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04-27-2019, 05:20 PM
Zombie DOOM mod
Back in 2013, I started modding DOOM, and decided to make a zombie survival mod. Over the course of a year or so, I got all the behavior of the enemies I wanted down, the new "realistic" guns, and some of the graphics. The graphics are the most time-consuming part, so I never really worked on them, and largely put the project away, occasionally revisiting it.
About a week ago, I had some renewed interest in this project, and have started putting in a lot of time making new graphics for the monsters, as well as creating objects to place in the maps. I'm going to have to start creating maps, soon, to get your character running around through an apartment building and later down the city streets.
Here's some of the progress, so far:
Using lots of pallet-swapping, I'm able to make zombies with different clothes, skin, and hair colors, to add variety to the game.
I added in humans that will turn into zombies if killed by zombies or any of the green slime in the game. The humans have the same color combinations as the zombies, so you don't run into issues of red-shirt humans spawning blue-shirt zombies.
In addition to humans, I added cops. They will fight instead of running, and are pretty competent against the slow zombies. Fast zombies and zombies with ranged attacks will kill them much faster. If they come back as zombies, they're twice as tough as the other slow zombies because of their armor.
There are zombies that will crawl out of the dirt, seemingly coming from nowhere.
There are some cultists (that replace the cacodemons). They largely behave the same, albeit more aggressively. There are several other types, including necromancers that summon zombies (replacing the pain elementals that spawn lost souls).
Here is some of the arsenal of guns you can find. You're limited in terms of how many you can carry at a time, and each has an internal capacity, forcing you to spend time reloading.
The knife replaces the chainsaw. One advantage to keeping the pistol instead of the Uzi is that you can hold the knife in your other hand, making quick attacks. This saves on both time and ammo in a mod where things are meant to be scarce.
Some graphics I made a while back for reloading the AK-47.
The cross-hairs on the rifle scope. If you have the time and space to use the thing, it's fantastic, but not advised for running around in tight spaces.
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04-27-2019, 05:20 PM
Zombie DOOM mod
I've created some cars. The police cars actually have lights:
I was working on new types of exploding barrels today. I decided to make eight of them stacked on a skid, which makes a much larger explosion. I had to tweak the radius a bit, because I was obliterated a fraction of a second after taking this screen shot. :p
Some furniture I recently added in, with some rotation sprites. That's where all the time comes from when making graphics. If you track rotation, you're probably doing around five images for still objects, and 40-60 for each individual monster.
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04-27-2019, 05:33 PM
(This post was last modified: 04-27-2019, 05:34 PM by Gawdzilla Sama.)
Zombie DOOM mod
Cool. But when I read the subject line I thought this would be about BrianSoddingBoru.
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04-30-2019, 02:21 AM
Zombie DOOM mod
I've finally started level building! I'm only two rooms in, so far. This is me mucking around with all the textures I created for mundane stuff like carpet, drywall, trim, and cabinets. It's not great, but it's way better at what I want to convey than the default Doom textures:
I'm iffy on how I feel about the dynamic light source in a darkened room. It looks a bit odd to me, but I like the effect of being able to shoot a light out. I can play with darkness and sparse light sources to great effect with zombies wandering the halls, I'm sure:
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05-01-2019, 08:32 PM
Zombie DOOM mod
So, I've started in earnest on level editing. I'm probably about 50-60% done with the first level. Right now, it's primarily two floors of hallways, three apartment rooms, and a lobby on the main floor. I need to add more rooms to explore.
Here is the hall outside your room, complete with evidence of the carnage:
The light is out in the section of the hallway, making it spooky. There is a corpse in there that will stand up and attack you if you linger too long:
I've got one window in the building so far. Windows aren't a pain to add, but putting stuff to see outside of them is what's so time-consuming:
Here's what little I have of the lobby, with the door out to the street. Crossing the door ends the level:
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05-01-2019, 08:49 PM
Zombie DOOM mod
How about zombies with religious signs? The most powerful one would have a bodyguard of zombies in expensive suits.
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05-02-2019, 09:59 PM
Zombie DOOM mod
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05-03-2019, 08:47 PM
Zombie DOOM mod
Suburbia!
A park, complete with animated fountain and water noises!
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05-07-2019, 09:09 PM
Zombie DOOM mod
Office Space with zombies!
With TPS reports!
And a different office at night:
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05-12-2019, 10:31 AM
Zombie DOOM mod
that is fucking cool as fuck my partner plays doom he is the gamer am the forum poster no gaming skill what so ever
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05-12-2019, 12:38 PM
Zombie DOOM mod
That's fascinating! During the 1990's I used a CAD program to make my own DOOM maps. One was based upon the floor plan of Pharaoh Seti I's tomb in the Valley of the Kings. I wasn't much at playing the game, but I enjoyed making the maps. The guys at work had a lot of fun playing them. A few of the fellows told me that mine were better than the originals. I gave up on the project after I retired in 2001.
“I expect to pass this way but once; any good therefore that I can do, or any kindness that I can show to any fellow creature, let me do it now. Let me not defer or neglect it, for I shall not pass this way again.” (Etienne De Grellet)
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05-12-2019, 12:40 PM
Zombie DOOM mod
(05-12-2019, 12:38 PM)Gwaithmir Wrote: One was based upon the floor plan of Pharaoh Seti I's tomb in the Valley of the Kings.
That would have been a bitch.
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05-12-2019, 01:14 PM
Zombie DOOM mod
(05-12-2019, 12:40 PM)Gawdzilla Sama Wrote: (05-12-2019, 12:38 PM)Gwaithmir Wrote: One was based upon the floor plan of Pharaoh Seti I's tomb in the Valley of the Kings.
That would have been a bitch.
It took me about two weeks to create it. Most of the guys had to play it several times to beat it. Of course, I added about a dozen rooms and corridors which were not part of the original floor plan.
“I expect to pass this way but once; any good therefore that I can do, or any kindness that I can show to any fellow creature, let me do it now. Let me not defer or neglect it, for I shall not pass this way again.” (Etienne De Grellet)
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05-12-2019, 01:18 PM
Zombie DOOM mod
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05-26-2019, 08:48 PM
Zombie DOOM mod
I made a two-headed zombie by modifying the mancubus sprites. He can punch you back about 15 feet.
I'm working on making a UAC factory to give a few "DOOM-like" levels for the zombie mod. Looks like the zombies gave you a way in...
I made some rather clunky semi trailers, but it sets the stage well.
I loaded a flat bed up with a bunch of skids of barrels. This leads to a very satisfying chain reaction.
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05-31-2019, 03:41 AM
Zombie DOOM mod
For a fun change of pace, the 5th level is a very Doom-like factory. I'm using UAC as antagonists for this mod.
I'm working with both some original Doom textures, and some I created on my own. Those pipes are animated.
There's even a trash compactor (that nicely crushes zombies)!
I've added slime tubes, some of which contain experimental zombies. These are to go in the factory I'm working on. Some of the zombies will burst out if you get too close.
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06-01-2019, 01:57 AM
Zombie DOOM mod
And now the tubes are in the factory!
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06-08-2019, 04:16 PM
Zombie DOOM mod
So, the 6th level is supposed to be a short level where you're on a train. You get on the train at the end of the 5th level, and you'll start where the thing stops on the 7th. Right now, it's empty. I haven't put in the monsters, but I wanted to get the aesthetics all set up, first.
The first three cars are largely identical (apart from the stains on the floor). The fights are meant to be cramped.
The space between the cars. You can't fall off, but I wanted to add details like this.
You end the level by pushing the big red button (stopping the runaway train).
The trick in all this is that DOOM sectors only move vertically, so I can't actually make the train move. You can have animated floor and wall textures, though, so I was able to create the illusion of movement by making it look like the area around you is moving. The train is kept closed, so you can't get outside of it, since it would be absurd to be standing still on moving ground.
Spoilered for motion sickness:
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06-16-2019, 06:52 PM
Zombie DOOM mod
So, I hosted the work so far on modDB. The last time I checked, it said the file wasn't on any mirrors, so I don't know if it will be available soon, or not.
This version includes all the behavior programming, most of the weapon graphics (they all function 100%, but some sprites need to be finished and some polished), and six levels completed.
It's meant to be run on GZDoom (you can download here). I stopped supporting Zandronum, as they're getting further behind on updating ZDoom functions. I'm sick of using deprecated code. There's a README file in the zip that explains the mod a bit and lets you know about binding keys for three new actions.
If you have any questions, post them here or PM me.
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06-16-2019, 10:39 PM
(This post was last modified: 06-16-2019, 10:42 PM by EvieTheAvocado.)
Zombie DOOM mod
Now I have access to my account and can post again: I want to say that this looks ace. @ RobbyPants Will you let me have a go on the finished product? Or maybe even beta test it at some point? It looks fucking awesome!
I'm familiar with ZDoom, GZDoom, etc. And I've used Doom mods before.
I used to make Doom levels. I even videoed myself playing my first ever Doom level:
It's shit.
My Argument Against Free Will Wrote:(1) Ultimately, to control your actions you have to originate your original nature.
(2) But you can't originate your original nature—it's already there.
(3) So, ultimately, you can't control your actions.
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06-16-2019, 10:50 PM
(This post was last modified: 06-16-2019, 10:51 PM by EvieTheAvocado.)
Zombie DOOM mod
I will happily playtest it ... I have shit tons of free time on my hands. And I love Doom. Interested?
I also promise not to leak any beta versions. I've done betatesting before
My Argument Against Free Will Wrote:(1) Ultimately, to control your actions you have to originate your original nature.
(2) But you can't originate your original nature—it's already there.
(3) So, ultimately, you can't control your actions.
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06-16-2019, 11:09 PM
Zombie DOOM mod
(06-16-2019, 10:50 PM)EvieTheAvocado Wrote: I will happily playtest it ... I have shit tons of free time on my hands. And I love Doom. Interested?
I also promise not to leak any beta versions. I've done betatesting before
See if you can download it from the modDB link I put in my last post. I’m not sure if it’s working or not. It should link to a ZIP with the WAD and a README file.
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06-16-2019, 11:11 PM
Zombie DOOM mod
Says it's not available.
My Argument Against Free Will Wrote:(1) Ultimately, to control your actions you have to originate your original nature.
(2) But you can't originate your original nature—it's already there.
(3) So, ultimately, you can't control your actions.
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06-17-2019, 01:00 AM
Zombie DOOM mod
(06-16-2019, 11:11 PM)EvieTheAvocado Wrote: Says it's not available.
I had that earlier, too. I’ll keep an eye on it to see if it changes during the week. If not, I’ll reach out to them.
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06-18-2019, 02:28 AM
Zombie DOOM mod
(06-16-2019, 11:11 PM)EvieTheAvocado Wrote: Says it's not available.
I was able to pull it today by clicking on the file name in that pop-up.
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