Project Savior - my mod for ZDoom

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EinhanderZwei
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Project Savior - my mod for ZDoom

Post by EinhanderZwei »

Hey there! I'm back! :twisted:

I'm currently developing a Total Conversion for ZDoom + FreeDoom called 'Project Savior' - I hope to make it a harmonic cross between Doom, System Shock/Strife and Gears Of War. The demo is scheduled to arrive sometime this or next week

Here are some screenshots:

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There's also a short teaser that features enemies, levels and textures that will be carried over to and enhanced in the demo: http://www.moddb.com/games/project-savior-teaser-10

Is anyone into ZDoom engine and mods here?
Last edited by EinhanderZwei on Tue Jan 10, 2012 2:34 pm, edited 1 time in total.
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Re: Project Savior - my mod for ZDoom

Post by Udderdude »

I've made some zDoom maps in the past. I could probably test this out for you if you want.
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EinhanderZwei
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Re: Project Savior - my mod for ZDoom

Post by EinhanderZwei »

Hey, thanks! I'm not distributing the WAD file anywhere yet (for obvious reasons - the demo's not released), but I'll appreciate your feedback once it's out :)
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Re: Project Savior - my mod for ZDoom

Post by BPzeBanshee »

I generally suck at at playing anything Doom-related but I can certainly test this out too when you're willing to go public with it. I've done some test work for some of Kaiser's projects before so I've got a fair idea of how ZDoom works etc.
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Re: Project Savior - my mod for ZDoom

Post by tinotormed »

I do play with zDoom and somehow I'll try to test that thing once the demo is out. Nice mod btw.
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Re: Project Savior - my mod for ZDoom

Post by EinhanderZwei »

Thanks guys! I'll do my best to roll this out this week :D
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Re: Project Savior - my mod for ZDoom

Post by EinhanderZwei »

In an alternate universal, Soldier Blade II has already been crafted by Hudson Soft and Compile with proper tate this time around (c) PC Engine Fan X!
Sega tried and failed. Nintendo didn't even try. (c) Specineff
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Re: Project Savior - my mod for ZDoom

Post by EinhanderZwei »

Today marks the release of the public alpha, so feel free to check it out! http://www.moddb.com/games/project-savi ... blic-alpha
In an alternate universal, Soldier Blade II has already been crafted by Hudson Soft and Compile with proper tate this time around (c) PC Engine Fan X!
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Estebang
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Re: Project Savior - my mod for ZDoom

Post by Estebang »

It's cool that you've made a third-person shooter in Doom, but I can only stand to play stuff compatible with Chocolate Doom--ZDoom has this really "artificial" feel and look that makes everything unpleasant after some time. I need that delicious, gritty pixel soup.

Same goes for Quake 1--I'll only play maps that run on Engoo at low resolutions.
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Kaiser
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Re: Project Savior - my mod for ZDoom

Post by Kaiser »

Estebang wrote:It's cool that you've made a third-person shooter in Doom, but I can only stand to play stuff compatible with Chocolate Doom--ZDoom has this really "artificial" feel and look that makes everything unpleasant after some time. I need that delicious, gritty pixel soup.

Same goes for Quake 1--I'll only play maps that run on Engoo at low resolutions.
You didn't even give this a try just because it's not made for purists? Get over your purist ass and help the guy by giving him feedback, by playing it! If that's not your intent, then i'll be straight, WHY THE FUCK YOU EVEN POSTED IN HERE.

Now for some feedback from what I played.
Pros:
- Cool sounding story
- Graphics
- Music
Cons:
- Aiming (He should shoot diagonally like his sprite instead straight up. It's non-intuitive)

And that's pretty much it, I enjoyed playing it to the end. I'm definitely looking forward to the entire thing.
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Estebang
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Re: Project Savior - my mod for ZDoom

Post by Estebang »

Yeah, sorry for sounding like a dick. I'm not really that much of a purist, so I'll give this a shot when I get the chance. But I did want to voice my fairly unpopular opinion on ZDoom.
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Re: Project Savior - my mod for ZDoom

Post by EinhanderZwei »

Kaiser wrote:Pros:
- Cool sounding story
- Graphics
- Music
Cons:
- Aiming (He should shoot diagonally like his sprite instead straight up. It's non-intuitive)

And that's pretty much it, I enjoyed playing it to the end. I'm definitely looking forward to the entire thing.
Thanks for feedback! :D Dunno how I misaligned the weapon trail, but I'll take a look - thanks for pointing out!
Estebang wrote:Yeah, sorry for sounding like a dick. I'm not really that much of a purist, so I'll give this a shot when I get the chance. But I did want to voice my fairly unpopular opinion on ZDoom.
NP, I'm not offended. You like vanilla more than enhanced ports, I like the ports more... it's all purely individual :wink:
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Re: Project Savior - my mod for ZDoom

Post by Kaiser »

Estebang wrote:Yeah, sorry for sounding like a dick. I'm not really that much of a purist, so I'll give this a shot when I get the chance. But I did want to voice my fairly unpopular opinion on ZDoom.
Apology accepted! You won't regret giving it a chance, it's decent, fun and there's potential all over it waiting to be unleashed.
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Re: Project Savior - my mod for ZDoom

Post by idchappy »

I love Doom :)
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Re: Project Savior - my mod for ZDoom

Post by Ed Oscuro »

Used zDOOM 2.5.0, the latest Freedoom (0.7), and drag/dropped the file on, got a bunch of HACX unknown texture errors. It seemed mostly very dark except for a corner with maps. I wandered out into the hall (after laughing when the guy muttered "that will do it" when I examined the bottle of whatever closely...that immediately suggested a story to me), found a switch, and got killed by an invisible railgunner while I punched at the air in vain. I'm guessing I used the wrong version of Freedoom. (I used the DOOM 2 complete game one, the default download...trying again.)

I'll say this, putting the sprite off to the side seems unavoidable for this engine, but it is driving me nuts because I'm used to thinking that the center of rotation is on the character in third person (as it should be, really). Is there a setting within zDOOM somewhere to allow a screen offset from the player? Might be bad for widescreen but this is going to be a sticking point either way, I fear.

Also, I've already jumped out of the level (the left side of the room, window edge nearest the player) and the skybox is waaaaay too busy for DOOM skybox rez...I made out the TDK logo though.

Update: Freedoom Ultimate is even worse; it showed an episode select and when I started the game, it was just the default Freedoom map, but I couldn't move. Something that looked like ghostly legs appeared around a corner, and the evil railgun lady appeared and slowly shot me to death before I was in range for desperate punching :(
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Re: Project Savior - my mod for ZDoom

Post by EinhanderZwei »

Ed Oscuro wrote:Used zDOOM 2.5.0, the latest Freedoom (0.7), and drag/dropped the file on, got a bunch of HACX unknown texture errors.
It's OK, since I haven't cleaned up the TEXTURE lump, so the useless textures are removed, but the engine thinks that they should be present.
Ed Oscuro wrote:It seemed mostly very dark except for a corner with maps.
There's a light switch not far from the beginning, so the level is not dark for long :)
Ed Oscuro wrote:I wandered out into the hall (after laughing when the guy muttered "that will do it" when I examined the bottle of whatever closely...that immediately suggested a story to me)
This is a bottle of Baykal, my favorite soda drink! :D
Ed Oscuro wrote:found a switch, and got killed by an invisible railgunner while I punched at the air in vain.
Maybe I should raise the brighness level a bit, but I dunno... with my monitor, I can clearly see the nurse's outfit once I enter that room.
Ed Oscuro wrote:I'm guessing I used the wrong version of Freedoom. (I used the DOOM 2 complete game one, the default download...trying again.)
No no, DOOM 2 complete wad is indeed the one that should be used.
Ed Oscuro wrote:Is there a setting within zDOOM somewhere to allow a screen offset from the player? Might be bad for widescreen but this is going to be a sticking point either way, I fear.
That's what I'm struggling with currently...
Ed Oscuro wrote:Also, I've already jumped out of the level (the left side of the room, window edge nearest the player) and the skybox is waaaaay too busy for DOOM skybox rez...
That's an odd bug, since I've made sure that the window linedefs are impassable. Gonna take a look...
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Re: Project Savior - my mod for ZDoom

Post by Ed Oscuro »

Finished the mod, had to resort to God mode just to finish levels after the first one though (and the first level got finished because I abused the healing machine).

Having only enemies with hitscan weapons sucks, and so does only having a railgun (the name was misleading too; it didn't heal me). The player's railgun "jams" every now and then, I discovered.

Freezing the player in place for chats did not seem to work well. In some cases (i.e. during the "press w to move forward" chat) I was under attack, and that would've caused me no end of grief.

Maps are a bit on the confusing side, and there aren't really clues to the multi-colored button puzzle (that I saw, anyway). Asking the player to do any kind of platforming with the wonky movement is a bit much too. There were many areas that looked like the player should be able to walk in, but was blocked. I think more 45 and 90 degree angles would be fine.

Possibly the biggest problem I saw was that the huge player sprite blocked the crosshair when firing.

Not a terrible premise, but more story ought to be folded into the game world and less of it thrown at you, especially while forcing the game to a halt. Maybe text consoles (like Marathon) or voice clips (many other games) would do it. Speaking of which, I read very quickly but the tiny text combined with a fast speed made me miss a few words here and there.

And during the final cutscene, the player's sprite was only a small portion of the screen - it didn't scale like I think was intended.

It's not fun right now, in short.
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Re: Project Savior - my mod for ZDoom

Post by EinhanderZwei »

Ed Oscuro wrote:Having only enemies with hitscan weapons sucks, and so does only having a railgun (the name was misleading too; it didn't heal me).
It does heal, but gives only 1 HP per hitting a target. I know this is bullshit, but at least the feature works at all. Will be increased to 5 HP.
Ed Oscuro wrote: The player's railgun "jams" every now and then, I discovered.
Yeah, I've been playing around too much with the firing rate, and something got screwed up...
Ed Oscuro wrote:Freezing the player in place for chats did not seem to work well. In some cases (i.e. during the "press w to move forward" chat) I was under attack, and that would've caused me no end of grief.
<...>
Not a terrible premise, but more story ought to be folded into the game world and less of it thrown at you, especially while forcing the game to a halt. Maybe text consoles (like Marathon) or voice clips (many other games) would do it. Speaking of which, I read very quickly but the tiny text combined with a fast speed made me miss a few words here and there.
That's actually a pretty good idea, to make the Marathon'ish terminals. Marathon 2 happens to be my most favorite videogame ever, and that would be an awesome tribute! The voice clips will also be present, they're just not recorded yet.
Ed Oscuro wrote:Maps are a bit on the confusing side, and there aren't really clues to the multi-colored button puzzle (that I saw, anyway).
There is a hint, but I think I've made it too over-subtle to notice. Judging from your reply, I have. Will be fixed.
Ed Oscuro wrote: Asking the player to do any kind of platforming with the wonky movement is a bit much too.
Actually, this section does not require actual platforming, as it can be just ran through. Anyway, I admit that this is a pretty dumb part, so I'll just scrap it.
Ed Oscuro wrote: There were many areas that looked like the player should be able to walk in, but was blocked. I think more 45 and 90 degree angles would be fine.
Yeah, that's because of overblown player radius. Will be redone.
Ed Oscuro wrote:Possibly the biggest problem I saw was that the huge player sprite blocked the crosshair when firing.
Yeah, after so much thinking I can agree that the current perspective is crappy, so that will be the first thing to redo. I've attempted to emulate the Resident Evil: Dead Aim gameplay instead, and it works just awesome (you walk in 3rd person, but can't shoot; you shoot in 1st person, but can't walk).
Ed Oscuro wrote:And during the final cutscene, the player's sprite was only a small portion of the screen - it didn't scale like I think was intended.
Must be the resolution issue. That cutscene will be redone from scratch.
Ed Oscuro wrote:It's not fun right now, in short.
Will be addressed ASAP. 8) Thanks for legit criticism, man! :D
In an alternate universal, Soldier Blade II has already been crafted by Hudson Soft and Compile with proper tate this time around (c) PC Engine Fan X!
Sega tried and failed. Nintendo didn't even try. (c) Specineff
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