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Rob's Doom Mod
#1

Rob's Doom Mod
I haven't worked on my zombie Doom mod in a while, but I started a new one since I came back in the fall. It started as mostly improving the weapons, making the monsters harder, and changing the music. I decided to make a full 32-level mod that roughly follows the story of the 2016 Doom game. So, I started working on the first level, adding some new textures and objects to make it look like a facility on Mars.

This is the hall right outside the room where you start. It's dark, there are two imps, and there are some flashing red lights to help you find your attackers.

[Image: 78419308_10159476428676164_7764265182754...e=5E682CCF]


This is the first air lock. If you go outside, you'll slowly start suffocating, unless you pick up that O2 tank.

[Image: 79387355_10159476428806164_7799838739009...e=5E3F7E5A]


I took a lot of the office textures I made for my zombie mod, and changed the color to make things look more sterile. I grabbed some scientist zombies made by some other devs to save myself some time. I made all of the office textures this morning (yay Saturdays!)

[Image: 79228119_10159476429291164_8763744174643...e=5E7EF608]


Here's one of the two corner offices, with a nice view of the scenic Mars landscape.

[Image: 79405402_10159476428971164_3840109686460...e=5E6A9EF2]


I did add one weapon to the existing roster: a rifle, dropped by the zombie men from the original game.

[Image: 78068151_10159476429221164_5915701740908...e=5E896449]
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#2

Rob's Doom Mod
I'm starting to get more comfortable with 3D platforms. This offers a lot more opportunities for a player to revisit the same area without resorting to rising and lowering platforms.

[Image: 79932497_10159500576846164_7336645843488...e=5E82D1A7]


I'm connecting two buildings with a sky bridge. When you're outside it (and under it), you'll need O2 to breathe, but not on the inside.

[Image: 78980265_10159500576941164_2498350856533...e=5E708BCB]
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#3

Rob's Doom Mod
Read the title and came to look which mod was dooming Rob and why. Lol!

I'm not much into combat games, but building things is something I do like a lot.
[Image: color%5D%5Bcolor=#333333%5D%5Bsize=small%5D%5Bfont=T...ans-Serif%5D]
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#4

Rob's Doom Mod
(12-15-2019, 11:55 AM)Dom Wrote: Read the title and came to look which mod was dooming Rob and why. Lol!

I'm not much into combat games, but building things is something I do like a lot.

Chuckle

If I ever start butting heads with any of you, I'll call you my "doom mod". Tongue
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#5

Rob's Doom Mod
I was never very good at playing DOOM when it first came  out. I did, however, acquire a couple of programs for creating DOOM maps. I spent quite a few hours putting together over a dozen mazes which the guys at work had a tough time beating. One of the coolest and spookiest maps was based upon the floor plan of Pharaoh Seti I's tomb in the Valley of the Kings. The largest map was appropriately titled Too Big and took an experienced player about an hour to complete, even if he knew where all the switches and secrets were located.  Shy
“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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#6

Rob's Doom Mod
I'm starting to make a warehouse level, now. I've added a bit from someone else's mod to make it so you can climb on the crates, which (literally) adds a new dimension to the level design and game play.

[Image: 82573560_10159593336721164_4312277422952...e=5EA280DE]

[Image: 81885550_10159593336701164_8756758805473...e=5EA5229A]

[Image: 82512852_10159593336686164_5238012827096...e=5EADB53B]
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#7

Rob's Doom Mod
This conveyor section of my 4th map is turning out to be quite the gauntlet.

[Image: 83242296_10159646927691164_8710288934367...e=5ED3D28D]
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#8

Rob's Doom Mod
The beginnings of my foundry level. Don't fall in!

[Image: 84593272_10159650495271164_7593825057789...e=5E96F573]
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#9

Rob's Doom Mod
Okay. OSHA said we needed guardrails. This is also the first time I've used transparent window textures. I need to figure out how to get the "breakable glass" feature working...

[Image: 83907810_10159651954986164_8148346112122...e=5ECB60D8]
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#10

Rob's Doom Mod
Criss-crossing catwalks over molten metal.

[Image: 83711446_10159652563996164_4541656946033...e=5EC5820E]
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#11

Rob's Doom Mod
I created a random lightning effect! It's red because I plan to use it in the later levels when the player is battling demons in hell.

[Image: 84698831_10159694251741164_6654785365380...e=5ECE77B6]


It's purely asthetic, but I've added the portal between Mars and Hell that's causing all the problems for the storyline. I want the player to be able to see this about once a level as they work their way closer to it throughout the first six to ten levels.

[Image: 84216750_10159694426006164_8130866402681...e=5ED21F84]

[Image: 84045472_10159694508566164_7723502910868...e=5EC25807]
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#12

Rob's Doom Mod
I added some electric arcing. In the story line, you're forced to go through this maintenance area to bypass a broken door.

[Image: 85245079_10159709271956164_4617939989026...e=5EBA2B05]


Here's a better view of the arcing area you have to cross.

[Image: 85058230_10159709271861164_2102522547366...e=5EBC1504]


I do have to say I rather like the way the power core map looks in the map editor. This thing took some serious time to design, but I'm quite pleased.

[Image: 84493446_10159709271321164_4035706233741...e=5EBA6E46]


Here's the power core area you have to climb.

[Image: 84657904_10159709272161164_1726400866707...e=5F026366]


Some more arcing effects in the bottom level of the power core.

[Image: 84465125_10159709273416164_3192221351691...e=5EC5F8C2]


Up about half way on a ring around the beam. Don't fall in!

[Image: 84982391_10159709273731164_8496063142533...e=5ECB0C78]


Finally to the top, but two barons of hell teleport in to guard the exit.

[Image: 85083462_10159709273861164_5733732377532...e=5EC7425F]
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#13

Rob's Doom Mod
I've got the scripting set so clicking a switch can change the wall textures (and raise a column elsewhere) so it looks like you're running around turning on all the cooling systems in the fondry level. I was planning on doing this Wednesday, but the internet was down for four days...

[Image: 84954509_10159710655506164_7793886511337...e=5EB7999F]
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#14

Rob's Doom Mod
I'm starting work on the hell levels, now.

[Image: 86970691_10159734965811164_5484431988678...e=5EC32957]


I took time to make an animated texture for the portal back to Mars. It's made to look like the rooftop of the previous level.

[Image: 86708716_10159734966031164_6578875636650...e=5EC68388]
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#15

Rob's Doom Mod
I'm working on the gatehouse to the first castle you have to storm in Hell.

[Image: 86722586_10159737970331164_5188073154991...e=5F000F40]


I was able to get a pretty convincing draw bridge with 3D floors. We won't worry what the convection from the lava would do to the wood above it. Tongue

[Image: 87072858_10159737970641164_7569828663189...e=5EC2404F]
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#16

Rob's Doom Mod
This is really cool.  Thumbs Up
[Image: color%5D%5Bcolor=#333333%5D%5Bsize=small%5D%5Bfont=T...ans-Serif%5D]
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#17

Rob's Doom Mod
It's a different project, but my eight-year-old wanted me to make a mod where you run around throwing bouncy balls at people. So, in one morning, I was able to clone my old zombie mod, pull out all the blood and guns, get the bouncy balls in, and add in a dodge ball court.

[Image: 84243957_10159754782586164_4568373145852...e=5EB6EF63]
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#18

Rob's Doom Mod
So, the castle I posted earlier is complete now, with an inner keep. You have to get three different skull keys to storm the place.

[Image: 87813269_10159802299896164_8450896922851...e=5E95D55B]



The enterance to level 9: the catacombs. This is the view behind you. Of course, you can't back out...

[Image: 88434832_10159802300036164_7402438119624...e=5E91803B]



The view down the entry to the catacombs.

[Image: 89305001_10159802300056164_5963651254017...e=5E997F72]



A cool light effect from a skylight shining on a pool of fetid water in the catacombs.

[Image: 89451437_10159802300301164_6736037689830...e=5E8F0649]



The cathedral for level 10 is coming along nicely. It needs a lot of decoration outside, but I think the building itself is about done. I might make a bunch of spires for the ridge line and the towers...

[Image: 87387455_10159805689706164_5183872797234...e=5E96DF74]



I made a stained glass texture from an old Doom texture of an arch vile to make the rose window for the cathedral.

[Image: 87515760_10159805689651164_2233373888589...e=5E93B219]
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#19

Rob's Doom Mod
I've finished level 10, which ends when you pass through the gate to the cathedral.

[Image: 90472038_10159838550551164_1208636666479...e=5E950E7C]


I've started working on level 11, the cathedral level. Here is the view behind you when you enter.

[Image: 89910291_10159838550596164_3953149673753...e=5E96C7BB]


A couple gargoyles of barons of hell. In later parts, some of these will sneak-attack you. I've managed to figure out the coding to get them to attack when you're not looking. Mwua ha ha...

[Image: 90015885_10159838550631164_5904127757528...e=5E94B2B1]


The second room of the cathedral, complete with pews and an alter.

[Image: 89996679_10159838550756164_8584745726045...e=5E972453]


A side view of the pews.

[Image: 89863091_10159838550846164_5177222555773...e=5E9617E1]
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#20

Rob's Doom Mod
Well, this last week of social distancing has given me no shortage of modding time!


Level 12: the Bane Mires. I'm enjoying the fog effects GZDoom allows.

[Image: 90519060_10159848058376164_4228034392515...e=5E9D6702]


Imp Town (level 14) is coming along nicely.

[Image: 90088491_10159863909521164_6258055770210...e=5EA0FA3B]


It needs a bit of polishing, but level 15: The Pit is pretty much done. Here's the opening shot. Good luck. You're going to be spending a lot of time darting between those rocks for cover in this wide open map.

[Image: 90283159_10159873558336164_2353257944922...e=5E9EB899]


Just down from the entry, a hidden cave of baddies waits in ambush. I'm really loving the 3D floors in this port.

[Image: 90239453_10159873558376164_4938942520424...e=5E9DAEE5]


A nice shot of the mini heat seaker barrage I added to the revenant a while back.

[Image: 90299325_10159873558366164_7263100154952...e=5E9F7D86]


Cyberdemon in lava! He actually starts way at the top but he rushed headlong at me at one point. He's no less deadly down there!

[Image: 90774889_10159873558536164_1066491541247...e=5E9E744B]
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#21

Rob's Doom Mod
Level 19: Streets took some time to create. It has some very obvious similarities to my city level in my zombie mod from last year. In fact, I pulled a lot of resources directly from it.

[Image: 92065760_10159926319491164_3306817555959...e=5EB03B18]


The cars work a lot like the explosive barrels, although they take a bit more to blow up.

[Image: 92213419_10159926319471164_6704244692638...e=5EAFFB9F]


A view from a roof top.

[Image: 92206218_10159926319521164_4621809406667...e=5EAD6817]


Inside a building. I didn't bother much with furniture. I'm aiming more for a rough look and feel of a city while having this still play like old Doom.

[Image: 92320666_10159926319721164_7762220181320...e=5EB049EE]
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#22

Rob's Doom Mod
Map 30: Void is finished! It's the final map in this massive project I've been working on. This one is a slog. You start out in the middle of nowhere (fitting for the map name), with all of the weapons, ammo, and power ups, a lot like Doom 2's 30th level.

[Image: 96243958_10160082419086164_1017745792741...e=5EDAE7A0]


Several of the areas are designed to make you feel like you've wandered off the edge of the world. I pulled this off with straight up black floor and wall textures and a gradient for the sky. While it might look like you're in darkness, all of the monsters and items are rendered in full brightness, giving an unsettling effect.

[Image: 96341099_10160082419216164_7836767748288...e=5ED90185]


Of course, I had to make beefed up, teleporting versions of the cyber demon.

[Image: 96293251_10160082419226164_5610880039236...e=5EDA58E5]


And, the final fight features a modified Icon of Sin (the original Doom 2 boss). Instead of summoning monsters, it unleashes psychic attacks while other monsters do the summoning.

[Image: 96427289_10160082419296164_4386846292957...e=5EDAD377]


Once you've killed everything, the portal to Earth is opened, and you can return home...

[Image: 96286098_10160082419371164_4821854041124...e=5ED8962D]
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#23

Rob's Doom Mod
I finished draft one of the title pic for my Doom mod. The subtitle is a bit of a working title right now (UAC is the evil company in the Doom games). Still, I have the raw file with all the layers, so I can make changes quickly.

[Image: 96752854_10160087068261164_2687303759423...e=5EDC31AC]
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#24

Rob's Doom Mod
I finished my Doom mod a couple weeks ago. After a bit of tinkering, I've put it up at ModDB for download!

Hubris of UAC download at ModDB

Screen shots:
Show ContentSpoiler:

For those interested in playing this:
  • Go to the above link and click the red Download Now button.
  • Unzip the download file. Hubris.WAD is the game file that you play with GZDoom.
  • You will need GZDoom (at least 4.3.3) installed. You can find it at zdoom.org. Click the left-most download.
  • I set this up to make UltraViolence pretty hard. I have beat every level from a pistol start, but I know where all the secrets are. If you haven't played Doom in a while, you might want to try an easier difficulty.
  • Let me know if you have any questions.
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