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Night Falls

Rise of the Abyssal (unfinished TC) DEMO v.1.2 RELEASED!

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Posted (edited)

Intro
Somewhere, sometime in the past, a civilization was formed around a mysterious energy source which allowed them to create technology that would not be possible otherwise. Then, when the civilization began to flourish, the animalistic species unique to the land became organized and waged war against them.

And then someone shows up on the shore, carrying nothing but a note in an unknown language.

Gameplay
Rise of the Abyssal is a more tactically focused total conversion featuring overhauled combat, monster behaviors, new puzzle mechanics, etc.
You can now kick monsters over to leave them vulnerable or get them temporarily out of your way, and slash staggering demons with a demonic dagger to regain health.
The combat flows kind of like a fast paced dance, dashing around things, kicking, stabbing, shooting, and slashing.
You no longer have medkits, and must instead protect your health with vitality: armor that takes 100% of damage taken. As mentioned above, the main way to regain health is through the demonic dagger.
You're weapons include a versatile sword which delivers a continuous series of swings and slashes, a bow that you pull back and fire, an unconventional crossbow that can fire up to four bolts in a row with dynamic reloading, triggerable explosives and bait for monsters.

Monsters have a wide range of unique behaviors, from dodging to lobbing props at you to breathing jets of flame while chasing after you. Every enemy is unique, and most of them are much smarter than a standard Doom demon.

 

Trailer

 

 

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Spoiler

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DOWNLOADS:

(requires Doom 2 for the time being)

The standard .ipk3 for all you who are familar with GZDoom:

https://drive.google.com/file/d/1OuvtBIay4FL2r8h_3OjGcOREB0f_x3A6/view?usp=sharing

Standalone version with preconfigured GZDoom engine for people unfamilar with GZDoom:

https://drive.google.com/file/d/1T3Rd8MFRmrttY2rTM4qj6L5WWAAPHRd3/view?usp=sharing

 

This demo was made over about two years, so at that rate making the entire game by myself would probably take a couple decades. I'm thinking 3 episodes with 5-8 levels each.

So if anyone's interested, I'm really in need of reasonably experienced mappers to contribute to this. Other things like modelling, texturing, PBR, scripting etc. would also be helpful.

Edited by Night Falls : Updated the game and it's links

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Looks promising! The extensive use of GZdoom-isms is of note, and they're used to good effect. Reminds me of Minecraft in a good way, but clearly isn't limited to 90 degree walls. I wonder what other environments are planned for this.

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This looks really cool. The setting Reminds me of the caves from Skyrim or Oblivion in a good way.

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I finally got wind of this and i am glad to see @Night Falls making a thread for it after discussing this on ZDoom.

 

Sadly it was posted just right when the search would come up, so yeah.

 

Mappers of all lands, unite for this project. It oozes potential and it looks absolutely stunning.  I dare say, Caco Nominee worthy material.

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This looks amazing I hope to see more of this. If you have the skills help this project out people!

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Posted (edited)

After a couple months of delay, the playable demo is finally released!
It includes a singleplayer level, a deathmatch map, and a level to showcase everything not included in the singleplayer level.


A few things are still unfinished in the demo, but that's almost entirely graphics and sound. Most of the stuff in the showcase map are still using placeholder graphics, but almost everything in the singleplayer map is in it's finished state.

Edited by Night Falls : Accidentally omitted the word 'demo'

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Looks amazing, like a combination of Tomb Raider, Quake, and Terminator: Future Shock. The music is also worth mentioning.

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Update: Fixed some bugs, and made a few changes to the demo map. Also replaced the lupine sounds with original ones.

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New update released!
Rebalanced the crossbow and made it less clunky
Made crossbow ammo easier to see
added arrow trails
improved the demo level based on player feedback
difficulties weren't actually ready yet, so they've been disabled for now
and also fixed a handful of bugs.

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