Sinfis
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Posts posted by Sinfis
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Hi everybody!
Survival Doom is a mod for GZDoom. The traditional FPS, that we all know, has been changed into 3rd person shooter with prerendered backgrounds and static camera angles, just like in the famous survival horror game Resident Evil.
After a very long pause with development of the mod I realized that I'm never gonna get this mod finished as I planned - the whole Hangar level with real RE style puzzles. I simply didn't have time to develop the mod anymore, and I'm sorry about that! But because of the many positive comments I got earlier, I finally decided to put out the mod as a technical demo so the other Doom modders can use it for learning and take elements from it and maybe even develop it further. :)
Backgrounds have been modeled, textured and rendered with 3ds Max & mental ray, and characters have been modeled, textured and animated with 3ds Max & Biped.
The mod contains the first room of Hangar and couple of zombies in it. There are also some spots where you can get info by "using" them.
FEATURES:
- Resident Evil style gameplay (prerendered detailed background images and static camera angles which will change with player's movement).
- Player can really carry different kind of weapons (instead of just that generic rifle)
- Fully animated 3d-models for player and one type of a zombie.
- Player is able to aim with the laser sight, holding down the altfire button.
- Inventory system that allows player to reload weapon manually when the magazine is empty (thanks to Wildweasel!).
- Synchronized dynamic lighting with 3d models and background images.
- New HUD with RE style EKG.
Gameplay video: http://youtu.be/OM9pgNyaJGg
DOWNLOAD THE MOD HERE: http://dl.dropbox.com/u/2158168/survivaldoom_techdemo.zip
I'll publish soon some wip renderings of other Hangar rooms so you can see what I was about create for the mod but never got it finished.
Questions, comments, criticism and suggestions are very welcome and I hope you like what I've done! -
I would say that legendary battle between the Cyberdemon and N amount of Baron of Hells in the level Tricks and Traps.
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My dad brought me a game collection cd for Win 95 about 15 years ago. It was a huge space station, where you were able to walk around in first person. There was also a game hall, which has many demos of games of that era and one of them was Knee Deep in the Dead. It totally got me hooked. :D
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When modding ZDoom, DECORATE-lump is your friend. :) The ZDoom wiki will also help you a lot, there is all information you'll need to do those things.
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I have a small IDDQD in my right arm with this font: http://www.dafont.com/doom.font.
People always have two reactions when they see it. Either they don't know what does it mean, or they laugh and say "Hey, that's cool!" :D -
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Of course I already know how to change the graphics of the mugshot, but what I meant was how to change the behaviour of the mugshot, for example, editing the animation not to pick up the "looking around" -frames randomly but looking from left to right.
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I want to edit the Doomguy's mugshot in ZDoom. I made a SBARINFO-lump and pasted the default statusbar and the mugshot code in it from http://zdoom.org/wiki/Default_Status_Bars. When I'm trying to play the wad, it gives me an error bad syntax where the mugshot code begins.
I tried to add "global int 1:MyVar;" into the lump, like told http://forum.zdoom.org/viewtopic.php?f=3&t=17436. I am able to play the wad now, but the statusbar is not visible at all. What am I doing wrong or haven't done yet to get it work? -
If you have more health than 80 %, don't pick up medikits, which'll give 25 %, because you can't get every percent of health that the medikit would give to you. Same thing is with ammo too.
And, if there's a megasphere and some health and armor bonuses, don't pickup everything, just the megasphere. -
I've been always thinking that the Hangar actually is a hangar: The starting room is a terminal, the place where the green armor is and the room where the first zombies are is airfield control rooms and the landing zone are the big exterior where you can find the blue armor.
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I'm not sure but this kind of script should make it:
script 50 (open)
{
ClearInventory();
GiveInventory("Fist", 1);
GiveInventory("Pistol", 1);
GiveInventory("Clip", 50);
}
That clears your inventory completely and gives you your fists, one pistol and 50 ammo.
http://zdoom.org/wiki/Inventory There's more information related to Inventory-stuff. -
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AndrewB said:Jesus, dude, use IDDT.
Of course I know the that, and sometimes I use it at the end of the level. But it is a cheat and I don't want use it to reveal the map beforehand.
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When I usually play a level I visit the Automap very often; I am lost without it easily, and what is stranger is that I always have to get it complete going around every single column and checking the rooms perfectly. And when I am by the exit I toggle the Automap on and watch what kind of the level is finally like.
I don't know, maybe it's easy make my final opinion of the level when I am seeing it at once.
I can't live without the Automap. :D
Are any of you Automap addicts like me or have you other strange behaviour related to the Automap? -
NiGHTMARE said:D_E2M4. It's neither actiony or atmospheric; it's just boring.
You hate that one? :o I think that's one of the best music tracks in the whole Doom series. It gives that level so horrible and gloomy atmosphere and that's why I think that's one of the best levels in Doom.
But the tracks I usually skip are e1m2 (boring and too simple), e1m3 (too strange :D) and e3m8 (hate that fast guitar riff). The most hated ones are in Doom 2, which are map04 (doesn't fit Doom at all) and map06 (boring with a big B). -
I don't think that I'll get away from Doom, because it is so easy to mod. Many years ago I tried to make a mod for Duke 3d, but I quit because I couldn't get my hands to everything in that game, if you know what I mean. :)
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I've always liked levels that "used to be something". If I could recognize a level to be a waste disposal plant, for example, and it's made well, I'll like it a lot, because making Doom levels look like they've been used to something has always been a challenge.
Of course, this won't work in Hell themed levels, except for castles, altars and stuff like that. :D
But, if the level is made using a real reference, like a school or an apartment, it'll suck. They often are damn boring and ugly.
I also like ingenious intuitions like puzzles and inventive secrets. -
exp(x) said:Not all monitors are equal. What looks terrible on yours probably looks fine on others'.
Yes I know, but the Gamma Correction 0 is the default value, and that's why all the screenshots should be taken with that. It's more likely that most of the monitors have correct adjustments showing 0 gamma screenies fine than incorrect adjustments showing greater than 0 gamma screenies fine.
By the way, what's that wad where the Esselfortium's contribution screenshot is? That looks cool. :o -
How many here does really compose their own music to their wads? I think there's no plenty of those, because so many wads seem to are just "collections of midis from other wads and from the Internet". :D
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Why do you people use so high Gamma Correction? That will make your screenshots look simply awful, when the contrast is low and the black color isn't really black. If you think your Doom is too dark, try to adjust your monitor, but keeping the Gamma Correction as low as possible.
Seems that I am not the only one, who thinks that rescaled monsters or any sprites look awful in Doom too. :D
Survival Doom - A Tech Demo Released!
in WAD Releases & Development
Posted
Thank you very much for your feedback!
Mr. Chris, former humans are maybe too strong, but I thought that the zombies in RE series take also very much hit before they die. :) And that was my purpose, to as faithful as possible to the RE series.
I'm not planning to continue development of this mod anymore, because I'm so busy nowadays. :( So the status is and always will be just a technical demo.