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Satanic Infestation Open IWAD Project (CURRENT VERSION v0.0.5)


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Nevermind, I got it. But the map crashes Chocolate Doom on my end. However I can already tell you an easier way to do monster teleports. You don't need to make those sound tunnels. Instead you can place those sectors far away on their own and change the sector index to be the same as the starting sector, that way they are alerted immediately when the player fires.

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i decided to go ahead and export the LMMS projects i had made, and i already exported to MIDI for use in the project, to MP3, i exported the projects i had used for all 6 tracks that are in the project so far, and when i eventually begin work on the GZDoom version of the project, i plan on using the LMMS project versions of all the music instead of the MIDI versions

title music: https://vocaroo.com/eBN87fRh0XV

map01: https://vocaroo.com/6e89jorU6dp

map02: https://vocaroo.com/lmW4MEjRD2W

map03: https://vocaroo.com/hkcaXfickac

map04: https://vocaroo.com/gpHZWGgemZo

map05: https://vocaroo.com/b7fjvkk3Fus

 

Edited by sergeirocks100

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I really like that idea of the cacodemon having a single large eye and its projectile coming from between two big horns, kinda like the Eye of Sauron.

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I made an account just to follow this project.

 

Im really excited to see how you're concept art enemies will translate to in game. I look forward to playing Satanic Infestation on my Nintendo Switch.

 

Best of luck, sergeirocks100!

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thanks, i might have to change the enemies a little bit, to try and avoid the legal bogeyman, but i am working hard to make this project a good experience, it most likely will never be on any video game console, new or old, though, because i don't know enough about programming to make a Doom source port for any of them

Edited by sergeirocks100

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27 minutes ago, sergeirocks100 said:

thanks, i might have to change the enemies a little bit, to try and avoid the legal bogeyman, but i am working hard to make this project a good experience, it most likely will never be on any video game console, new or old, though, because i don't know enough about programming to make a Doom source port for any of them

There's a guy who attempted to port Chocolate Doom on Switch (homebrewed). Check him out.

Source code and binaries in case you are too lazy to do it yourself.

Edited by TheNoob_Gamer

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On 4/15/2020 at 10:04 PM, Redneckerz said:

But we constantly talk about FreeDoom. Lets introduce an rather unknown entry here: The People's Doom, by Boingo the Clown (Hugely influential in the Chex universe.)
 

Even TPD places several restrictions on its goals, with the highlighted part being original resources. Have a look at how TPD does it for more inspiration.

We do that quite slow but assured in that we do it right. I approve 

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6 hours ago, sergeirocks100 said:

thanks, i might have to change the enemies a little bit, to try and avoid the legal bogeyman, but i am working hard to make this project a good experience, it most likely will never be on any video game console, new or old, though, because i don't know enough about programming to make a Doom source port for any of them

 

GZDoom, Zandronum and Chocolate Doom source ports are all available for home-brewed switches. So I can play any release you put out that is compatible with those 👍

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i was wondering if i should change the palette for the project, should i go with a palette that's more like the People's Doom palette? or should i keep the Doom palette?

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3 minutes ago, sergeirocks100 said:

i was wondering if i should change the palette for the project, should i go with a palette that's more like the People's Doom palette? or should i keep the Doom palette?

Try making your own.

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4 hours ago, sergeirocks100 said:

should i go with a palette that's more like the People's Doom palette?

No son. With all respect but if you want to stick to mod-friendly shenanigans you'd better keep Doom-style one.

 

Our palette was radically changed, therefore some of things that are 100% Doom palette stuff start to work non-properly and look like they got glitched\JPEG'ed as bitch.

 

You might to try tho.

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Not if new palette uses same color placement as Doom one, look at Map packs like Violence and Mayan Mishap, Ancient Aliens, etc.

They utilize changed Doom palette, so what could possibly stop you to do same thing?

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It's really amusing how many people are seething over this project, but what's more impressive is that, even after all that, you're still determined in working on your project.

Keep it up, sergei.

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i could go ahead and change the palette up, but any palette that could address the issues with the default Doom palette would also mess with WAD compatibility, and if i just changed up some colors a little bit, it would still mess with textures that were designed for the default Doom palette, and the main issues with it would still be there, i would be better off just using the default Doom palette, it wouldn't have any problems with PWADs, and when i get to making the GZDoom version, i can just use truecolor PNGs for all the textures, eliminating the palette issue entirely, and the default Doom palette would still be there for any PWADs that use Doom format textures

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for fun, i decided to go ahead and turn the Doom 2 IWAD into an .ipk3, i decompiled it with deutex and i altered it slightly so that it would fit in with the PK3 file structure, aside from none of the wall textures showing up because the TEXTURE1 lump doesn't work properly for reasons unknown to me, it worked fine, and then i decided to test it with 2 different PWADs, Requiem and Batman Doom, they both worked perfectly fine, the fact that that a PK3 packaged version of the Doom 2 IWAD can work perfectly with regular PWADs has given me hope for the eventual GZDoom version of the project, which i plan to be in an IPK3 format, in other news, map06 is going well, and after i finish it and add in my new wall textures, and possibly any other changes i've thought of in the meantime, i believe that v0.0.4 will be ready for release

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Hello, I have some ideas I thought I would toss your way.

For the zombiemen and sergeants, you could make them look like the Blood cultists, like disfigured men in robes or cloaks, kind of like in this WAD (Doomer Boards Project 20, aka DBP20). This WAD also replaces the SS soldier with a cultist with an automatic shotgun; maybe you could also replace the SS soldier with something so that you have an extra monster type to add to your maps!

 

Also, instead of a plasma weapon, you could make it some sort of magic weapon that is cast from your finger tips, like in DBP20 or Preacher.wad.

 

And finally, instead of a BFG, you could use a scepter or staff, again similar to DBP20 or Preacher.wad

 

The Doomer Board guys use these sprites in that map set, and they haven't been sent cease and desist letters, nor have they been contacted by lawyers, nor have they been sued out of existence. Same with Darch who uses am actual cultist sprite for his Doomguy face in his WAD. Maybe you could use these DBP20 zombiemen sprites and the DBP20 scepter sprite as temporary place-holders while you find something you like more. They also wouldn't mind you using them permanently if you give them credit. Start a new thread here
https://doomer.boards.net/
in the Doom Projects section

Screenshot_Doom_20200425_201413.jpg

Dungeons & Demons 04.jpg

Preacher.jpg

Dungeons & Demons 08.jpg

Screenshot_Doom_20200414_192907.jpg

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while all of those ideas sound good, they wouldn't really fit in with what i'm doing with this project, i don't plan on straying much farther from Doom than Freedoom does, and replacing assets with ones that are incredibly different from the general feel of Doom wouldn't fit the feel of the project, i'm trying to avoid making any significant changes through the dehacked patch, because i want the project to be playable through binaries that may not support dehacked patches, such as some source ports and the original executable, and they can get away with using Blood assets in their mod because it isn't a commercial product, the project is intended to be 100% free for commercial use and public domain, and if i used assets such as that in the project, it would result in legal issues for me, i'm not saying your ideas are bad, i'm saying that they wouldn't be very fit for a project such as this

Edited by sergeirocks100

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3 minutes ago, sergeirocks100 said:

i'm trying to avoid making any significant changes through the dehacked patch

Ah I forgot about that.

Now that you mention it, I went and looked at the secret maps of Doom 2, and while the SS soldier gun SOUNDS like the shotgun, it isn't actually one. So none of the changes that I mentioned actually require any dehacked stuff, they are purely cosmetic changes to the sprites.

Also I actually totally forgot until now - you're working on Doom 1, so the SS soldier isn't even an option :(

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i'm planning on doing something far closer to the SS guard for my replacement, which i only intend to put in the secret levels, so that would be out of the question, although i do plan on adding additional enemies to the eventual GZDoom version of the project

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