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Resident Doom
by Schism
new comments Doom 2, single player
in progress, ZDoom
screenshot #1screenshot #2screenshot #3
17.03.2017

Description:

My first PWAD.
Uses doom2.wad with ZDoom (not tested with other ports).
My aim to only use vanilla actions.
No new textures, music, sprites etc. No scripts.

So, the challenge is to make it still look good and have immersive gameplay.

Premise:
As the title suggests it's a bit of a ripoff of Resident Evil done in a Doom style.

Story:
You wake up in the canteen at work to find that your workmates have either been eaten or turned into zombies. As the story unfolds you discover the company you were working for were researching demons but didn't realise they were also being researched by an evil entity from some hellish dimension.

You are captured and tested in a range of different environments (which is basically just an excuse for me to let my imagination run riot).

Images (left to right):
Map 01 - Infected
Map 02 - Sabotage
Map 03 - Exorcism

Other Maps (finished unless stated otherwise):
Map 04 - Sentinel
Map 05 - Overkill (secret level)
Map 06 - Barracks
Map 07 - Greyport (in progress)
Map 08 - MissionImp
Map 09 - Fragholm (in progress)
Map 10 - Nebulous
Map 11 - LogansRun (planned)

Each map is large and expected to take 10mins to 30mins to complete. The focus is on some eye candy mixed with a chaotic collection of deceptive traps and sustained threat.

4 months work put in so far (almost daily).
Made with Doom Builder 2 and WAD Mangle (cause SLADE crashes my comp).


Schism writes:(new) 24.02.2017, 09:25 GMT+1
edited 21.03.2017, 00:13 GMT+1

More screengrabs:
Map 04 - Sentinel
Map 05 - Overkill
Map 06 - Barracks
Map 07 - Greyport
Map 09 - Fragholm (outside)
Map 09 - Fragholm (inside)
Map 10 - Nebulous pic1
Map 10 - Nebulous pic2
Map 11 - LogansRun

There's no point showing a screeny for Map 08 because it takes place in the sky.

grouchbag writes:(new) 26.02.2017, 04:37 GMT+1

Looks good!

Schism writes:(new) 02.03.2017, 08:19 GMT+1
edited 17.03.2017, 00:20 GMT+1

Thanks grouchbag :o)

Testing:
Map 01 - Infected (196k) All difficulties the same.

This level is easier and smaller than the others because it was my first experience of editing anything for Doom. Please let me know what you think of it and if there are any issues.

Warning, later on it's possible to mess up by pressing the wrong switch. If you do you just have to restart the level.

Map 02 - Sabotage (463k) All difficulties the same.

My aim was to make each level more difficult than the last, but this monster level really throws down the gauntlet. Be ready for a challenge. PS The outer rim of this level was inspired by the film Labyrinth.

Map 03 - Exorcism (1,793k) All difficulties the same.

Another huge map. I wanted to model an outside area with less sequential gameplay.

Map 04 - Sentinel (1,780k) All difficulties the same.

This map is almost an episode in itself. It'll have you swearing. I made it to explore extremes of height and monsters that have a positional advantage over you.

Map 05 - Overkill (511k) All difficulties the same.

This secret level was a way to test some disparate ideas that didn't quite fit into any other level. It's smaller than the main levels but don't think that makes it easy.

Map 06 - Barracks (867k) All difficulties the same.

This level was inspired by vague memories of Half Life - Blue Shift and Bioshock. I wanted to put the player into a soldier's building to building sweep situation and also have some traps where the way out isn't necessarily to kill stuff. It's unlikely that you will kill everything in this level, and it's not designed that you'll need to.

Map 07 - Greyport (currently 870k) In progress.

Inspired by airports and public art. Also wanted to explore creating intricate images with floor textures and make a larger internal space that big nasties can run around :>


Map 08 - MissionImp (572k) All difficulties the same.

This level is nothing about eye candy and everything about being overwhelmed. You may have to adjust how you play to complete it.

Map 09 - Fragholm (currently 2055k) In progress.

Lots of eye candy based on an AD&D fantasy theme. Half done, already a monster.

Map 10 - Nebulous (788k) All difficulties the same.

Inspired by the old game Nebulus which involved running around the outside of huge round towers. Requires some delicate control and finesse. You'll need to reduce to walking speed for 99% of it.

Map 11 - LogansRun Planned.

Planned to be a continuous run-away-from-death selection of challenges without any respite.

grouchbag writes:(new) 03.03.2017, 10:49 GMT+1
edited 08.03.2017, 07:15 GMT+1

Have just now downloaded the rest.The levels I played were very good!

Schism writes:(new) 10.03.2017, 03:48 GMT+1

Thanks. I'll keep up the work :o)

PS - Did it make you swear? :D

PFL writes:(new) 15.03.2017, 17:12 GMT+1

Okay - Map 4 Sentinel done with Brutal Doom alongside. That's one weird unique cool map you made there. Gameplay is awesome. The most difficult part for me was when I encoutered the bunch of Nazis with low ammo. How difficult my time was to survive there. In fact, I found ammo when everything was done or so. I feel I need some more and I'm tempted by Exorcism ... 'be back.

Schism writes:(new) 16.03.2017, 10:37 GMT+1

Much appreciated PFL. I aim to test the pros and not make it too easy for them.

Exorcism is more gentle than Sentinel but you can still get unstuck. Starting from scratch makes it more challenging due to lack of ammo. You'll need to make every shot count.

I'm currently focussing on Map 10 - Nebulous to give myself a break from Fragholm (which itself was giving me a break from Greyport). I'll get them all done. Just takes more effort to make challenging environments.

Then at some point I need to start on pulling them all together and making intermissions etc. The final PWAD might be 20 levels of large size but will post each level individually for testing so folks don't have to wait too long.

Schism writes:(new) 24.03.2017, 19:46 GMT+1

My First attempt at adding a Title Picture has failed.

When running ZDoom the TITLEPIC's palette is all randomised. The details are correct but the colours are wrong.

I've tried images in bitmap and png format. Both are 8 bit images with 237 unique colours (allowing ZDoom to control the remaining colours for it's own menus).

Will give it another try some other day.


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