[ALPHA] [DEMO] Doom Happens - v0.4 Major Remastering, last Alpha version

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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[ALPHA] [DEMO] Doom Happens - v0.4 Major Remastering, last Alpha version

#1

Post by Lycaon » Sat Jul 04, 2015 10:12 am

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Cyberpunk/Horror Fantasy, story driven TC-ish map pack for GZDoom


"That was... strange" - Suitepee




Greetings, Doom community. I'm currently working on a .pk3 featuring 6 maps for GZdoom. "Doom Happens" is a project I'd started a few years ago and, unfortunately, lost every single map in a failed backup. The idea was to make a Megawad, but now that I've started over I'm taking a different approach.


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GZDoom only

Doom Happens - Alpha demo 0.41


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The idea is to make a map pack consisting of a few large, themed maps with a strong narrative element throughout the whole thing. I'm making cutscenes, ingame dialogs, characters, etc. The game is divided into chapters. Each map will have 2-3 chapters aprox. The maps will have abundant minibosses fights, as well as a final boss for each map. I have a whole cosmology tought over for this universe. Each map after the first one and before the final one will take place in different realms of purgatory. Each of this realms is a sort of eternal plane of existence where an aspect of reality lies in its pure form (Darkness, Flesh, Conflict, Machine, Mind, Lust, Light, those last 3 won't be playable though), but they have been taken over by powerful people that managed to enter purgatory in body and soul, hence enabling them to draw power from this realms and creating vast armies. This will lead to bizarre clashes, each of this powerful villains being famous people in history that somehow were related to the occult. For example, the second map will be in the Darkness realm, and there you will find the castle of Drácula (Vlad Tepes in his human life), which was built in purgatory to serve as a mirror to the material castle still standing in transylvania, object of popular lore. Said map will be a tribute to Castlevania, and will mimic many of the NES classic's mechanichs in FPS form. Each map will have unique traits and mechanichs to it. To give another example, the flesh themed map will constantly change architecture, as the whole map will be the titanic body of the boss itself, who will shift forms to create traps and decieve you, twisting your notion of space to stop you from reaching his heart. The first map, which is the longest and is still in development (there is a demo of chapter 1), has a urban warfare/survival concept. You will be fighting human soldiers, assassins and robots in this one, but later in the map there will also be zombies (still not released). It's a huge map, consists of the first 3 chapters. I estimate each chapter has about 40 min gameplay, though for some people it takes over an hour to beat the first one in the demo.

Everything in the demo map will be improved in some way in the future, so bear in mind that the finished thing will attempt to look different. I will try to implement features like a PDA with monster logs and weapon descriptions.


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You are Sgt. Woods, an ireful soldier from an 80's styled futuristic cyberpunk world divided by a civil war between two factions: People's army, a group of rebel soldiers and ex-members of the dismantled US army, and Monochrome, a dark corporation that is taking over the world and have formed an alliance with the EDF (who are, at the same time, smuggling state of the art weapons from the UAC). His team was ambushed during a very important mission and, having sworn vengeance, Woods continues alone, and eventually ends up in purgatory (dem teleporters). He then travels across five realms of otherwordly landscapes in which he will face his own destiny.


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- 6 maps with different themes (urban, medieval, titanic, tech, flesh and Inferno)

- Textures, monsters, weapons and items taken from different sources such as realm667, as well as original Doom stuff.

- A silenced pistol can be used if you like playing stealthy.

- Narrative. Cutscenes. Ingame dialogs -no voice, just text- and a combination of run n' gun action with ingame storytelling

- 16-bit music from Arcade classics and popular game tracks in general. 80's movies soundtracks here and there.

- Mini-bosses and Bosses, some will have to be killed in unique ways

- Loads of references to games -old and new-, movies and popular culture in general

- It will feature a button to skip cutscenes, but it is not yet available in the demo. However, cutscenes are very short and usually there is autosave after them, just in case. Currently you can still skip the opening cutscene which is the longest.

The story is not going to take itself too seriously, it will have tragic and comedic moments, introduced by the many pop culture references.
I'm currently nearing completion of the first map, which is the most extensive and complicated one, for it takes place in a city and is the less conventional map (the others will be much, much more doomish, with more classical monsters). Nevertheless, the rest of the maps and the story are already planned and thought over.


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EDIT [03/16/16]: Major remastering of the map. This will be the last Alpha before the Beta. I've done countless things to it: nearly total retexturing of most of the map areas, enhanced stealth system (enemies will have a hard time shooting at you when you stand in dark places) as well as gameplay changes to the Alpha zone to take advantage of this feature, more architectural detail pretty much everywhere, swinging and sliding doors, flickable light switches, resized textures for duke nukem and kingpin patches that looked gigantic (specially doors), new decal effects for blood and bullet puffs, loads of new props, new visual effects for explosions, slightly rebalanced difficulty, new sounds, improved weapon animation for the rifle, new fonts... I've done everything I could, but it's still the same length, all the new parts for chapter 2 are still in development, though I included a piece of it as "MAP01F" if anyone wants to have sneak peak at what I'm doing. Simply enter "map map01f" in the console. The reason why I did this is that I want this mod to look tight and polished and let you know that i'm taking this serious. I plan to add even more features in time. This goes to show that I do not intend this to be an amateur map pack, I'll do my best with it. I will keep improving this as I learn more about editing myself, since this is my first project and started it without even knowing how to script.

Older news

[spoiler]EDIT [12/23/15]: UPDATE: There is still a lot to polish, but I think there are major improvements in gameplay and a lot of new visual details. Cutscenes are way better now, with more cuts and better shots. there are new dialog lines all over the place that explain a little more of what's going on and what you are doing. This version ends with the Gamma section of the EDF building complete, the previous one was cut in half, so now there is a sense of closure, like a chapter ending, insted of a sudden black screen. The city areas are still in need of some detail, but now it's getting closer to what I want to do in the end.

EDIT [7/13/15]:10:15 am - Alpha 0.21 released. Just some second thoughts on ammo ammounts, no big deal. They have been reduced to make it so that you have to scavenge some more to survive. There's still more than enough, you just won't be sitting on countless ammo you have no use for.

6:45 am - Alpha 0.2 released. After what seemed to be a very hard first version, I have just released this second rebalanced one. The main change here is the difficulty, which has been dropped down a notch. You will also find some minor bug fixes as well as a reworked sound propagation which now allows the player to play stealthy with the silenced pistol more easily at the beginning. Almost every enemy now has less hp and lousier accuracy, and there are a few more bullets around the place. The story is also included in the .txt file along with the enemy list, that provides more background as to who you are slaughtering.

EDIT [7/11/15]: DEMO RELEASED: This is a first take at what i'm trying to accomplish in the long term. I have uploaded this manily to recieve feedback. I take all kind of advices into account, please share your thoughts. This first version is far from the finished project, It's just the first half of the first map, which happens to be a long map. This first map is not very "doomish", since you only fight human soldiers and robots, which behave differently from the demons of the original DOOM. This is why I want to know if the direction i'm taking for this introduction level is working out for now. I promise the other 5 maps will be much, much more DOOM-oriented.

In the future, I might add an introductory cutscene in the menu that explains a bit of what's going on with the story. All there is in the .txt I included is a list of enemies so as to be introduced a little bit in the universe of the game. I have not finished the .txt that goes with every wad submission, mainly because the credits are too many. I do not claim to have done any of the resources here, most of them are taken from elsewhere. I asked permission when permission wasn't already given in the page I took it from. I did redo some decorates from scratch and edited every other one in a way or another, but mostly my work is on the map and the scripts.[/spoiler]


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. Invisible polyobject doors? Try a non-dev version of GZDoom builder
. Zandronum version has been discontinued, it has major bugs and makes some of the parts of the map I have made since the last version unplayable.
. If you experience fps drop when steping outside, try switching fog mode from "radial" to "standard" in the options menu.
. Keep the fonts unresized, otherwise dialogs and text in general wil be extremely buggy


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[spoiler]v0.41

. Some aesthetical changes recommended by Ozymandias81
. Corrected typos in dialogs

v0.4

Major remastering

. Enhanced stealth system: enemies won't be able to aim very well at you in the dark

. Flickable light switchs (so as to put the stealth system to use)

. Retextured most of the map

. Resized gigantic textures

. Loads of new props

. More detailed geometry and extensive use of 3D floors implemented

. Enhanced weapon animation for rifle

. Decal blood and bullet puff effects

. New explotion effects

. Changed fire sound for the machinegun

. Rebalanced difficulty

. Reduced file size (even though there are lots of new textures, sprites and sounds, I deleted lots of unused textures from previous releases. I mean A LOT)

. Decorate and script overhaul: no more yellow or red error messages should appear when running GZDoom. Much cleaner decorates all around.

. Falling damage implemented

. Type "map map01f" in the console if you want to take a sneak peak at an in development section of chapter 2. Nothing's nearly final there.

v0.32

.Fixed bug that made you star in a box after the initial sequence if you don't skip the cutscene

v0.31

. Fixed bug that stopped Beatrix Kiddo from coming back after she teleports in the middle of the fight
. Minor dialogs added and revised cutscenes

v0.3

. Difficulty rebalance
. Realistic stealth mechanichs
. Improved and new cutscenes as well as more expository ingame dialogs that explain some of what you see
. 2 new mini-boss battles (the end to the Gamma section of the EDF building)
. Lots of minor visual improvements around the place
. New sprites (player specific sprites and black skinned marines)
. Minor bugfixes
. Polished some scripting and decorates

v0.22

. The short lived v0.21 had more ammo, but it was way too much. Rebalanced ammo ammounts in general.
. Fixed sound bug with Captain Lance's fireballs

v0.21

. You can now jump over the table at the director's office

v0.2

. Difficulty rebalance. Grenadiers, Assault troopers, Paladins, Black Ops and Heaven Guards all have less health. Hitscan enemies have less accuracy and lower fire rate. Minibosses don't shoot so often and a bit less rapidly.
. You can now skip the introductory scene, which is the longest one. I still haven't done a button to skip cutscenes, but they really are very short and there's usually an autosave after them when you are not in danger of being autosaved in a harsh situation.
. Rework of the sound propagation in the city area. It is now easier to play with the silenced pistol in the first parts before you confront the main building opening its gates.
. Minor fixes: sound bug with the fire effect, "to be continued..." message when the map is over, relocation of certain enemies[/spoiler]


Let me know what you think!
Last edited by Lycaon on Thu Apr 14, 2016 10:52 pm, edited 7 times in total.

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[ALPHA] RE: [DEMO ANNOUNCEMENT] Doom Happens

#2

Post by fr blood » Sat Jul 04, 2015 12:41 pm

By the screens I can say that the gameplay looks promising.

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[ALPHA] RE: [DEMO ANNOUNCEMENT] Doom Happens

#3

Post by Doomkid » Sun Jul 05, 2015 11:51 am

I'm interested to play this, looks fun!
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[ALPHA] RE: [DEMO ANNOUNCEMENT] Doom Happens

#4

Post by CloudFlash » Sun Jul 05, 2015 2:10 pm

You have my attention. Use it wisely! I mean, I have no idea how to use someone else's attention... but yeah, use it wisely however you can!
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[ALPHA] RE: [DEMO released] Doom Happens

#5

Post by Lycaon » Sat Jul 11, 2015 5:55 am

Demo uploaded! Let me know what you think of it

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[ALPHA] RE: [DEMO released] Doom Happens

#6

Post by Fabysk » Sat Jul 11, 2015 6:04 am

There's an error on start up.

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[ALPHA] RE: [DEMO] Doom Happens v0.22 difficulty rebalance

#7

Post by Lycaon » Mon Jul 13, 2015 10:47 am

v0.22 released! a bunch of minor sound bugs fixes as well as a rebalancing of ammunition. This should be the final version of this Alpha Demo.

I uploaded a Zandronum fix that works. Voxel cars are removed though.

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[ALPHA] RE: [DEMO] Doom Happens v0.22 difficulty rebalance

#8

Post by Fabysk » Mon Jul 13, 2015 8:50 pm

Played through the entire demo and I must say, this is really cool! This was similar to what I first did to my mod Project 115, but it failed immensely (oh the horrors). Anyways, I really like the detail of the map and each sections. Getting through the mission was pretty hard. I do like challenges when it comes to single player mods, but the Ultra-Violence skill was pretty hard. I literally had to enable God Mode to get past certain parts. Maybe a small tweak to the harder skill levels would be nice, but that's up to you.

As much as I am a soft guy when it comes to reviews, I know someone else can do a better review. I really like this mod you're creating and I do look forward to its full release.
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[ALPHA] RE: [DEMO] Doom Happens v0.22 difficulty rebalance

#9

Post by Lycaon » Mon Jul 13, 2015 9:49 pm

Thank you! I've been told about the difficulty. Did you play the latest version? It has been dropped down. Which part did you find especially hard (so as to use god mode)?

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[ALPHA] RE: [DEMO] Doom Happens v0.22 difficulty rebalance

#10

Post by Fabysk » Mon Jul 13, 2015 10:02 pm

Lycaon wrote: Thank you! I've been told about the difficulty. Did you play the latest version? It has been dropped down. Which part did you find especially hard (so as to use god mode)?
You are most certainly welcome. I did play the latest version. The part where I had to use God Mode the most was when entering the 2nd teleport pad.
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[ALPHA] RE: [DEMO] Doom Happens v0.22 difficulty rebalance

#11

Post by Lycaon » Tue Jul 14, 2015 12:00 am

Well if you shoot straight at the tech barrel in the middle, all other 4 barrels explode killing 80% of the enemies in there, but you have to do it in a split second, Any shot from any gun except the pistol will instantly explode the barrel and clear the way, it also feels rather good seeing all those guys die at once. I tried making this obvious but a lot of people has had problem with that, so in future releases i'll try to make it easier somehow. Something similar occurs with the fight against Elle Driver, the idea is that the player must realize immediatly that remaining in your side of the bridge is gonna get you killed, so you must run straight at her and fight her in close quarters in her side of the room, which has boxes and stuff to take cover. Was this too cryptic as well? It happens to me that since I already know the map layout, some thing come across as obvious to me when testing, hence I dont' have an objective view of the gameplay. This is why I uploaded this demo, I didn't want this to happen in the full release.

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[ALPHA] RE: [DEMO] Doom Happens v0.22 difficulty rebalance

#12

Post by Lycaon » Wed Jul 15, 2015 10:54 am

Here's a sneak peak at what i'm doing on the other side of the lift after you finnish the demo. The idea is that O-Ren Ishii comes at you in the building's rooftop with a railgun (she was a sniper in the movie), and runs along the balcony while she sends weak enemies to distract you (not the crazy 88). To that purpose, you'll have the minigun to quickly get rid of said enemies (in case you didn't already have it by finding it in a secret). I'm just drawing the general layout of the fight and I haven't done the decorate for the actual miniboss yet, but it will be something like this: she will fire high damaging railguns but will take a while to aim and actually shoot. That is your chance. Nevertheless, since she runs really fast and quits firing as soon as you hit her, it's hard to keep track of her and could stab you in the back. With a giant steel bar launched at gauss force, that is. To balance this, she will have much less health than all prior minibosses. It will hopefully be a tight, suspenseful fight. Probably gonna use Metal Gear Solid's battle music.

I know some textures are offset, I just didn't start with the detail yet.

Screenshots here:

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[ALPHA] RE: [DEMO] Doom Happens v0.22 difficulty rebalance

#13

Post by Fabysk » Thu Jul 16, 2015 5:16 am

Those screenshots look nice. Keep it up!
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[ALPHA] RE: [DEMO] Doom Happens v0.22 difficulty rebalance

#14

Post by Lycaon » Wed Jul 22, 2015 6:27 am

I have included a Troubleshooting section in the main post. There's actually only two tips, but are very important, especially if you experience lag when going outside.

@Fabysk Thanks for the feedback so far.
Last edited by Lycaon on Wed Jul 22, 2015 6:28 am, edited 1 time in total.

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[ALPHA] RE: [DEMO] Doom Happens v0.22 difficulty rebalance

#15

Post by axel37 » Sat Dec 05, 2015 10:48 am

Gzdoom download link is dead :(


I'll try zandronum link instead, but apparently gzdoom version is better...
I played Zandronum version.

HOLY SHIT ! This is amazing ! I don't want to write a review so I will not give details but... Yeah, this is very cool.

There is just a LITTLE (big) problem. In the (err...) I don't remember the name... ************************
It happened to me after the first teleport pad.
My weapon just didn't fire anything. I sneaked behind a guy and shot. Anymation, sound, ok. But WHAT? After like 5-6 shots, the guy wasn't dead. No blood particles, nothing. No bullets mark when firing on a wall.
I stopped playing after this point (this wasn't a ragequit don't worry) because... I Think I'll wait for the GZdoom version.
Last edited by axel37 on Sat Dec 05, 2015 11:45 am, edited 1 time in total.

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[ALPHA] RE: [DEMO] Doom Happens v0.22 difficulty rebalance

#16

Post by Lycaon » Sun Dec 06, 2015 10:29 pm

No it's not down! Try again, I can still download it and I see many people still is too, there were 30 downloads this last days.

EDIT: Nobody said anything about such a bug in the zandronum version but now you got me paranoid... I'll double-check that, thank you very much! Did weapons that worked before stopped working later, or was it that some weapons never worked to begin with and others worked fine? I have no idea what may cause this

EDIT 2: I'm going to upload a new version these days that has a lot of changes in difficulty (it's easier) but also less ammo to bring up the survival element. There will also be a new boss right where this wad ends.
Last edited by Lycaon on Sun Dec 06, 2015 10:37 pm, edited 1 time in total.

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[ALPHA] RE: [DEMO] Doom Happens v0.22 difficulty rebalance

#17

Post by Lycaon » Mon Dec 07, 2015 8:37 am

I have confirmed the bug. I'm afraid i'm gonna give up Zandronum support for this map. That means this doesn't really belong to this forum anymore, so do as you will according to the forum rules. I'm sorry, it seems having multi-port support is harder than I thought it would be, since I have no idea what may be causing this game-breaking bug. If someone can shed a light on this problem, I still doubt I would mantain zandronum support since the absence of voxels really make the map look kinda flat and doesn't look like it's supposed to. I thought I could make it work aesthetically but I see there is no point as I'm now using voxels as key parts of the scenario and a way to reach certain stuff, so now it's also technically a problem.
Last edited by Lycaon on Mon Dec 07, 2015 8:37 am, edited 1 time in total.

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[ALPHA] RE: [DEMO] Doom Happens v0.22 difficulty rebalance (No Zandronum support anymore)

#18

Post by Ænima » Mon Dec 07, 2015 9:33 am

Sounds like desync.
Reinforcements: midgame Survival joining/respawning
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ZandroSkins: a pack made by our community
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[ALPHA] RE: [DEMO] Doom Happens v0.22 difficulty rebalance (No Zandronum support anymore)

#19

Post by Lycaon » Mon Dec 07, 2015 10:34 am

Whatever it is, it's up to the moderators if they decide to delete this post, because I'm not going to go for zandronum support anymore (unless they find a way to include voxels in this port, which would be great)
Last edited by Lycaon on Mon Dec 07, 2015 10:45 am, edited 1 time in total.

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[ALPHA] RE: [DEMO] Doom Happens v0.22 difficulty rebalance (No Zandronum support anymore)

#20

Post by axel37 » Mon Dec 07, 2015 11:34 am

Oh bad... Zandronum forums are the only forums where I have an account.
And the link works now.

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Time to continue playing this. I did the beginning, It was really cool and original. I specially liked when you use something the character (you) talks (like when you want to open a door and it's closed...).

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Oh and, at the beginning, the guy that wants you to kill him... I wanted to punch him to death but...I punched him once and he died. Could you change that ? Like one shot with pistol but not with fists ?
I have huge fps drop when outside even with standard fog...
Last edited by axel37 on Mon Dec 07, 2015 11:48 am, edited 1 time in total.

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