Oxygéne is a two part mod for DOOM II. To run the game, you must drag DOOM2.wad onto your DOOM port alongside this mod and run it in DOOM II. If you do want to leave some suggestions as to things we could add to this mod, please feel free to drop a comment, whether it's an improvement or generally just a monster or weapon we could add, don't be shy to give me suggestions. This WAD pampers you more for playing on the easier difficulties, and when played on harder difficulties, the suffering is endless and the waves of hell are unholy and unforgiving. We aim to create a mod that challenges the player and creates an entertaining environment, an intriguing, unspoken story and the most accurate representation of my own personal idea of Hell as we can within the already broken limitations of the idTech engine.
I'd like to start off with a tl;dr here and just say this mod is dead. I killed it a long time ago and told no one of my crime.
I have no clue, at this point, just how long I had been working on it but due to a lack of ideas on where the hell I wanted to take it and what to do with it, Oxygene is done. It's going in the trash. A decline of interest, lack of scope and decrease in motivation and love for the project has led to me deciding to can it and move on to other DOOM mods. The major issue with Oxygene was an absolute lack of knowledge or actual practice with the DOOM engine.
I reached a point where I figured was good enough and generally refused to actually learn more about the engine and what it could do as well as what I could do with it and what I could make it do. I hadn't even heard of ZScript and I didn't realize that best practice saw you making large PWADs with lots of custom stuff in them as .pk3 instead of .wad and therein laid my most critical and major issue. I was making a pk3 style mod as a wad. That meant no folders, no organization, none of that good stuff. Just absolute chaos and pure mess as more and more stuff was just dumped inside this wad file. I think the total size of the mod in the end was around 10MB with only 6 maps in it. Maybe it was bigger. I thought it was funny to jokingly flex about it for a while as even then I knew how ridiculous it was.
So yes, I'm not giving up on making mods for DOOM. I have in fact been toiling away with a friend of mine for about 2 years now on another mod which has already reached further heights in less time.
I'll not say much on the matter as the mod is in no state ready to play yet as we aren't rushing it. But it is a total conversion for DOOM II. I'm also working on other mods by myself. Just smaller stuff. Maps inspired by the works of people such as Benjogami and Ribbiks. So outside of the major mod I'm working on as part of a team, I'll also be releasing smaller mods of my own that serve as short, hopefully fun little map collections.
Thanks for reading,
-VoidEater
Third installment of my Dev Notes 2 years later. How does a Doom mod take this long? What am I doing? Seriously?
A few patch notes and updates made to the wad file from April 25th 2016 up until September 19th 2017.
The first six levels of The Devil Sleeps are now available here. Please note that the ALPHA release will soon be 5 levels. Commands must be used to proceed...
If you need music for your mod maybe I can help.. I work. With caustic and atm make a remix of dead bunny in midi but I would also like to make some dark synth or house tracks... Maybe you can use one of these... If you are interested just tell me
Yes! That sounds great man. I love the idea of dark synth for definite. I'll contact you thru DMs for more info. Also I apologise for the late reply, I don't use this site as much as I should.
Just found this. Looks interesting.