DrPyspy Posted April 7, 2023 Doom 64: Unseen Evil (or Unseen Evil for short) is an upcoming mod for GZDoom that transplants the Doom 64 atmosphere into Doom and Doom II. In addition to replacing various monsters and items with their Doom 64 counterparts, Unseen Evil also uses ZScript to transform existing Doom levels into Doom 64-style locations. Replicated weapon and monster behavior from Doom 64! All visuals replaced with their Doom 64 counterparts! Restored missing monsters, including the Archvile and Revenant! The Terraformer: a powerful level that transforms Doom levels into Doom 64-style levels! Quality of life improvements! Doom 64 didn't have certain monsters due to space constraints, but a lot has happened since Doom 64 invented video games back in the 1860's. Thanks to technological advancements, you can now meet menacing monsters such as the Revenant and the Archvile in the realm of Doom 64! Of course, these fellas are being released separately from Unseen Evil for the community to use in their projects. The Revenant and the Archvile are currently in a completed state, but there are still a few missing from the roster, such as the Spider Mastermind and the Icon of Sin. I plan on creating sprites for these fellas in the future! After spending a lot of time refining the logic, the Doom 64-inator has evolved into THE TERRAFORMER! Using the power of ZScript and arcane magic, classic Doom levels are analyzed and transformed into Doom 64-style levels. First, the textures of the map are analyzed to figure out what sectors should be lit with which colors, applying gradients and other effects as needed. Textures can either perform minor adjustments (i.e. colored carpets, individually lit sectors) or flood fill similar areas (like areas lit by the sky or rooms filled with nukage!) Then, textures are replaced using a combination of Doom 64 textures, custom-made textures, and existing community resources such as Cage's Doom 64-style wall textures. This system is designed to be easily modifiable from outside the code using various custom lumps. Support for vanilla Doom and Doom 2 are the priority, with support for community mapsets that use custom textures coming later. However, if a mapset only uses vanilla textures, it will be supported right on release! Doom 64 has some minor issues here and there, but nothing that can't be ironed out. I'm interested in seeing what other fellas would like to see improved upon! Here are just some of the changes that will be made: Modified Former Human/Former Sergeant sprites to be more distinct from each other Improved item visibility More discernable textures for doors and switches I'm really excited to let others experience Doom 64: Unseen Evil! I really enjoy the spooky vibe it applies to the classic Doom levels. I look forward to talking more about it in the near future. :D 79 Share this post Link to post
NPC_CO8ALT Posted April 7, 2023 If you can pull this off, I believe you may have a Cacoward coming to you in the future. Good luck, sir. 4 Share this post Link to post
Immorpher Posted April 13, 2023 I have been seeing Doom 2 mods come out, and they just make me want to use this more! haha 1 Share this post Link to post
DrPyspy Posted April 16, 2023 Bringing in some development updates! You can click on some of the images to get a closer look 👀 Here is the new firing animation I've been working on for the Shotgun! I thought it'd be cool to go for a lever-action animation, since those aren't super common in Doom mods, and since the pickup sprite in Doom 64 resembles a lever-action shotgun. Here is a concept for the Chaingunner! As you might be able to gleam from my other D64 designs, I'm leaning into the whole theme of doubling up the main features of the monsters. Here, the Chaingunner wields twice the amount of chainguns! This won't have any effect on how fast or how much he shoots, so you don't have to worry about a hallway of Chaingunners popping up behind you and eating your ass twice as fast. The model is currently a very early work-in-progress, and he isn't quite where I want him yet visually, but I'm digging the direction so far! He's feeling very distinct compared to his undead siblings. (cameo appearance from the new shotgunner spriteset!) In addition to the Chaingunner, here is my take on the Spider Mastermind! I went for a souped up Doom 64 Arachnotron design, with some elements implanted from the 2016 iteration of the monster, similar to the MetaDoom Spider Mastermind. I considered doubling up her chaingun to match the 'doubled-up' gimmick of some of the other monsters, but I think I'll be sticking with a singular cannon. The texture replacements are coming along fairly smoothly! Texture selections are still tentative, and I'm mostly working through one episode at a time. Doors and switches are being given unique designs to help them stand out more in the darker, multi-colored environments. Brightmapped textures will also make use of special shaders that keep brightmapped areas correctly lit in the Doom 64 lighting system. Certain light textures have been equipped with fancy new shaders as well; rather than having the color of the lights be baked into the texture, these will change their color and brightness depending on the properties of the sector. This was one of the trickier tricks to pull off, but it is very nifty in action! That's all for now! 27 Share this post Link to post
Nash Posted April 18, 2023 Got a Discord server or something where I can keep a closer eye on the project? 1 Share this post Link to post
Kinsie Posted April 18, 2023 18 minutes ago, Nash said: Got a Discord server or something where I can keep a closer eye on the project? Based on the last post in the ZDF thread: You can follow DrPySpy's projects and/or antics on Twitter or his webzone. 1 Share this post Link to post
DrPyspy Posted April 18, 2023 10 hours ago, Nash said: Got a Discord server or something where I can keep a closer eye on the project? I do have a server, actually! However, I don't actually have a channel set up for it yet, was planning on getting that set up at some point today. You can peek in here. 1 Share this post Link to post
Rudolph Posted April 18, 2023 I have to say, when I first saw the title, I assumed this would be another custom Doom 64 mapset. :P Still, all things considered, it is a rather clever title! 1 Share this post Link to post
Rudolph Posted April 18, 2023 (edited) Oh, by the way, is the UnMaker going to be added to Doom 1 and Doom 2? If so, how do you plan doing so? Edited April 18, 2023 by Rudolph 0 Share this post Link to post
DrPyspy Posted April 18, 2023 1 minute ago, Rudolph said: Oh, by the way, how do you plan on integrating the UnMaker to Doom 1 and Doom 2? In my other mod Doom Delta, the Unmaker of that mod would usually spawn in place of a BFG if you already had a BFG in your inventory. I might do something similar here, although I will need to consider how to handle the Demon Keys. Doom Delta's system for spawning in new unique monsters/powerups is pretty flexible, so I could pull something similar off here. 2 Share this post Link to post
Rudolph Posted April 18, 2023 1 minute ago, DrPyspy said: In my other mod Doom Delta, the Unmaker of that mod would usually spawn in place of a BFG if you already had a BFG in your inventory. I might do something similar here, although I will need to consider how to handle the Demon Keys. Doom Delta's system for spawning in new unique monsters/powerups is pretty flexible, so I could pull something similar off here. Maybe the Demon Keys could start spawning in place of the BFG too once the UnMaker is acquired? And what about the music? Are you going to use Aubrey Hodges' Playstation soundtrack or Doom 64 soundtrack? 0 Share this post Link to post
DrPyspy Posted April 18, 2023 30 minutes ago, Rudolph said: Maybe the Demon Keys could start spawning in place of the BFG too once the UnMaker is acquired? And what about the music? Are you going to use Aubrey Hodges' Playstation soundtrack or Doom 64 soundtrack? Spawning in place of the BFG is good, but I would like to explore additional options for the spawn handler to handle in case there's only a couple BFG's in an entire mapset. That'll definitely be one of the options, though! At the moment, the music is divided into PSX tracks for Doom 1 levels, and 64 tracks for Doom 2 levels. However, I do want to include a couple other music settings as well, such as a custom ordered playlist and a randomize/shuffle setting! 1 Share this post Link to post
Xim Posted April 19, 2023 (edited) 9 hours ago, DrPyspy said: In my other mod Doom Delta, the Unmaker of that mod would usually spawn in place of a BFG if you already had a BFG in your inventory. I might do something similar here, although I will need to consider how to handle the Demon Keys. Doom Delta's system for spawning in new unique monsters/powerups is pretty flexible, so I could pull something similar off here. I'd definitely like to have the Unmaker. It became one of my favorite guns after not liking it, before I discovered it's potential with the demon keys. Maybe you could have the demon keys appear in secret sectors after obtaining the unmaker. 1 Share this post Link to post
Rudolph Posted April 19, 2023 On 4/6/2023 at 11:05 PM, DrPyspy said: I'm interested in seeing what other fellas would like to see improved upon! I would suggest fixing the blood color discrepancies for and giving monsters unique idle and pain sounds à la Sound Caulking. 0 Share this post Link to post
Immorpher Posted April 19, 2023 2 hours ago, Rudolph said: I would suggest fixing the blood color discrepancies for and giving monsters unique idle and pain sounds à la Sound Caulking. Doom CE has created a sound caulking for Doom 64, so that could be a start! 3 Share this post Link to post
Superjustinbros Posted April 28, 2023 Looking forward to giving this a try once it's ready for release. 1 Share this post Link to post
tatsu91 Posted May 26, 2023 This is exactly what i am looking for following this and hoping it goes smoothly 0 Share this post Link to post
Rudolph Posted May 26, 2023 (edited) On 4/19/2023 at 1:41 PM, Immorpher said: Doom CE has created a sound caulking for Doom 64, so that could be a start! There was already a Doom 64/Playstation version of the Sound Caulking mod - which, I might add, gave the Hell Knight an unexpectedly terrifying idle sound! Are you saying that Doom CE created its own separate mod? 1 Share this post Link to post
Immorpher Posted May 26, 2023 4 hours ago, Rudolph said: There was already a Doom 64/Playstation version of the Sound Caulking mod - which, I might add, gave the Hell Knight an unexpectedly terrifying idle sound! Are you saying that Doom CE created its own separate mod? It gathered sounds from various sources as part of a sound caulking idea. I am not sure if its using parts of the one you are thinking of or not. 0 Share this post Link to post
JimFlasch Posted July 27, 2023 Any idea when this will be released? I'd really like to check it out. 0 Share this post Link to post
JimFlasch Posted October 3, 2023 Yeah, looks good, but would like to see it released sometime soon! 0 Share this post Link to post
,,, Posted October 3, 2023 (edited) Wow this is really exciting. Will this be compatible with Doom CE? It has a "Doom 64-ifier" of its own but it's mainly for playing PSX (Final) Doom CE levels with Doom 64 CE assets and doesn't work too great when used on PC Doom maps. 0 Share this post Link to post
Lila Feuer Posted October 3, 2023 I've been wanting something like this since forever ago, looks extremely promising! I like D64 but don't always want to play its campaign so this solves that. A separate version of the Terraformer that just modifies maps but leaves things (monsters, weapons, decor etc) alone would do wonders for modularity also. 1 Share this post Link to post