone knows an alternative way to change his AI I would really like to know)

I've heard alot of complaints about Oni's AI and yes he occasionally gets stuck behind walls.

The only way to "Cover up" his horrible AI is to create more teleport linedefs. Which causes less chance of having him stuck against walls.

EDIT: About Extra's there's a FNAF2 chapter coming in the next version of this project. Not only that but many more extra levels and chapters are coming in newer versions of Mansion. But it takes alot of time to create that. So, I can only release an new version every month til February 2015.
Last edited by HiHiCyclyn on Sat Nov 29, 2014 9:55 pm, edited 1 time in total.

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RE: The Mansion (AKA Ao Oni Doom) Project

#5

Post by Lollipop » Sun Nov 30, 2014 6:40 pm

I once experimented a Little with using some actors as pointers on the map, so they would be used for pathfinding, though I never got far with it.

I suppose you could try that but prepare for hell and get lots of snacks.
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RE: The Mansion (AKA Ao Oni Doom) Project

#6

Post by Ænima » Sun Nov 30, 2014 7:50 pm

Place TID'd map spots in various places in the map and move him via ACS if he wanders for too long in one spot.
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RE: The Mansion (AKA Ao Oni Doom) Project

#7

Post by HiHiCyclyn » Mon Dec 01, 2014 2:54 pm

Ænima wrote: Place TID'd map spots in various places in the map and move him via ACS if he wanders for too long in one spot.
Well... the location were Ao Oni usually gets stuck are walls next to the doors. I could however try to place an linedef that triggers mapnodes close to the doors itself. Meaning that when the monster walks over that specific linedef would force him to walk right trough the door. (If that method would work atleast)

But something else... What do you think of this project so far? I would appreciate it if you could mention the pros and cons of this project in your personal opinion. I don't expect this to be the greatest Doom project of all time since I've also created that horrible abomination called "YTP Doom"...

I hope you're not still mad for those horrible mistakes I made in the past (e.g. calling you a noob)
Last edited by HiHiCyclyn on Mon Dec 01, 2014 2:55 pm, edited 1 time in total.

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RE: The Mansion (AKA Ao Oni Doom) Project

#8

Post by Ænima » Tue Dec 02, 2014 5:03 am

HiHiCyclyn wrote:
Ænima wrote: Place TID'd map spots in various places in the map and move him via ACS if he wanders for too long in one spot.
Well... the location were Ao Oni usually gets stuck are walls next to the doors. I could however try to place an linedef that triggers mapnodes close to the doors itself. Meaning that when the monster walks over that specific linedef would force him to walk right trough the door. (If that method would work atleast)
Then make a "funnel" shape towards doorways, like block off all possible corners and snags with lines flagged with "BLOCK MONSTERS". That way players can walk there but he'll just slide towards or away from the door instead of into the corner.
HiHiCyclyn wrote: I hope you're not still mad for those horrible mistakes I made in the past (e.g. calling you a noob)
Of course not. The past is gone and people change, I don't hold anything against anybody. Besides that was almost 2 years ago to date. As long as you're willing to learn and contribute to the community in some way then i'm willing to help.
Reinforcements: midgame Survival joining/respawning
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AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
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RE: The Mansion (AKA Ao Oni Doom) Project

#9

Post by NachtIntellect » Tue Dec 02, 2014 8:57 am

Ænima wrote: Then make a "funnel" shape towards doorways, like block off all possible corners and snags with lines flagged with "BLOCK MONSTERS". That way players can walk there but he'll just slide towards or away from the door instead of into the corner.
Ooh that's actually a pretty good idea, not even I thought of that.
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RE: The Mansion (AKA Ao Oni Doom) Project

#10

Post by HiHiCyclyn » Tue Dec 02, 2014 3:56 pm

Ænima wrote:
HiHiCyclyn wrote:
Ænima wrote: Place TID'd map spots in various places in the map and move him via ACS if he wanders for too long in one spot.
Well... the location were Ao Oni usually gets stuck are walls next to the doors. I could however try to place an linedef that triggers mapnodes close to the doors itself. Meaning that when the monster walks over that specific linedef would force him to walk right trough the door. (If that method would work atleast)
Then make a "funnel" shape towards doorways, like block off all possible corners and snags with lines flagged with "BLOCK MONSTERS". That way players can walk there but he'll just slide towards or away from the door instead of into the corner.
HiHiCyclyn wrote: I hope you're not still mad for those horrible mistakes I made in the past (e.g. calling you a noob)
Of course not. The past is gone and people change, I don't hold anything against anybody. Besides that was almost 2 years ago to date. As long as you're willing to learn and contribute to the community in some way then i'm willing to help.
I appreciate your suggestion but unfortunately that isn't an option, since the players are able to stand in those corners while the Oni can't. They will simply be able to avoid death while standing in the corner. Increasing the melee attack range of the Oni will make it even harder to avoid and unrealistic.

Another problem with the Oni's AI is the fact that map sections are usually split up. Simpler explained is that some doors, and all stairs teleport you to an completely new section of the Mansion creating the illusion of actually walking to another room. This must be done for many reasons. But this method causes issues with the AI.

The Oni's AI is unable to detect the stairs as an passage that leads to the player. The only time when the Oni can walk on the stairs is when he's directly following the player within a short distance.

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RE: The Mansion (AKA Ao Oni Doom) Project

#11

Post by Ænima » Tue Dec 02, 2014 4:40 pm

So do some simple ACS script that does Thing_SetGoal to a mapspot (and put that mapspot right behind the teleport line so he has to walk over it) if no player has been active on that floor for more than a minute.
Reinforcements: midgame Survival joining/respawning
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RE: The Mansion (AKA Ao Oni Doom) Project

#12

Post by Fegelein » Sat Dec 06, 2014 4:32 pm

very good this mod must have given enough work to have made a nice mod
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