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Rob's Doom mod
#1
Rob's Doom mod
Back in 2013 I got into Doom modding (as in the old shooter from the early 90s). I've done some small and some large projects over the years, but I didn't do much for several years in there.

Anyway, I decided to work on one that is mostly a beef-up of all the weapons and the monsters, and decided I'm going to make a full 32 level map pack for the mod as well. I'm currently working on the 3rd level. I'm roughly copying the story line of the 2016 Doom game (which is set on both Mars and Hell). So, I've added areas where you will suffocate and O2 containers to help keep you alive as you run between buildings on the Martian landscape.

I'll post screenshots of my progress below.

This is some work I did on the first level at the beginning of December:


This is the hall right outside the room where you start. It's dark, there are two imps, and there are some flashing red lights to help you find your attackers.

[Image: 78419308_10159476428676164_7764265182754...e=5E682CCF]


This is the first air lock. If you go outside, you'll slowly start suffocating, unless you pick up that O2 tank.

[Image: 79387355_10159476428806164_7799838739009...e=5E3F7E5A]


I took a lot of the office textures I made for my zombie mod, and changed the color to make things look more sterile. I grabbed some scientist zombies made by some other devs to save myself some time. I made all of the office textures this morning (yay Saturdays!)

[Image: 79228119_10159476429291164_8763744174643...e=5E7EF608]


Here's one of the two corner offices, with a nice view of the scenic Mars landscape.

[Image: 79405402_10159476428971164_3840109686460...e=5E6A9EF2]


I did add one weapon to the existing roster: a rifle, dropped by the zombie men from the original game.

[Image: 78068151_10159476429221164_5915701740908...e=5E896449]

This is some of my early work on the 2nd level. This level is the waste disposal area, so it features lots of that green slime the original Doom games are so famous for.


I'm starting to get more comfortable with 3D platforms. This offers a lot more opportunities for a player to revisit the same area without resorting to rising and lowering platforms.

[Image: 79932497_10159500576846164_7336645843488...e=5E82D1A7]


I'm connecting two buildings with a sky bridge. When you're outside it (and under it), you'll need O2 to breathe, but not on the inside.

[Image: 78980265_10159500576941164_2498350856533...e=5E708BCB]

And my work from the last couple days, since we got back home in January:

I'm starting to make a warehouse level, now. I've added a bit from someone else's mod to make it so you can climb on the crates, which (literally) adds a new dimension to the level design and game play.

[Image: 82573560_10159593336721164_4312277422952...e=5EA280DE]

[Image: 81885550_10159593336701164_8756758805473...e=5EA5229A]

[Image: 82512852_10159593336686164_5238012827096...e=5EADB53B]
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#2
RE: Rob's Doom mod
Maybe you could have made an atheist mode where a protagonist enters area full of theists and throws "God Delusion" books on them, thus turning them into atheists.
teachings of the Bible are so muddled and self-contradictory that it was possible for Christians to happily burn heretics alive for five long centuries. It was even possible for the most venerated patriarchs of the Church, like St. Augustine and St. Thomas Aquinas, to conclude that heretics should be tortured (Augustine) or killed outright (Aquinas). Martin Luther and John Calvin advocated the wholesale murder of heretics, apostates, Jews, and witches. - Sam Harris, "Letter To A Christian Nation"
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#3
RE: Rob's Doom mod
(January 11, 2020 at 1:12 pm)Fake Messiah Wrote: Maybe you could have made an atheist mode where a protagonist enters area full of theists and throws "God Delusion" books on them, thus turning them into atheists.

Doom has also always had a "god mode" where you are invincible. Maybe I should add a "godless mode" where you can fornicate without guilt and sleep in on Sundays. Big Grin
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#4
RE: Rob's Doom mod
Hey RP. Long time no see.. Nice workd


Hows the Great White North treating ya?

Cool
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#5
RE: Rob's Doom mod
(January 11, 2020 at 3:11 pm)onlinebiker Wrote: Hey RP. Long time no see.. Nice workd

Thanks! How have you been?


(January 11, 2020 at 3:11 pm)onlinebiker Wrote: Hows the Great White North treating ya?

Cool

About 10-20 degrees colder than Michigan on any given day. Tongue At least the internet is good.
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#6
RE: Rob's Doom mod
(January 11, 2020 at 3:27 pm)RobbyPants Wrote:
(January 11, 2020 at 3:11 pm)onlinebiker Wrote: Hey RP. Long time no see.. Nice workd

Thanks! How have you been?


(January 11, 2020 at 3:11 pm)onlinebiker Wrote: Hows the Great White North treating ya?

Cool

About 10-20 degrees colder than Michigan on any given day. Tongue At least the internet is good.

Same ol' shit here... My SO is working in your old stomping grounds... Marina on south side of lake....
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#7
RE: Rob's Doom mod
This conveyor section of my 4th map is turning out to be quite the gauntlet.

[Image: 83242296_10159646927691164_8710288934367...e=5ED3D28D]
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#8
RE: Rob's Doom mod
The beginnings of my foundry level. Don't fall in!

[Image: 84593272_10159650495271164_7593825057789...e=5E96F573]
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#9
RE: Rob's Doom mod
Rob, dude, you should perfect removing pant(ies) off, man. I say this in the most amicable way
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#10
RE: Rob's Doom mod
Okay. OSHA said we needed guardrails. This is also the first time I've used transparent windows. textures. I need to figure out how to get the "breakable glass" feature working...

[Image: 83907810_10159651954986164_8148346112122...e=5ECB60D8]
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