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Corridor 7 reboot idea for Doom


Grungo

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Grungo have idea... about corridor 7 , and Grungo will tell it

 

Grungo is fascinated by the game, albeit a game that is poorly made, it does seem ambitious, especially with the Wolfenstein 3D engine. It had ideas such as forcefields, ammo dispensers, medikit stations, and even health chambers. Me want to make a reboot of it, remake it in GZDoom, new sprites, and mechanics and new textures that are more pleasing to the eye but have the Corridor 7 feel. Add lore and maybe new enemies. Me even came up with new weapons are lore too!, Like different aliens, or mutant zombie soldiers, and a name and backstory for our protagonist. First off the game would start off the same, the levels would be more or less modeled off their DOS counterpart but with doom/build engine type structures, like elevated floor and shaped buildings and outside areas. The story would still be the same but more grounded, and with environmental storytelling and ally NPCs to aid you. It would be like Half Life Opposing Force meets Doom.

 

So here is how weapons would work (In Grungo's vision) And all weapons would be based on the look on the original weapon designs but heavily designed to look pretty. Also, there will be more ammo types such as: Bullets, M24 C.A.W. Grenades,  Phosphorus Coated .44 Magnum Rounds, 12 Gauge Shotgun Shells, Alien Cell Ammo, Heavy Plasma Cartridges.

 

1 - Taser, the taser in the OG game was more like a slow firing infinite ammo pistol, in my reboot vision, it will a melee weapon that acts like a stun baton. It doesn't do too much damage but it is useful if you run dry on ammunition.

 

2 - Scoped Desert Eagle, based on the Deagle looking firearm from the game's cover art, it is chambered in special .44 Magnum rounds. It deals a punch of damage and with the Alt-fire, you can look down the scope, which is infared by the way. The infared night vision scope is useful for looking out for traps naked to the visible eye but the zoom in makes it tiresome to look out for traps. It holds 8 rounds before a reload.

 

3. M24 C.A.W. (Close Assault Weapon) is a assault rifle that fires fast like no tomorrow. It is chambered in .223 rifle cartridges in a 30 round magazine and has a fire rate of 5 rounds per second. It is a ideal weapon for suppressing enemies but runs out of ammo quick due to the high fire-rate, It is recommended to fire in bursts. Other than that, it has a built in Grenade launcher that can be activated using Alt-fire. 

 

4. Ithaca Stakeout Shotgun, A advanced model of a Stakeout, it comes with a built in choke and a tube that can fit 6 whole rounds. It is a close and personal defense weapon that does considerable amounts of damage, and due to it's choke, can even be used at medium range. Beware, some enemies can fire shots in between pumping and it is not a good weapon to use at far range. In general, this is pretty much a traditional boomer shooter shotgun rather than the original game's random hacked together tech-i-mo-logical logic

 

5. M-343 Mini-gun, The Mini-gun is a special weapon used by heavy gunners in the military and can interchange ammo types. It fires bullets with a triangular shaped gatling barrel inside of a metal outer coat to protect the gatling barrel. Primary fire of this weapon uses the .223 rounds in a box magazine of 100 rounds to fire a large amount of bullets. however despite it's higher fire-rate, it's more inaccurate than the C.A.W. and is not great at farther ranges. However it can switch from .223 rounds, to .44 magnum rounds from your desert eagle if you press Alt-fire. alternate gun mode makes the gun hold a 50 round case of magnum rounds but doesn't fire as fast as the primary (kinda fires slow (but slightly faster) as the original minigun from Corridor 7) The magnum firemode is also a bit more inaccurate than the desert eagle but does significant damage.

 

6. Alien Dual-Blaster, one of the first alien weapons, it uses alien cells and fires projectile beams similar to the quake 2 nailgun. It fires fast and does a decent amount of damage, but it's Alt-fire shoots a charged shot that can penetrate foes, similar to a "Railgun" although the charged shot is pricy, as it uses more cells than normal. Still it is a decent automatic weapon that is a good replacement for the M24, albeit not as fast. It can hold 50 rounds before reloading

 

7. Plasma Cannon, a topic secret weapon being designed in Corridor 7, Scientists managed to make a "Rocket Launcher" without rockets, and now some Aliens have stolen some prototypes to use for their own., it takes Heavy Plasma Cartridges and fires explosive plasma bolts. It is essentially a rocket launcher. Although here is the kicker, it's power is adjustable by 3 levels "Default, High, Spicy" Default shoots a regular explosive bolt, High shoots a faster and most damaging Bolt with a bigger radius, Spicy takes a second to fire up, and fires a even deadly faster blast but it damages the user because of the shocks. plus you might kill yourself in close spaces so it's used only in the more dire situations from a safe distance. By pressing alt fire, you can increase it's power and if you wanna go back to default, just keep pressing Alt-fire to the original fire-mode. 

It can hold 9 Shots before reloading.

 

8. Alien Assault Cannon, another Alien weapon, with twice more barrels than the last, this weapon has the highest fire-rate in the game and shoots 2 rounds at a time and fires a total of 20 shots per second. It is the most fastest gun in concept but can burn thru ammo faster than a cheetah on crack. It is ussualy held by bosses or high value target troopers. It is good for killing fodder faster and taking on Aliens that can't be put down easy. Really advise to fire in bursts unless you want to here nothing but "Click Click" It can hold 200 power units before reloading.

 

9. Disintegrator, the gun of all guns, designed deep in the labs of Corridor 7, it acts kinda like a camera, as it fires loads and loads of gamma radiation practically disintegrating anything that is unfortunate enough to face it. It takes Heavy Plasma Cartridges, using a whopping 9 units of power in one shot before reloading, essentially having you reload every time you fire your weapon. It is pretty much the "BFG 9000" of the game, but also the most costly as reloading it takes a few seconds and it is easy to screw up a shot and miss if you are not careful. 

 

10. Landmines, advanced landmines that can be thrown on the floor or on walls. pretty simple really. Whenever a enemy approaches one, they blow up and explode. Alt-fire changes mine mode to remote bombs, so you can place multiple mines and wait for the enemy to walk into your trap.

 

Anyways, that is grungo's ideas. the Game will also have notable areas and goals, such as starting up generators, launching rockets, destroying enemy bases, traversing dimensions, and ececetera, pretty ambitious but what do you think?

 

Edit: Also maybe the Entire OST could be remade too

 

 

Edited by Grungo

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The shapeshifting alien should be more like the T-1000 and able to hide within floors and ceilings, walls, and even pose as other characters. 

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Grungo has interesting idea, I would like to see this done with both Corridor 7 and Witchaven (just because Witchaven but good is a deep dark fantasy for me).

 

If project starts, me join team.

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14 hours ago, Redneckerz said:

Alright, I'd love to see examples @Grungo

Me not have pictures rn, but able to design

 

14 hours ago, Peccatum Mihzamiz said:

Sounds great, looking forward to you doing some work on it and sharing your vision! I would be interested in mapping for this if this went anywhere besides nice ideas.

Yes, that would be nice, but Me would consider getting textures, 3d models, and sprites of weapons first being made from scratch, then it'd be on to enemy re-designs in enemy behavior

 

14 hours ago, MrFroz said:

Why Grungo so obssesed with Capstone Software games?

image.png.dc35f6b3f7658cc2df1385e494db6b20.png

12 hours ago, Cruduxy Pegg said:

Oh ye corridor 7.. why not mod anything else in existence instead?

You see, me like Corridor 7, but me understand how flawed it is... me want make re-boot to make it a re-imagined good game in a new engine with new graphics and improvement on well, everything. 

 

9 hours ago, Redneckerz said:

@Vermildid a total conversion for Doom, using a modified engine:

 

 

Yeah, but Grungo am talking about re-imagning instead of a doom port, to make new stuff like graphics, textures, weapons, enemy AI, doom like structures instead of 90* angled walls
 

 

7 hours ago, mrthejoshmon said:

Grungo has interesting idea, I would like to see this done with both Corridor 7 and Witchaven (just because Witchaven but good is a deep dark fantasy for me).

 

If project starts, me join team.

Glad to know, maybe Grungo will start project but not soon, as stuff like 3d models and sprites costs skill and money, but it is good as a concept for now and must be planned and backed so it doesn't become dead or struggling. 

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8 minutes ago, Grungo said:

another note, THIS GOES FUCKING HARD!!!!!

 

 

that is the most epic,

 

surprising

startling

stunning

wonderful

shocking

incredible

awesome

astonishing

breathtaking

astounding

unexpected

marvellous

miraculous

jaw-dropping

extraordinary

spectacular

metal song i ever FUCKING HEARD LIKE DAMN I DID NOT KNOW I COULD HEADBANG SO FAST!

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2 minutes ago, Patrick_Plays_Doom said:

that is the most epic,

 

surprising

startling

stunning

wonderful

shocking

incredible

awesome

astonishing

breathtaking

astounding

unexpected

marvellous

miraculous

jaw-dropping

extraordinary

spectacular

metal song i ever FUCKING HEARD LIKE DAMN I DID NOT KNOW I COULD HEADBANG SO FAST!

Joe Abbati laying down a hardcore death metal tune for a game no one jack shit remembers

 

he did not need to go that hard

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  • 2 months later...

I once had the same idea as you, Grungo, because I played the demo version of the game a lot when I was a kid. Once I realized the megalomaniacal work involved in making such a remake, I decided to continue focusing on smaller projects at the time. So I have two suggestions for you, Grungo:

1) If you're interested in creating characters and narratives, why not start by making a map telling Grungo's story? How did he get to where he is today? You could use UDMF and learn programming that way, as well as inserting dialog and lines for the protagonist, and thus learning new things for future projects. What's more, I'm sure there are many people interested in knowing how Grungo ended up here.

2) If Grungo's dream is to remake Corridor7, my suggestion is to start slowly. How about first just remaking the demo, learning how to import textures and create monsters? Make just one map, very well done, and then you won't run the risk of getting lost in a huge project that requires more effort than we realize. 

In any case, I wish you much happiness and good luck in your endeavors!

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7 hours ago, The Royal We said:

I once had the same idea as you, Grungo, because I played the demo version of the game a lot when I was a kid. Once I realized the megalomaniacal work involved in making such a remake, I decided to continue focusing on smaller projects at the time. So I have two suggestions for you, Grungo:

1) If you're interested in creating characters and narratives, why not start by making a map telling Grungo's story? How did he get to where he is today? You could use UDMF and learn programming that way, as well as inserting dialog and lines for the protagonist, and thus learning new things for future projects. What's more, I'm sure there are many people interested in knowing how Grungo ended up here.

2) If Grungo's dream is to remake Corridor7, my suggestion is to start slowly. How about first just remaking the demo, learning how to import textures and create monsters? Make just one map, very well done, and then you won't run the risk of getting lost in a huge project that requires more effort than we realize. 

In any case, I wish you much happiness and good luck in your endeavors!

Grungo thanks you too! you have good day! but hard work is never done in one moon, may take entire ice age!

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On 1/12/2024 at 8:16 AM, Cruduxy Pegg said:

Oh ye corridor 7.. why not mod anything else in existence instead?


Because it's a good game.

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On 1/12/2024 at 12:33 PM, 4Lolbits4 said:

What is Corridor 7?

Only the most underrated Wolf3d engine game ever alongside both Blake Stone's (AoG and PS). 

 

And the most fun and scary to play (though not as awesome and cool as Blake Stone).

 

And the most unfairly maligned and hated one to boot.

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I think there's definitely a good core idea in a sci-fi TC where you have to 100% monsters to open the exit. It's an intuitive idea and not enormously difficult to script. It's all the creative decisions surrounding that that are the interesting, tricky part (ex. how cheesy will the sci-fi bit be?)

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59 minutes ago, Kinsie said:

I think there's definitely a good core idea in a sci-fi TC where you have to 100% monsters to open the exit. It's an intuitive idea and not enormously difficult to script. It's all the creative decisions surrounding that that are the interesting, tricky part (ex. how cheesy will the sci-fi bit be?)

grungo made another thread of ideas of corridor 7 but forgot link, it include art

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Me once again pledge allegiance to Grungo project if started, me work on maps.

 

With that said it is more than possible, I can already think of a cheap and dirty method I used in Doom 2016 SnapMap which was to have every monster death add to a counter, once the counter reached the desired amount the next event triggered (in this case, the exit opening).

 

I haven't messed with ACS or ZScript much but I bet it could work just as simple as that (difficulty settings would be a little hurdle but I digress). I would try to throw together a demo but I don't have actual internet until the 27th so you'd be waiting a while.

Edited by mrthejoshmon

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  • 2 weeks later...
On 3/16/2024 at 5:27 AM, mrthejoshmon said:

Me once again pledge allegiance to Grungo project if started, me work on maps.

 

With that said it is more than possible, I can already think of a cheap and dirty method I used in Doom 2016 SnapMap which was to have every monster death add to a counter, once the counter reached the desired amount the next event triggered (in this case, the exit opening).

 

I haven't messed with ACS or ZScript much but I bet it could work just as simple as that (difficulty settings would be a little hurdle but I digress). I would try to throw together a demo but I don't have actual internet until the 27th so you'd be waiting a while.

unfortunately, me not have time for projects no more, however you can take grungo concept art and ideas he made and use them

 

me wish best of luck

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