Spram Posted October 23, 2018 (edited) Hello my homies. Back in 2011 I started screwing around in Doom adding "Metroid Enemies" to the game. I didn't know much about Doom modding at the time, my only other Doom mod being something I made back in the mid-nineties so it was pretty crap. After playing "6 Golden Souls 2" I got an itching to make Doom maps and decided to finish my Metroid Doom mod and now here it is. I didn't know how to do a pk3 thing so I just did it like I always did and just replaced stuff in the original wad file (I used TNT Evilution as a base) and added a dehacked file for random stuff. You need to run two wads and a deh file. IMPORTANT INFORMATION! PORT: GZDoom version g3.4.1. Requires Freelook, Jumping and crouching. IWAD used: TNT Evilution CONTENTS: A new map (it's a little big), new graphics, sounds, music and decorate stuff. GAMEPLAY THEMES: It's a "metroidvania". Get items to backtrack into places you couldn't get before until you win. DIFFICULTY: Yes. Play on "Metroid Hunter" difficulty for a normal challenge. Save often. There are no auto-saves. The game might seem too difficult if you don't use your map to look for Energy Tanks and Missile Expansions. The map can be pretty dark at places (Green Brinstar mostly) so I recommend playing it in a dark room. Mod Database download: Spram's Metroid Doom Temporary download: Spram's Metroid Doom I uploaded it to the /idgames archives but it might be rejected for so much copyrighted material. Here's a video: I know there is a Metroid Doom project called Metroid: Dreadnought. My wad is not meant to replace it or be THE Metroid Doom wad. I did this for myself because it's fun. The arm-cannon image makes me uneasy. I took it from a google image search thinking it was the one used in Metroid Prime but it's from a mod (more info: https://forum.facepunch.com/f/fbx/qtod/Metroid-Prime-Arm-Cannon-3ds-obj-etc/1/). I couldn't contact WNxKraid to ask for permission, but I didn't want to throw away all the files I created from the original image. What I mean is: I'm not taking credit for the arm-cannon base image because I didn't make it. I stole it just like I stole all those Metroid sprites and Metal Gear Solid Textures. YOU CAN HELP! Do you like this but think it could be better? Things I wish someone else would make: Working Morph Ball (no arm cannon when crouching, use bombs) , pk3 format, custom UI, other stuff. If you think you can do this, then please do it. I'm done with this wad, if you want to screw with it (or make new maps) then go ahead. Edited October 27, 2018 by Spram : Added download - changed topic to add "released" - added modDb link 16 Share this post Link to post
Rathori Posted October 23, 2018 This looks great, I'm gonna try it once I have some time. One question, though: why TNT IWAD? Especially since it looks like you're using custom textures and sprites. 0 Share this post Link to post
Spram Posted October 23, 2018 26 minutes ago, Rathori said: This looks great, I'm gonna try it once I have some time. One question, though: why TNT IWAD? Especially since it looks like you're using custom textures and sprites. TNT IWAD? That's the one I used. I didn't know you could run wads without an iwad... ? 0 Share this post Link to post
NightFright Posted October 23, 2018 (edited) What he wanted to say is that projects are usually based on doom.wad or doom2.wad since these iwads are much more common. Using any others (such as tnt.wad) means needless limitation of your player base. Unless you want to make an addon utilizing the assets of one of the Final Doom iwads (like e.g. Plutonia II did which requires plutonia.wad), it's recommended to use doom2.wad. Edited October 23, 2018 by NightFright 3 Share this post Link to post
Rathori Posted October 23, 2018 20 minutes ago, NightFright said: What he wanted to say is that it's much more common to base projects on doom.wad or doom2.wad since these iwads are much more common. Using any other iwads means needless limitation of your player base. Yep, that's exactly what I meant. I should probably have worded it better, though. Thanks for explaining it properly :) 0 Share this post Link to post
Pegleg Posted October 23, 2018 Paging @MetroidJunkie. @Spram Welcome to Doomworld! This looks nice. The TNT.wad is an unfortunate choice--perhaps you can fix it somehow. Nevertheless, good work. Since the map apparently ends with Mother Brain, are you thinking of expanding on this to make other Metroid levels? 0 Share this post Link to post
Spram Posted October 23, 2018 (edited) Ok, so I got a download working. It's in the first post and also here. I tried using Doom2.wad as an iwad and it seems to work fine. Pegleg: I think I'm burned out on Metroid levels for now. There's more than just Brinstar and Norfair in this map though. 0 Share this post Link to post
Batandy Posted October 24, 2018 Hey I just wanted to say, i've tried it and think it's really impressive, especially the map's layout. When i first opened it i wasn't sure of the 16x16 tiles from Super Metroid being used as textures, but in the end they work fine, giving it a retro artstyle. I like how huge the map is and generally does feel like a 3D rendition of Zebes (albeit a bit smaller scaled given how fast you travel through the areas). Gameplay is fine, i was expecting it to be a bit more metroid like while it's more on the doom side for now. The monster sprites are good, especially those which have rotations. Now here's my thoughts/suggestion on things to tweak, and things you could improve Some rooms feel too crowded, and some enemies are tank-ish (the zoomer in the first area is a good example given how many zoomers are around), i'd balance things out a bit and make some rooms a bit bigger personally, especially in the Norfair area. I'd personally take this a step further by coding some more metroid accurate mechanics kinda like in Metroid Dreadnought, it would really shine that way (Especially if you get a working morphball going instead of faking it with the default crouch). I'd also rework some enemies that acted more like vanilla doom's monsters, such as the security robot being a mancubus. If you disable the weapon lower/weapon raise it will look like you're switching between beams, if you have the patience you could go a step further and even draw transition animations between one beam and another. Also there's a small bug: I've noticed that some of the vegetation actors in crateria are solid and can actually block you and your shots. Solid work, keep it up! 1 Share this post Link to post
MFG38 Posted October 24, 2018 Looks promising. Just downloaded, will give this a spin later. 0 Share this post Link to post
General Rainbow Bacon Posted October 24, 2018 So far this is really good. Only played a little bit so far, but the Metroid atmosphere is definitely there. Nice job. 1 Share this post Link to post
Spram Posted October 27, 2018 (edited) NEWS! There is a Mod Database link to the files: https://www.moddb.com/downloads/sprams-metroid-doom Voltcom9: Thanks. MFG38: Thanks. Let me know if you like it or not. General Rainbow Bacon: Thanks again. Batandy: It's an honour! Thanks and I'll look into the solid plants. They were not created in decorate and are actually graphic changes of previous stuff, they work fine in my end, but I'll maybe make decorate versions of them to be sure. When? I don't know, I'm tired and lazy. 1 Share this post Link to post
Batandy Posted October 29, 2018 On 10/28/2018 at 1:35 AM, Spram said: NEWS! There is a Mod Database link to the files: https://www.moddb.com/downloads/sprams-metroid-doom Voltcom9: Thanks. MFG38: Thanks. Let me know if you like it or not. General Rainbow Bacon: Thanks again. Batandy: It's an honour! Thanks and I'll look into the solid plants. They were not created in decorate and are actually graphic changes of previous stuff, they work fine in my end, but I'll maybe make decorate versions of them to be sure. When? I don't know, I'm tired and lazy. Yeah you should definitely make your own stuff in decorate instead of reskinning existing actors, not only for compatibility, but you could also do so much more that way 1 Share this post Link to post
TheLemonLimeBrony Posted December 26, 2018 really nice wad. but you should use this instead. I edited the file since in the large outdoor forest area with the old temple, there are two spots where a plant blocks you and you have to noclip through it. I simply removed those two plants. other than that, its exactly the same. https://drive.google.com/drive/folders/17KwuEEyuJxjqLgRiIrWO67DnIWkHEa2e?usp=sharing 1 Share this post Link to post
diosoth Posted December 28, 2018 I played this through, easy setting as I do when playing anything for the first time to get a feel for it. Monsters early on drop the ice beam pickup, is this supposed to happen? Missiles are almost too plentiful, I had 130 by the end and Mother Brain was the only enemy I really used a lot of them on. Harder settings likely offset this but even by the time I got 75 of them I stopped really caring if I got more. Likewise few energy tanks, I only found 2 with one of them being late in the game, which if consistent through difficulty settings may be a big problem for the harder choices. I liked the level design. Overall I had few real complaints about this map or the mod and only mostly nitpicks. I do think having missiles available by cycling through is needless since they alt-fire regardless of beam. I wish Samus was immune to splash damage from her own missiles as she normally is, this did get to be a bit of an issue at times, it makes using missiles at close range much harder. Chozo statues would have been nice for items but I don't know how to really do those in 3D using the Doom engine as either sprites or structures. Morph ball was sort of missed, but in 3D with crouching it's probably not needed, Prime often had to shoehorn in various puzzle rooms to make it necessary. Weapon range is an issue, some of them fizzle out at short distances. A long beam enhancement would help, if not disabling this. Wave beam also felt mostly weak despite the infinite range. I'm curious why the main Norfair music is a remix from Heretic/Hexen? The rest comes from Metroid games. The ruins in the desert area could use minor editing to remove the Daedric runes, I guess these textures are from Daggerfall? People will recognize them. One of the bosses is Biollante from Godzilla but I guess it fits the visual theme, though I was unsure where to actually hit it, head or glowing center. There is one map station in Norfair and everything is one map- the only way I can see bypassing this is to use hub levels with separate map stations per section, which could also allow each section to be larger. I used the "fix" linked above but those plants really didn't need collision at all, the ones remaining were a bit in the way when walking around them. 0 Share this post Link to post
Lampenpam Posted December 28, 2018 (edited) 5 hours ago, diosoth said: Monsters early on drop the ice beam pickup, is this supposed to happen? Did you load the dehack patch? This happens when you don't. I'm suprised you can beat the wad, I thought it's going to be compleetly bugged. 0 Share this post Link to post
diosoth Posted December 28, 2018 (edited) 6 hours ago, Lampenpam said: Did you load the dehack patch? This happens when you don't. I'm suprised you can beat the wad, I thought it's going to be compleetly bugged. The "fixed" map download posted by TheLemonLimeBronydoesn't include it. I played through with gzdoom-g3.3pre-297-g56f656516-x64 with no obvious issues, didn't save/quit at any point, went on a full 2 hour 22 minute run start to finish. I have GZDoom 3.4 but as it tends to randomly crash during level transitions I barely touch it. I noticed the second jump of the Space Jump has a forward thrust to it that isn't really needed and makes precision aiming in the escape sequence a bit harder. But aside from that the platforming sections didn't bother me- and such things usually DO bother me as they aren't often designed with an FPS view in mind. None of the jumping felt irritating, unlike Golden Souls where it's tiny platforms over instant death traps. I also wonder if the zebetites could be replaced with enemies that take a few shots, the rising pillars are one shot switch/door combos and no real challenge. The turrets in the final section were also obnoxious, impossible to dodge, even at full 300 health I still barely had enough health to kill Mother Brain. I think they fire a projectile rather than hitscan but it moves very fast. The one obvious omission though is Kraid. But having a giant monster 2 rooms tall isn't going to matter much unless you can set the hitbox into the mouth only using separate sprites and mouselook would render any platforming to hit the spot pointless. Maybe go classic NES where he's just smaller, along with the weaker fake before the battle. Edited December 28, 2018 by diosoth 0 Share this post Link to post
TheLemonLimeBrony Posted January 2, 2019 I didn't know you needed the dehack patch. I thought the enemies were supposed to drop the ice beam. I updated the FIXED folder. https://drive.google.com/drive/folders/17KwuEEyuJxjqLgRiIrWO67DnIWkHEa2e?usp=sharing 0 Share this post Link to post
bradd314 Posted February 21, 2019 Hey! I really love this mod but I had a few questions. 1) why does my UI look different than the ones in your screenshots and video? 2) where do I find the ice gun? when I first installed it the enemies dropped it but after I installed the dehack patch they don't drop it anymore. 0 Share this post Link to post
TheLemonLimeBrony Posted March 10, 2019 Ice Beam is located inside the first base-like area where you encounter Space Pirates for the first time. Its in the center of a room that releases Metroids when picked up 0 Share this post Link to post
FlyingMan1994 Posted July 3, 2020 I was messing around with the files and found a good way to combine all the files. If you change the dehacked file extension to .WAD, you can use an archiving tool to combine the metroid.deh (converted to wad), Met.wad, and Met_maps_fancy.wad all into a single wad that you can click on. You still need to use the plutonia IWAD however. 0 Share this post Link to post