MikeyScoots Posted September 26, 2020 (edited) NEW TRAILER OUT NOW! What is Doom II - Hell Unleashed? Doom II- Hell Unleashed is a gzdoom remake of Doom II, reworking all enemy and weapon behavior, adds new gameplay mechanics, recreating all the original maps in a re-scaled and modern manner and adds over 20+ new enemies, sub-bosses/bosses, new original arsensal, soundtrack and more! What does Episode I mean? Due to the large amount of work it requires per level and all other things, we decided to divide this project into 3-4 episodes consisting of 7-10 maps each. Episode I is currently slated for November-December 2020 release, and will consist of Levels 1 - 8. Who are the new enemies? Spoiler FormerHuman Zombies FlamerZombie FreezerZombie PlasmaZombie SmgZombie ChainsawZombie ZombieMarine RocketGuy ShadowTrooper SuicideBomber NailBorg/Nail Borg Commando JetpackZombie HazmatZombie New Shotgunners RifleGuy SSGguy New Chaingunners (Chaingunguy now holsters a minigun) Dual Chaingunner Chaingun Major New Imps PyroImp SlimeImp DevilImp TimeImp New Demons BlindPinky Shadow Shade Slayer Knight New Projectile Enemies Carbine Guy Karasawa Guy And our own new original enemies and bosses! Shadow Marine (Demonic) is 1 one of them! What are the New and Improved Weapons? Spoiler Original Upgraded Arsenal Beretta - Now packs more of a punch, holds 12 rounds per clip and requires reloading . Shotgun - Also packs a little more of a punch, holds 10 shells before requiring reload and slightly kicksback enemies. SuperShotgun - Reskinned and smoother animations Chaingun - Now replaced with a minigun thats been properly balanced Rocket Launcher - Re-skinned Plasma Gun - Re-Skinned, protoype model upgrade Bfg 9k - Re-Skinned, protoype model upgrade New Weapons! -Nailgun -DoubleNailgun -Smg -??? Will there be New Items? Spoiler Yes! We currently have 5 new items and will be adding in a new armor type as well. Will there be multiplayer? Spoiler There will be a seperate zandronum release with exclusive mp weapons designed by the team, removal of reloading and a planned released of 7-10 HQ deathmatch levels. Can I play this on anything other than Gzdoom and can I use any gameplay mod? Spoiler I hate to be the one to tell people no, but as of this time this project is only compatible with Gzdoom. Furthermore we have encorporated our own gameplay into this mod as well. We are looking into a seperate release with removal of said gameplay in the future. Will this mod have a new soundtrack? Spoiler Yes! We've actually gained some really great talent out here. Musical scoring credits go to the legendary duo team that is Primeval & Aziz Baker, as well as a guest musical track by legendary video game composer Lee Jackson (DN3D, ROTT, etc)! Screenshots? Spoiler Quote Map 01 - Intro Map 3 - The Gantlet Quote Quote Map 4 - The Focus Map 06 - The Crusher Current Credits: Mappers - SP MikeyScoots - 1, 3, 4 , 6, 7 & 8 Sonny666 - 1 & 2 Rageful_Tim - 5 Guest Mappers - TBD Sprite Artists Lord Lothar TSF Sound Artists FutureRamen SupaDragon PrimeEval Lee Jackson Coding & Scripting Gaia74 SgtMarkIV Tango MikeyScoots Textures: Otex - Ukiro Custom Enemies - Realm667 (Various Authors) Project Inspired by: KDIZD Eviternity Action Doom RTC-3057 Doom 2016 & Doom Eternal and most importantly you the community and fans alike! Edited February 12, 2021 by MikeyScoots 41 Share this post Link to post
Doomkid Posted September 26, 2020 This sounds awesome just based on the description. I know you're great with detail in your mapping, keen to play a beta or even see some screens whenever you feel ready to share 'em. Looking forward to it! 2 Share this post Link to post
MikeyScoots Posted September 26, 2020 1 minute ago, Doomkid said: This sounds awesome just based on the description. I know you're great with detail in your mapping, keen to play a beta or even see some screens whenever you feel ready to share 'em. Looking forward to it! Screens are in the spoilers. When you let me map for RR2 i fell in love with the custom enemies and was a driving factor in jumpstarting this mod shortly after. 2 Share this post Link to post
Doomkid Posted September 26, 2020 I'm glad to hear it! Those screens are looking fantastic, gonna have a blast with this one once it's ready. 1 Share this post Link to post
MikeyScoots Posted September 26, 2020 5 minutes ago, Doomkid said: I'm glad to hear it! Those screens are looking fantastic, gonna have a blast with this one once it's ready. Thanks man! I should also throw out that the great Civvie11 gave me his dungeon intro to place as a secret! 4 Share this post Link to post
DavidN Posted September 26, 2020 Well this looks bloody amazing :) Looking forward to it! 2 Share this post Link to post
Martin-CAI Posted September 26, 2020 A couple of months ago I looked for something like that. I had no luck. But now I see this. I'll try it as soon as you release it, guys. Congrats for the project! 1 Share this post Link to post
MikeyScoots Posted September 26, 2020 Soon as our hud is implemented our trailer and demo will be out. 2 Share this post Link to post
Gaia74 Posted September 26, 2020 I'm glad this is getting a good reception! 3 Share this post Link to post
Chipper35 Posted September 26, 2020 (edited) There is a Facebook page AND a Patreon campaign.........this appears to be a bit of a 'sleeper' right now, but trust me: I have a good feeling from what I've seen. 0 Share this post Link to post
MikeyScoots Posted September 26, 2020 3 hours ago, Chipper35 said: There is a Facebook page AND a Patreon campaign.........this appears to be a bit of a 'sleeper' right now, but trust me: I have a good feeling from what I've seen. Ive been a little lax on the promotion. Once the demos out its game on 0 Share this post Link to post
MikeyScoots Posted September 27, 2020 Updated initial post with sprites of new enemies and arsenal for those interested. 0 Share this post Link to post
MikeyScoots Posted September 27, 2020 We have a HUD concept, although I feel the colors may need to be changed as it feels a little too "Fallout-ish" if anyone agrees with me on this? 1 Share this post Link to post
HQDefault Posted September 27, 2020 4 hours ago, MikeyScoots said: We have a HUD concept, although I feel the colors may need to be changed as it feels a little too "Fallout-ish" if anyone agrees with me on this? The green on the right is really distracting. I would tone it back so that it doesn't draw your eye away from the rest of the hud. 0 Share this post Link to post
MikeyScoots Posted September 27, 2020 9 minutes ago, HQDefault said: The green on the right is really distracting. I would tone it back so that it doesn't draw your eye away from the rest of the hud. I thought the same as well. Good catch! 0 Share this post Link to post
Zillah Posted September 27, 2020 Light it up boys and girls! It's hell unleashed time! 2 Share this post Link to post
Super Mighty G Posted September 27, 2020 My hope is that this won't fall into the trappings that Knee Deep in ZDoom had. 1 Share this post Link to post
MikeyScoots Posted September 27, 2020 2 minutes ago, Super Mighty G said: My hope is that this won't fall into the trappings that Knee Deep in ZDoom had. We as a team discussed the flaws KDIZD had and what we wanted to avoid. 1 Share this post Link to post
TheMagicMushroomMan Posted September 27, 2020 Looks good, but I am concerned about one thing: You have about twenty different kinds of humanoid enemies/soldiers. I can't imagine myself being able to memorize all of them, let alone quickly identify between them on the battlefield. One of the makings of a great custom monster is that the player can look at them and quickly identify how to react based on how the enemy attacks. As of right now, I think I would be confused. 0 Share this post Link to post
MikeyScoots Posted September 27, 2020 19 minutes ago, TheMagicMushroomMan said: Looks good, but I am concerned about one thing: You have about twenty different kinds of humanoid enemies/soldiers. I can't imagine myself being able to memorize all of them, let alone quickly identify between them on the battlefield. One of the makings of a great custom monster is that the player can look at them and quickly identify how to react based on how the enemy attacks. As of right now, I think I would be confused. Thats a good concern to have. I think one of the most important aspects we focused on was introducing a few of these new enemies each level, and not trying to crowd the map with too many different types of humanoids as that would just be too overwhelming and dare I say overkill. You could expect to see the usual former human, shotgun guy and chaingunner as usual, and maybe say 1 map introduces the nailborg and smg guy and another introduces the flamezombie and zombie marine for instance. Some of our enemies and sub-bosses are even considered "1-2 timers" as you wont see them as often as you'd think. The time imp, ssg zombie and nailborg commando would be some examples. Our beta testers have given amazing feedback on this concern as well as and we have done great work on balancing these levels with the new enemies and new arsenal along the way. 1 Share this post Link to post
AtticTelephone Posted September 27, 2020 So, I remember KDiZD had problems due to the fact that there was arguments on the ZDoom forums, the ZDoom IRC channel and Doomworld, and also that Community is Falling 3 is all about the drama that happened around that time, something about a leak and the fact that KDiZD had more than 1000 sectors in every map, apparently to CiF 3. Anyway, I hope this project goes very well, and I like how it looks. 0 Share this post Link to post
Artman2004 Posted September 27, 2020 Will we be able to use the new zombie variants' weapons? Like the Flamethrower, Carbine, and Karasawa? 0 Share this post Link to post
MikeyScoots Posted September 27, 2020 7 minutes ago, Artman2004 said: Will we be able to use the new zombie variants' weapons? Like the Flamethrower, Carbine, and Karasawa? The carbine and karasawa probably not. The flamethrower is up in the air, although I feel we may implement it for mp only. Flames are known for having clipping issues, if someone was up to the task I'd be open to implementing it. 0 Share this post Link to post
MikeyScoots Posted September 27, 2020 32 minutes ago, AtticTelephone said: something about a leak and the fact that KDiZD had more than 1000 sectors in every map, apparently to CiF 3. Map's 3 and 4 has over 5k sectors each so Idk if that's gonna piss off people, I would hope not. I did pass around a beta around some discords and uploaded videos on the facebook page as well. Im not too worried about a "leak". I knew there was drama behind the kdizd team because tsozd failed to finish for that reason. I also felt that the maps were being passed around to too many mappers in the project and that some areas were just a bit too "extreme". 0 Share this post Link to post
NiGHTMARE Posted September 28, 2020 (edited) 20 hours ago, MikeyScoots said: Thats a good concern to have. I think one of the most important aspects we focused on was introducing a few of these new enemies each level, and not trying to crowd the map with too many different types of humanoids as that would just be too overwhelming and dare I say overkill. You could expect to see the usual former human, shotgun guy and chaingunner as usual, and maybe say 1 map introduces the nailborg and smg guy and another introduces the flamezombie and zombie marine for instance. Some of our enemies and sub-bosses are even considered "1-2 timers" as you wont see them as often as you'd think. The time imp, ssg zombie and nailborg commando would be some examples. Our beta testers have given amazing feedback on this concern as well as and we have done great work on balancing these levels with the new enemies and new arsenal along the way. The Doom -1 project will include a trooper which combines the Nailborg and Shadow Trooper sprites. Once that project's released, please feel free to use these if you want to reduce the enemy count slightly :) 0 Share this post Link to post
Super Mighty G Posted September 28, 2020 21 hours ago, TheMagicMushroomMan said: Looks good, but I am concerned about one thing: You have about twenty different kinds of humanoid enemies/soldiers. I can't imagine myself being able to memorize all of them, let alone quickly identify between them on the battlefield. One of the makings of a great custom monster is that the player can look at them and quickly identify how to react based on how the enemy attacks. As of right now, I think I would be confused. I echo this concern. I also said this in another thread that custom monsters should have a defined role. If a Devil Imp is just an Imp with more health and damage there's no point for it to coexist with the vanilla Imp. Why does an SMG Zombie exist if it's like a Chaingunner? What's the difference between a Shade and a Shadow? I think it's good to ask questions like that. 0 Share this post Link to post
MikeyScoots Posted September 28, 2020 1 hour ago, NiGHTMARE said: The Doom -1 project will include a trooper which combines the Nailborg and Shadow Trooper sprites. Once that project's released, please feel free to use these if you want to reduce the enemy count slightly :) That'd be interesting to see. Please keep us updated! 0 Share this post Link to post
MikeyScoots Posted September 28, 2020 16 minutes ago, Super Mighty G said: I echo this concern. I also said this in another thread that custom monsters should have a defined role. If a Devil Imp is just an Imp with more health and damage there's no point for it to coexist with the vanilla Imp. Why does an SMG Zombie exist if it's like a Chaingunner? What's the difference between a Shade and a Shadow? I think it's good to ask questions like that. When you put it into perspective like that, I should probably cut a few. The SMG zombie exists because we're adding in an SMG based off the original boxart from Doom, not to mention that we've turned the chaingunners into literal minigunners(as well ditching the original chaingun on our end as well). As for the Devil Imp, Im glad you brought that up because we probably should either make him different in some form aside the afore mentioned or cut him out entirely, as well as one of the shadow demons. 0 Share this post Link to post