Night Falls Posted March 28, 2020 (edited) Note: Development on making this a full length TC has ceased, it's way too time consuming to work on to feasibly continue development, and I've moved on to other projects. So as of now RotA is just one (decently lenghted) level. 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 Trailer Outdated screenshots Spoiler DOWNLOADS: (requires Doom 2 for the time being) The standard .ipk3 for all you who are familar with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/15XGCdvnDbO_fdM1esnDvlEcrMYf_k2wJ/view?usp=sharing Standalone version with preconfigured GZDoom engine for people unfamilar with GZDoom: https://drive.google.com/file/d/1pE6cMXxJjKzNCtHfOQ3BQ6rG5Ll-iDRv/view?usp=sharing Edited October 29, 2021 by Night Falls Updated the game and it's links 18 Quote Share this post Link to post
ShadesMaster Posted March 29, 2020 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. 0 Quote Share this post Link to post
sugarwater Posted March 29, 2020 This looks really cool. The setting Reminds me of the caves from Skyrim or Oblivion in a good way. 1 Quote Share this post Link to post
Redneckerz Posted April 25, 2020 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. 0 Quote Share this post Link to post
Rex705 Posted April 30, 2020 This looks amazing I hope to see more of this. If you have the skills help this project out people! 0 Quote Share this post Link to post
Night Falls Posted August 11, 2020 (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 August 15, 2020 by Night Falls Accidentally omitted the word 'demo' 0 Quote Share this post Link to post
taufan99 Posted August 12, 2020 Looks amazing, like a combination of Tomb Raider, Quake, and Terminator: Future Shock. The music is also worth mentioning. 0 Quote Share this post Link to post
Redneckerz Posted August 13, 2020 This definitely needs a lot more LOVE. (As in attention, not as in quality of the TC) 1 Quote Share this post Link to post
Night Falls Posted August 22, 2020 Update: Fixed some bugs, and made a few changes to the demo map. Also replaced the lupine sounds with original ones. 0 Quote Share this post Link to post
Night Falls Posted September 22, 2020 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. 1 Quote Share this post Link to post
Night Falls Posted October 6, 2020 Another new update released! Compressed all sound effects, making the file size fairly smaller Changed the monster staggering algorithm so that monsters will flash red more often the lower your health is Clarified the details of how the fatality dagger works Fixed lupines still using doom demon sounds sometimes 0 Quote Share this post Link to post
Night Falls Posted October 16, 2020 Version 1.3.1: Maybe potentially fixed a bug I can't test where the "Use WASD to move" doesn't go away on some mobile ports. As an added bonus, on PC it will go away if you push W, A, S, or D instead of just W. 0 Quote Share this post Link to post
Night Falls Posted October 17, 2020 Version 1.4: The crossbow is now semi-automatic, so it should be less of a pain to use The waterfall is prettier Fixed some corrupted sound effects Rebalanced some things 0 Quote Share this post Link to post
Night Falls Posted November 13, 2020 A new update should be releasing in a day or so that addresses the issue of the boss fight at the end being way too cramped for it to be very fun by moving it into a brand new arena-type area at the end of the level, as well as a bunch of little things that should make for a better experience: -Ogre fireballs and arrows shot by possessed archers are now slower, slow enough to dodge more easily -The crossbow fires it's bolts with 100% accuracy and reloads automatically after running out of bolts -Added ambient sounds in more places -Removed the fog in some outdoor areas and increased the brightness for better visibility -A few enemies in the demo are set to ambush in order to make some of the encounters less overwhelming All that's left is for me to finalize the new boss arena and this update will be released! 2 Quote Share this post Link to post
Night Falls Posted November 15, 2020 The update described above has been released in addition to several small changes. The changelog is in the above comment. 0 Quote Share this post Link to post
Night Falls Posted October 1, 2021 Though it's been almost a year since I last updated this, here's an update that changes somethings: -reworked the crossbow again so that it functions as originally intended (it's somewhere between your typical carbine and pulse rifle functionally) -made the part in the engine room with the catwalk easier to jump across -added a little surprise just before the final boss -replaced the message asking for help with the project with a message saying that this project is basically no longer in development 2 Quote Share this post Link to post
Rex705 Posted October 5, 2021 Dang this looks really cool sad to see it no longer in development. 0 Quote Share this post Link to post
Night Falls Posted October 29, 2021 Update: -The changes to the crossbow weren't actually in the file sent with the last update, this has been fixed -Fixed the reincarnations in the boiler room being stuck in the ceiling -I found out what DEFCVARS is and have included one of those instead of using a hacky .bat file for the standalone version 1 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.