Revae Posted September 23, 2016 (edited) What is this? It's a vanilla TC set in a fantasy world that feels vaguely Norse or Celtic. You are a warrior recently returned from war, only to find your hometown massacred by hellish creatures. From there you set out to find revenge. Pwad is for use with doom.wad (Ultimate Doom 1.9) or freedoom1.wad (phase1). 10/11/2021: There's a paid version out there now, but an update for the mod will follow soonish (hopefully). Just some fixes, GZDoom stuff like widescreen art and such... That sort of thing. It'll essentially be the same as the paid version, but with the original bonus episode instead of the new one. So no new monsters etc. It sounds easy for me to type out, but I'm sure I'll break something along the way. 27 maps + 8 and 1/2 bonus maps Over 10 monsters All new weapons All new music All new sounds All new graphics All new everything It should run in just about any engine you throw it at (few exceptions). For ZDoom variants, make sure your compatibility settings are for Doom (Strict)ish, and don't jump or freelook or you'll break the visuals/everything. And for GZDoom, don't load lights or you'll get double lights. Thanks to PopSoap10, this isn't a problem anymore. Should run fine in coop. Many maps that weren't well suited to DM have extra arenas floating in the void for that purpose. Hope you like it. Download a little standalone zip (uses Chocolate Doom) at: http://mockingbirdsoftworks.com/modversion.html Thanks to LupinxKassman, for the iwadifying. You can run the iwad itself in other ports from a shortcut like this: gzdoom.exe -iwad REKKRSA.iwad eternity.exe -iwad REKKRSA.wad (or turn on iwad autoscanning - which is very cool) In GZDoom the iwad version may not play nice with OpenGL, unless you change the extension to .iwad PWAD version: https://tinyurl.com/y5oqqf45 Requires doom.wad or freedoom1.wad Trailer, by Sarioya: Spoiler Credits: Spoiler Music: Tom Jensen, AKA HexenMapper thespidersrepublic@hotmail.com https://tomjensen.bandcamp.com/ Sounds: TerminusEst13http://terminusest13.tumblr.com Maps: E1M4 - SuperCupcakeTactics: Blade Swamp, Revae: Deathmatch arena E1M7 - LupinxKassman: Dripstone Wharf, Revae: Deathmatch arena E2M4 - JawsInSpace: Initial Layout, Revae: Finishing E2M5 - AngrySaint E2M6 - VelcroSasquatch E3M4 - AD_79: Primary, Revae:Secondary E3M7 - TerminusEst13/Jimmy: Seige, Revae: Deathmatch arena E4M1 - Bzzrak: Village of Delusion, Revae: Deathmatch arena E4M7 - VelcroSasquatch Rest - Revae Testing: Eric, Sarioya, Hexenmapper, Wartorn, by default everyone listed as a mapper Thanks to: /vr/ for all the fun Marrub for early dehacked help Gageat for the hitscan dummy idea Popsoap10 for fixing the GLDEFS ShadowHog for fixing the music in Vanilla NightFright for the iwadinfo lump LupinxKassman for the iwadifying anyone who gave me advice over the last few years and I forgot (sorry) Also Doomworld and the Zdoom forums for pointing out all the faults. Edited April 5, 2023 by Revae Just letting you know future plans. 105 Quote Share this post Link to post
Jaws In Space Posted September 23, 2016 Oh this sounds rather interesting, sending a PM now. 0 Quote Share this post Link to post
Koros Posted September 23, 2016 I'd like to see this project completed! Sounds rather interesting. 1 Quote Share this post Link to post
Walter confetti Posted September 23, 2016 This looks awesome! Anyway, what are the mapping standars for this project, over than mapping for vanilla? Did you looking for some high quality maps (like skillsaw) or it have just to be pleasant to look and play? Sorry if i don't expressed myself clearly... Oh, i just read now the OP description, now i get it! 0 Quote Share this post Link to post
Jayextee Posted September 23, 2016 This looks amazing already. How much of the assets you're using are from the ground up and not copyrighted? I ask because such effort really ought to have a price tag on it when completed, if you get my meaning. 0 Quote Share this post Link to post
Memfis Posted September 23, 2016 Oh, that's a pretty screenshot! :)Revae said:and don't mind working around dehacked in doombuilder (placing items by their ID number and getting confused when something isn't the same in game). You can create a new config based on the existing ones and make it so all new objects have correct names and everything. Should be easy enough and it surely will make the project a bit more attractive for people. 0 Quote Share this post Link to post
40oz Posted September 23, 2016 Hey this looks really cool! I can help! Ive been mapping for years. Most of my work is in boom or limit removing format, but I do vanilla too. My most recent work can be found in Absolute Dishonor. I did maps 02, 04, 06, and 07. I think I may be exactly the kind of mapper you're looking for :) I make textures too, many of which can be found in my community project Mutiny 0 Quote Share this post Link to post
BigDickBzzrak Posted September 23, 2016 Mmmm, looks really beautiful. It's also for the only game I map for (vanilla Ultimate Doom), so I might contribute something in the future (busy with my own map right now), if there's not a deadline of course. And what's "REKKR"? 0 Quote Share this post Link to post
Revae Posted September 23, 2016 Jayextee said:This looks amazing already. How much of the assets you're using are from the ground up and not copyrighted? I ask because such effort really ought to have a price tag on it when completed, if you get my meaning. Thanks. All from the ground up, except a few textures I took from a Thief high-res mod which were then re-shrunk down. They look pretty much like the original textures, but I did re-paint them so I figured they were fair-game. I dunno how to quote multiple people: A Doombuilder config would work. Didn't know it was possible, so I should probably look into that. REKKR just means "warrior". Here are some more screenshots: http://imgur.com/a/tspTb None of the monsters (except of dead ones), but they're all in there. 10 of them at least, plus some variants (stronger/faster/different color). 0 Quote Share this post Link to post
scifista42 Posted September 23, 2016 Revae said:I dunno how to quote multiple people Quote each post in a new browser tab, select and copy each quoted text, paste them all into one post, and only submit this one post. Also feel free to edit the text within the quote tags, for example to delete parts of it that you don't want to address and only keep those that you do, for the sake of being short and to the point. 0 Quote Share this post Link to post
Memfis Posted September 23, 2016 Interesting screenshots. The sky is very pleasant to look at. One thing that immediately caught my attention was the water texture (or flat, whatever). I think the repetition on it is too obvious. If you look at the Doom 2 animated liquids, you can see how they kind of flow into themselves on the sides. They look "solid", while with your water it is very easy to notice that it is the same square being repeated. I'm not a graphic artist so I can't suggest how you can improve it, but I think it's worth looking into. 0 Quote Share this post Link to post
Jayextee Posted September 23, 2016 Revae said:All from the ground up, except a few textures I took from a Thief high-res mod which were then re-shrunk down. They look pretty much like the original textures, but I did re-paint them so I figured they were fair-game. Make new textures, original ones from the ground up, in place of these. Keep your assets 100% original and then you should totally be selling this (of course, package it with a port that has a license allowing this) because it deserves it. Seriously. 0 Quote Share this post Link to post
Xaser Posted September 23, 2016 This looks quite nice. Curious to see how much the DEH work transforms the game -- there's still a surprising amount of cool stuff that can be squeezed out of such (moreso than e.g. Hacx did). 0 Quote Share this post Link to post
Da Werecat Posted September 23, 2016 Revae said:REKKR just means "warrior". Kinda sounds like a 1337 way to spell "wrecker". 0 Quote Share this post Link to post
Revae Posted September 23, 2016 Xaser said:Curious to see how much the DEH work transforms the game Well one major change is that there are no hitscanners. Overall it's pretty different. Jayextee said:Keep your assets 100% original and then you should totally be selling this Don't really have any plans to be selling it (mostly because it's all dehacked), but those textures may or may not change anyway. We'll see 0 Quote Share this post Link to post
Blastfrog Posted September 23, 2016 Revae said:Don't really have any plans to be selling it (mostly because it's all dehacked)That won't prevent you from selling it. I suggest selling it on Steam with Chocolate Doom. 0 Quote Share this post Link to post
Aquanet Posted September 23, 2016 With the dearth of good old school shooters on the market, more projects like this should end up Greenlighted, even if as freeware. Also looking at you, square. 0 Quote Share this post Link to post
esselfortium Posted September 23, 2016 This looks extremely cool. One screenshot in particular is making me curious: how was the foliage border around the sky hole accomplished in this scene? The perspective doesn't look right for midtextures, but maybe my eyes are playing tricks on me. 0 Quote Share this post Link to post
Da Werecat Posted September 23, 2016 I think it's a bunch of black sprites hanging below the ceiling. 0 Quote Share this post Link to post
Revae Posted September 24, 2016 Da Werecat said:I think it's a bunch of black sprites hanging below the ceiling. Bingo 0 Quote Share this post Link to post
Yugiboy85 Posted September 24, 2016 Hmm, you defo have something nice going on here with these pics and all. Will keep a very close eye on this project and hope to see it come to frution one day :D Keep it up man. 0 Quote Share this post Link to post
Arctangent Posted September 24, 2016 I imagine one issue with selling this would be the fact that he's asking for contributions. Sure, it's entirely possible for someone to create maps for this entirely out of the goodness of their heart, but it's overall legally safer to just make it freeware over trusting random people to not cause issues after this is released. Of course, a dedicated team with clear communication over payment and profit cuts ( or the lack thereof ) could avoid the issue, but that entails finding a dedicated team ... although I can't imagine it being terribly difficult here, with such promising material already. 0 Quote Share this post Link to post
joe-ilya Posted September 24, 2016 Revae said:working around dehacked in doombuilder (placing items by their ID number and getting confused when something isn't the same in game). I don't get it. 0 Quote Share this post Link to post
antares031 Posted September 24, 2016 Revae said:Here are some more screenshots: http://imgur.com/a/tspTb These screenshots look so great. I recommend you to update the first post with new screenshots. Visually it looks really good, something like a decent first person shooter from mid-90s. But it's all about the gameplay, so I'm looking forward to see some monsters and in-game video footages. Keep up the good work. 0 Quote Share this post Link to post
skillsaw Posted September 24, 2016 Looks fantastic. The bright colors really do a lot for me. I'm definitely looking forward to seeing more! 0 Quote Share this post Link to post
Revae Posted September 25, 2016 joe-ilya said:I don't get it. Don't worry about it, I'm in the process of making a GZDoombuilder config anyway. I had made one, but apparently for an older version of GZDoombuilder. Such is life. Edit: And now it's done. And man the newest version of GZDoombuilder is stupid nice. Can see the sky and everything. Truly we live in the future. 0 Quote Share this post Link to post
Not Jabba Posted September 26, 2016 This looks really awesome -- great job with the art! I'm looking forward to seeing this completed someday. 0 Quote Share this post Link to post
Doomkid Posted September 26, 2016 Damn, this looks like pure quality! 0 Quote Share this post Link to post
jute Posted September 26, 2016 Jayextee said:Make new textures, original ones from the ground up, in place of these. Keep your assets 100% original and then you should totally be selling this (of course, package it with a port that has a license allowing this) because it deserves it. Seriously. I agree with this. Targeting vanilla is no reason to feel you couldn't sell this game. It already looks far more interesting than most current indie games. The Norse theme is novel (for an FPS) and your art is great. 0 Quote Share this post Link to post
Dragonfly Posted September 26, 2016 Jayextee said:Sell it. Blastfrog said:Sell it. And if you need a third person: Dragonfly said:Sell it. In all seriousness this looks absolutely fantastic and the effort involved really needs to be appropriately rewarded. 0 Quote Share this post Link to post
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