Author Topic: Zombie DOOM mod  (Read 6044 times)

Offline RobbyPants

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Zombie DOOM mod
« on: April 27, 2019, 02:51:33 PM »
Back in 2013, I started modding DOOM, and decided to make a zombie survival mod. Over the course of a year or so, I got all the behavior of the enemies I wanted down, the new "realistic" guns, and some of the graphics. The graphics are the most time-consuming part, so I never really worked on them, and largely put the project away, occasionally revisiting it.

About a week ago, I had some renewed interest in this project, and have started putting in a lot of time making new graphics for the monsters, as well as creating objects to place in the maps. I'm going to have to start creating maps, soon, to get your character running around through an apartment building and later down the city streets.

Here's some of the progress, so far:


Using lots of pallet-swapping, I'm able to make zombies with different clothes, skin, and hair colors, to add variety to the game.




I added in humans that will turn into zombies if killed by zombies or any of the green slime in the game. The humans have the same color combinations as the zombies, so you don't run into issues of red-shirt humans spawning blue-shirt zombies.




In addition to humans, I added cops. They will fight instead of running, and are pretty competent against the slow zombies. Fast zombies and zombies with ranged attacks will kill them much faster. If they come back as zombies, they're twice as tough as the other slow zombies because of their armor.




There are zombies that will crawl out of the dirt, seemingly coming from nowhere.




There are some cultists (that replace the cacodemons). They largely behave the same, albeit more aggressively. There are several other types, including necromancers that summon zombies (replacing the pain elementals that spawn lost souls).




Here is some of the arsenal of guns you can find. You're limited in terms of how many you can carry at a time, and each has an internal capacity, forcing you to spend time reloading.




The knife replaces the chainsaw. One advantage to keeping the pistol instead of the Uzi is that you can hold the knife in your other hand, making quick attacks. This saves on both time and ammo in a mod where things are meant to be scarce.




Some graphics I made a while back for reloading the AK-47.




The cross-hairs on the rifle scope. If you have the time and space to use the thing, it's fantastic, but not advised for running around in tight spaces.




I've created some cars. The police cars actually have lights:




I was working on new types of exploding barrels today. I decided to make eight of them stacked on a skid, which makes a much larger explosion. I had to tweak the radius a bit, because I was obliterated a fraction of a second after taking this screen shot. :p




Some furniture I recently added in, with some rotation sprites. That's where all the time comes from when making graphics. If you track rotation, you're probably doing around five images for still objects, and 40-60 for each individual monster.

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Offline Stratovarius

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Re: Zombie DOOM mod
« Reply #1 on: April 27, 2019, 06:39:06 PM »
This looks awesome.

Offline RobbyPants

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Re: Zombie DOOM mod
« Reply #2 on: April 28, 2019, 09:20:20 AM »
This looks awesome.
Thanks! Map-making isn't my strong suit. I've only made a couple of small proof-of-concept maps for a different horror mod, so we'll have to see how well I can do making an apartment and a city. I think as I see the space, I'll get a better feel for what objects and textures I need to add in.
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Offline RobbyPants

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Re: Zombie DOOM mod
« Reply #3 on: April 29, 2019, 10:22:29 PM »
I've finally started level building! I'm only two rooms in, so far. This is me mucking around with all the textures I created for mundane stuff like carpet, drywall, trim, and cabinets. It's not great, but it's way better at what I want to convey than the default Doom textures:




I'm iffy on how I feel about the dynamic light source in a darkened room. It looks a bit odd to me, but I like the effect of being able to shoot a light out. I can play with darkness and sparse light sources to great effect with zombies wandering the halls, I'm sure:

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Offline RobbyPants

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Re: Zombie DOOM mod
« Reply #4 on: May 01, 2019, 04:32:30 PM »
So, I've started in earnest on level editing. I'm probably about 50-60% done with the first level. Right now, it's primarily two floors of hallways, three apartment rooms, and a lobby on the main floor. I need to add more rooms to explore.

Here is the hall outside your room, complete with evidence of the carnage:




The light is out in the section of the hallway, making it spooky. There is a corpse in there that will stand up and attack you if you linger too long:




I've got one window in the building so far. Windows aren't a pain to add, but putting stuff to see outside of them is what's so time-consuming:




Here's what little I have of the lobby, with the door out to the street. Crossing the door ends the level:

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Offline Stratovarius

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Re: Zombie DOOM mod
« Reply #5 on: May 01, 2019, 06:16:05 PM »
Which version of Doom do you need to play this?

Offline RobbyPants

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Re: Zombie DOOM mod
« Reply #6 on: May 02, 2019, 09:27:57 AM »
Which version of Doom do you need to play this?

I'm using GZDoom (3.6, I think). I've used Zandronum and Skulltag in the past, but those are multiplayer platforms based on ZDoom, and they aren't kept up to date with ZDoom improvements.

I just started working on the second level (out on the streets) last night. I'm not sure how many total levels this thing is going to have, yet. I probably don't have 32 in me.
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Offline RobbyPants

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Re: Zombie DOOM mod
« Reply #7 on: May 02, 2019, 05:59:41 PM »
Some shots of the beginning of the street level. Right now, I only have the buildings up one side of one block, and a set of alleys and dumpsters on one side. This will probably involve a lot of copy-pasting, and then tweaking the buildings so it doesn't look too cookie-cutter.

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Offline RobbyPants

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Re: Zombie DOOM mod
« Reply #8 on: May 03, 2019, 04:47:46 PM »
Suburbia!




A park, complete with animated fountain and water noises!

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Offline RobbyPants

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Re: Zombie DOOM mod
« Reply #9 on: May 07, 2019, 05:10:38 PM »
Office Space with zombies!




With TPS reports!




And a different office at night:

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Offline RobbyPants

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Re: Zombie DOOM mod
« Reply #10 on: May 26, 2019, 04:48:31 PM »
I made a two-headed zombie by modifying the mancubus sprites. He can punch you back about 15 feet.




I'm working on making a UAC factory to give a few "DOOM-like" levels for the zombie mod. Looks like the zombies gave you a way in...




I made some rather clunky semi trailers, but it sets the stage well.




I loaded a flat bed up with a bunch of skids of barrels. This leads to a very satisfying chain reaction.

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Offline Nanshork

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Re: Zombie DOOM mod
« Reply #11 on: May 27, 2019, 10:27:13 PM »
Neat!

Offline phaedrusxy

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Re: Zombie DOOM mod
« Reply #12 on: May 28, 2019, 02:43:41 AM »
Looks very cool. Doom was what really got me hooked on PC gaming, as I'm sure it did a lot of other people of my generation, lol.
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Offline RobbyPants

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Re: Zombie DOOM mod
« Reply #13 on: May 30, 2019, 11:43:08 PM »
For a fun change of pace, the 5th level is a very Doom-like factory. I'm using UAC as antagonists for this mod.




I'm working with both some original Doom textures, and some I created on my own. Those pipes are animated.










There's even a trash compactor (that nicely crushes zombies)!




I've added slime tubes, some of which contain experimental zombies. These are to go in the factory I'm working on. Some of the zombies will burst out if you get too close.

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Offline RobbyPants

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Re: Zombie DOOM mod
« Reply #14 on: June 08, 2019, 12:16:41 PM »
So, the 6th level is supposed to be a short level where you're on a train. You get on the train at the end of the 5th level, and you'll start where the thing stops on the 7th. Right now, it's empty. I haven't put in the monsters, but I wanted to get the aesthetics all set up, first.


The first three cars are largely identical (apart from the stains on the floor). The fights are meant to be cramped.




The space between the cars. You can't fall off, but I wanted to add details like this.




You end the level by pushing the big red button (stopping the runaway train).




The trick in all this is that DOOM sectors only move vertically, so I can't actually make the train move. You can have animated floor and wall textures, though, so I was able to create the illusion of movement by making it look like the area around you is moving. The train is kept closed, so you can't get outside of it, since it would be absurd to be standing still on moving ground.

Spoilered for motion sickness:

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Offline altpersona

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Re: Zombie DOOM mod
« Reply #15 on: June 08, 2019, 10:28:55 PM »
WOW very Nice

i must be overlooking the link to dl the wip.
« Last Edit: June 08, 2019, 10:35:00 PM by altpersona »
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Offline RobbyPants

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Re: Zombie DOOM mod
« Reply #16 on: June 09, 2019, 09:51:52 AM »
WOW very Nice

Thanks!


i must be overlooking the link to dl the wip.

I haven't hosted it anywhere, yet. I have the first six levels in the main WAD file, although the 2nd needs finishing. The other is Doom Builder seems somewhat buggy in that it randomly changes the floor and/or ceiling height of sectors without me wanting it to. So, the larger levels are always buggy. Fixing them is like playing Whack-a-Mole. I fix one sector, and another elsewhere seems to break.

Do you have any suggestions on where to host it?
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Offline altpersona

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Re: Zombie DOOM mod
« Reply #17 on: June 09, 2019, 11:27:25 AM »
primarily no, i have no idea

i Suspect there is a doom wad page out there

how large is it?
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The Final Countdown is now stuck in your head.

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Offline RobbyPants

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Re: Zombie DOOM mod
« Reply #18 on: June 09, 2019, 12:33:19 PM »
Currently, 12 MB, but it might grow a bit as I add levels. I probably won't add to many new textures or sprites, so that part shouldn't grow too much.
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Offline Stratovarius

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Re: Zombie DOOM mod
« Reply #19 on: June 10, 2019, 09:16:10 AM »
I'd assume there's a ModDB or equivalent for Doom as a reasonable place to put it