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DOOM REFIRED: Doom II Vanilla Project [Episode 2 Demo out!]


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looks pretty cool but one part of me dosent want me to kill the green blooded monkeys in screenshot 3

 

only part of me though...

Edited by gwain

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4 minutes ago, gwain said:

looks pretty cool but one part of me dosent want me to kill the 4legged monkeys in screenshot 3

It is quite an early monster in development tbh, but it's supossedly going to be a hellhound, lol. I'm one of the texture artists from the project btw.

Edited by DevilMyEyes

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4 minutes ago, gwain said:

looks pretty cool but one part of me dosent want me to kill the green blooded monkeys in screenshot 3

 

only part of me though...

Yeah, currently it's a placeholder to replace the original placeholder which was the Wolf3D dog. The finalized version is going to look a lot scarier, I promise ;)

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1 minute ago, Rudolph said:

Interesting project! No new weapon, though?

Not possible with dehacked, unfortunately, unless we sacrifice an existing one, which we decided against.

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Little fun fact from the artist here: These 32 levels are going to be divided in 3 episodes (stay tuned to know more about them!) and each of them will have a unique intermission screen like those seen in Doom 1 for the advanced sourceports. And ofc, will have it's metal midi track.

Edited by DevilMyEyes

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Damn, this is a great year for megawads! Excited to give this one a whirl. Depending on how my schedule goes, I might be able to throw some midis at you guys in a couple months.

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51 minutes ago, Cammy said:

Damn, this is a great year for megawads! Excited to give this one a whirl. Depending on how my schedule goes, I might be able to throw some midis at you guys in a couple months.

Cool!, whenever you're up to, you can join the discord server here https://discord.gg/nZwgYzwTtZ and work on the midi for the map you want. But just a reminder, we may have some maps in there that are kinda outdated and doesn't represent the wad's idea rn, but we'll do our best to make more updated maps. We're also looking for mappers btw.

Edited by DevilMyEyes

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This is awesome news!! \o/.

I too was a bit disappointed with DOOM 3. Still enjoyed the game but it just wasn't what I expected from id.

Can't wait to see DOOM III :o)

 

What a year this is shaping up to be for new content and it's only April.

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23 hours ago, iddq_tea said:

Not possible with dehacked, unfortunately, unless we sacrifice an existing one, which we decided against.

Ah, bummer. What about new powerups?

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2 minutes ago, Rudolph said:

Ah, bummer. What about new powerups?

Not possible either. With dehacked you can basically only reuse existing codepointers and not add anything new. maxmanium can explain it better than me

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  • 2 months later...
  • 2 weeks later...

Woohoo! I've been waiting for an update for a while.

Also fun fact: Corruption was made in a day :P

Edited by dotQLL

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Have fun with this demo, Team IDKFA has more cool stuff waiting for you guys!

Edited by Doomlust

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The maps and the music are good, but playing through the demo, I felt more like I was playing SIGIL II than a hypothetical Doom III. Not a problem per se, just an observation. However, I am not sure I get the purpose of the Hellhound. So it is just a faster-but-weaker Pinky? In any case, their introduction in MAP02 was a bit... lackluster: they move so fast that I could not get a good look at them and they seem neither hard to kill nor very dangerous.

Edited by Rudolph

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13 minutes ago, Rudolph said:

The maps and the music are good, but playing through the demo, I felt more like I was playing SIGIL II than a hypothetical Doom III. Not a problem per se, just an observation. However, I am not sure I get the purpose of the Hellhound. So it is just a faster-but-weaker Pinky? In any case, their introduction in MAP02 was a bit... lackluster: they move so fast that I could not get a good look at them and they seem neither hard to kill nor very dangerous.

The hellhounds came from the idea that Doom could use more than one melee-only monster, and turbo pinkies happen to be one of my favorite doom monsters due to how dangerous they can be, especially in groups. They're hard to hit when they zig-zag. When brainstorming for concepts, we thought hellhounds would work best when swarming the player in large packs. And due to their low collision box, they could be crawling from under half-stuck doors and other small openings. They have little health so they are easy and satisfying to take down in groups (especially with the rocket launcher), but when they surround you, they can be quite dangerous. The initial hellhound dehacked test was done by replacing the SS nazi in map31 and using the Wolf3D dog sprite; letting them surround you was almost a guaranteed insta-death, with the screen going completely red because of how fast they bite. Overall, they're like a smaller, faster moving, faster attacking pinky with less health. I agree that their introduction in the demo doesn't give off the vibe we wanted to go with, but it definitely will once we find a way to properly introduce them in the full release!

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Ah, so Lost Souls on foot in a sense. I guess I can see the appeal.

 

Another thing about the maps in the demo is that they do not feel like early maps; maybe it is because they are big and complex or because MAP01 wastes no time throwing all monster types up to the Hell Knight at the player, but they feel more like maps I would expect late in Episodes 1 or 2.

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