The Legend of Zelda: Total Conversion (For GZDoom)

The project began as a silly idea while me and my friend were playing Zelda on the good ol' NES. We thought it would be really cool if you could run around in first person and look around Hyrule in all it's 8-bit glory.

I had just started modding Doom again recently and though that the mix would be perfect! So i spent a couple of days researching how to get started. Then i got my friend Holkish to take care of the map making and the general "Know it all" for Zelda. (He's a huge Zelda fan)

Right now the mod is being developed using the GZDoom source port. I love the additional functions ZDoom has added and the OpenGL features from GZDoom aswell.


The Team:

  • Project Lead: Exkodius
  • Mapper: Holkish
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Learning ACS

News

Right now i am trying to learn scripting using ACS (Action Code Script). It is a very slow process and will take a long time. I need to know this to create accurate features and game play functions for the total conversion. It opens up a lot of freedom for the mod. Without ACS it will be more like a Zelda skin for Doom...

We are only two guys. Me, basicly doing all there is to the mod except making the maps. And Holkish, whom is a great addition as he has taken on making all the map work. This at least frees me from one big task of the mod.

So basically, you might not see a lot of eye candy popping up on the profile and a lot of time passing between the updates. But rest assured, this will happen ^^

//Exkodius

Comments  (0 - 10 of 26)
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Dude27th
Dude27th

This is amazing! I have a similar project with another game so it's very amazing to see something like this with games so classic like Zelda c:.

By the way I guess QZDoom would be a good replacement for Zdoom, so the game looks the way it should be.

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dachauncinator
dachauncinator

Do you want any other help developing it? I can do mapping and some light scripting in the zdoom and Gzdoom engines.

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Kaal979
Kaal979

Cant you maybe use sprites from BS Zelda?

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KOgames33
KOgames33

By any chance will this work on zdoom?

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Exkodius Creator
Exkodius

As of right now, yes. But i cannot guarantee that it will in the future when it's released. I'll try to keep it compatible with ZDoom for as long as possible ;P

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clouddavis0296
clouddavis0296

so how long to you think it well take to do this?

and what are some current problems you face with coding and level design?

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Exkodius Creator
Exkodius

It will take a long time. Can't even give an estimate mate. But we're talking at least a year.
Actually, level design is pretty straight forward since the original Zelda had a grid. We simply follow this grid when remaking the game in the doom map editor (Really, the Doom engine is perfect for this). The coding is a hard nut to crack though. I'm one out of two developers looking into this and i haven't got that much time during the summer to do so. Might even say that it is kinda "stand-still".

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