[WIP: Demon: Experimental Horror]

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Drake Raider
Posts: 57
Joined: Sat Jul 19, 2008 1:54
Location: knee deep in the dead, the shores of hell, and the inferno, respectively.

[WIP: Demon: Experimental Horror]

Post by Drake Raider » Sun Jun 05, 2011 17:26

Okay, after the moon trilogy is in indefinate hiatus for obvious reasons, and I'm not sure how to finish Burton, as I hit a stump on scripted boss battes ala LoZ, I am working on a single map wad which will use many elements to foocus on fear over intensity. In fact, the gameplay will be rather slow until you reach the final third of the level. It'll feature zombies, and I'm using alot of randomizers to make the gameplay as unpredictable as possible. Also, I'm aiming to have it as Hi-res as possible. However, there will be an option to play lo-rez. It has a unique deathmatch mode.

For work credit before I start posting screenies,
I'm using:
id Software's Quake 2 Models and skins as bases
Doomero's d3 Weapon sprites
Risen3d's hi-res textures,
some Vavoom models, (which will remain nameless due to use in mod)
And some elements of the gore system used in Sergeant_Mark_IV's BrutalDoom (Also, if I can, I'd like to impliment the headshot system. However, I'm not going to use much, and I'm already editing your base sprites.)

The weapons and Zombie system are my own work. As will be most of the rest of it.

A big open starting room displaying the hi-res glory and my custom hud. It'll use the battery life of the recorder as a health meter.[spoiler]http://img17.imageshack.us/img17/8558/s ... 105042.png
This is somewhat complicated, the hand is an icon representing an action, the card is the action taking place.
http://imageshack.us/photo/my-images/60 ... 5271w.png/
New starting area, from which you enter the base.
http://imageshack.us/photo/my-images/19 ... 05271.png/
One of the many screen flicker effects.
http://imageshack.us/photo/my-images/82 ... 05271.png/
One of the barriers in the level, a fire.
http://imageshack.us/photo/my-images/70 ... 05271.png/
And the light randomally goes red.
http://imageshack.us/photo/my-images/19 ... 05271.png/[/spoiler]
New screenshots as of June 3...
[spoiler]Showing off lighting use:
Fighting a hunter and the aftermath.

Where there's smoke:

A recreational area

The main objective

I have no idea how I got a screenshot exactly as the lights flickered on, but in the garden maze area:

Zdoom Thread:
http://forum.zdoom.org/viewtopic.php?f= ... 79#p563179

Most importantly: Before I release, I would like to have a closed multiplayer beta. PM me and volunteer if you'd like to spend your time in this fashion. I'd do it myself, but my computer and internet suck.

User avatar
Drake Raider
Posts: 57
Joined: Sat Jul 19, 2008 1:54
Location: knee deep in the dead, the shores of hell, and the inferno, respectively.

Re: [WIP: Demon: Experimental Horror]

Post by Drake Raider » Mon Sep 19, 2011 23:33

Taken from the zdoom post after I remembered I posted here, too...

"http://www.mediafire.com/file/9kq5a9a7a ... n%20SD.rar

The SD is 'cause i kept this copy on my SD card, XD.

Archive Maintainer : jingodrake@gmail.com
Advanced engine needed : GZdoom. Nothing else works well that I know.
Primary purpose : Single+Coop play / Deathmatch
Title : Demon (Temp title if possible, but I have no better idea.)
Filename : Demon.wad, Demon.pk3
Release date : 07/28/11
Author : The Drake Raider
Email Address : jingodrake@gmail.com
Other Files By Author : ZHeXen, GZBlackmarsh, Unfinished Moon Trilogy
Misc. Author Info : Still not as good as I wanna be, but getting better/

Description : A beta is really the only way to describe this. I'm not happy at all with it, but I think it's almost completely functional. Until Burton is done, however, this will only be minorly updated. Just to work with and test, primarily to my lack of lan testing or a good machine.

Additional Credits to :
* What is included *

New levels : 1
Sounds : Dun't remember
Music : Yes
Graphics : Yes (From Quake 2, Doomero's Doom3 sprites, and the bloodsplats from Brutal)
Dehacked/BEX Patch : No
Demos : No
Other : No

* Play Information *

Game : DOOM2
Map # : MAP01
Single Player : Designed for / Player starts only / No
Cooperative 2-4 Player : Designed for / Player starts only / No
Deathmatch 2-4 Player : Designed for / Player starts only / No
Other game styles : (specify such things as Skulltag, etc.)
Difficulty Settings : Yes / Not implemented

* Construction *

Base : New from scratch w/ images and maybe sounds by one or two others. I don't remember all of them, but I hope to go through an add them all.
Build Time : 5 months.
Editor(s) used : Slumped, Slade, Doom Builder 1/2
Known Bugs : A glitch with the flashlight attachment for weapons.
May Not Run With : Zdoom won't show lights or models. I hope to have a glless Version with end product, tho. Skulltag won't work at all because of decorate.
Tested With : GZdoom, Skulltag, Zdoom.

* Copyright / Permissions *

Authors MAY use the contents of this file as a base for
modification or reuse. Permissions have been obtained from original
authors for any of their resources modified or included in this file. And the map I'd like improved anyway if someone's willing to help.

You MAY not distribute this file in any format.

* Where to get the file that this text file describes *

The Usual: Mediafire

Final notes: The drop point for the logs is the console in the holo-room. This is off the (fairly obvious) armory through some vents. The console is the only one in the room. I haven't put in-game clues for that yet.

It's map should work in coop and deathmatch. They both have unique features designed for them, but I cannot test them, so you'll have to see and tell me where I messed up.

Again, this is more of a side-project then an actual, real thing, so it's not finished in any way yet, just pretty much fully playable."

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