Fate: A Doom Total Conversion is based on the Fate demo of 1996 by DogBone Software.
First episode released
7 weapons with secondary fires
10 enemies
First chapter: 9 levels
Second chapter: 1 level preview
-- How to play --
Download latest version of GZDoom
Add Fatedoom.ipk3 in GZDoom folder
Start gzdoom and select FATEDOOM
Jumping, crouching & mouse look required
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This TC is based on the unreleased Build Engine game Fate. I took many liberties with the source material, however there are some similar game mechanics like breakable barrels, escaping from a cell and collecting weapon pieces.
Watch out for secrets, you might find a secret level gem. All the graphics, sounds and music are changed.
Story
See 'Story' in the Main Menu
:
Trooper
Loyal conscripts with excellent hand to hand combat skills. Has a a grappling attack. Well armored.
Trooper with rocket rifle
Variant with a powerful rocket rifle. Has better accuracy while crouching.
Troll Mage
Has dangerous poison attacks. Will resort to its talons when trapped. ls resistant to poison.
Sentry Gun
Strong stationary cannon that shoots bursts of fire relentlessly.
Assassin
Tall and strong, the assassin uses a power crossbow to destroy its prey from afar.
Warlock
Capable of conjuring homing fire atacks. Will try to keep distance from its enemy because of its melee vulnerability.
Wall Shooter
Trap that shoots fire. Can be destroyed.
Wall Gas Shooter
Trap that shoots gas pellets that create poison clouds. Can be destroyed.
:
Fists
Strong melee attack. Secondary attack creates a whirlwind that will blow enemies and projectiles away.
Rocket Rifle
Shoots mini rockets. Accuracy will decrease when firing rapidly. Secondary attack launches a bouncy spiked ball that will stun enemies.
Plasma Club
Shoots a constant stream of low range poisonous plasma. Secondary attack hurles a big ball that will create a poisonous, highly flammable cloud upon impact.
Power Crossbow
Shoots a powerful incendiary arrow. Secondary attack imbues health into the arrow to create an even more powerful attack.
Shockwave Grenade
Dangerous grenades with a big area of effect. Secondary attack will throw the grenade in a high arc.
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Credits
Graphics: Fate (DogBone Software, Ozymandias81 for ripping gfx),
Edited sprites from Shadow Warrior Beta (3D Realms),
In Pursuit of Greed (Mind Shear Software, Ozymandias81 for ripping gfx),
Cybermage Darklight Awakening (Origin Systems, Yagotzirck & Dynamo for ripping sprites),
Disruptor (Insomniac Games, Yagotzirck & Dynamo for ripping sprites)
Blood (Monolith Productions) &
Heretic (Raven Software)
Sounds: Fate (DogBone Software), MONSTER horror sounds by Robinhood76, "Chewing, Carrot, A.wav" by InspectorJ,
"Heavy_Swallow.wav" by DrMaysta, "Step on paper.wav" by Hawkeye_Sprou, "bush6.wav" by schademans,
Race robot sounds by Ionicsmusic & "Robot Sigh-balanced.wav" by Audionauten of Freesound.org,
Music: In Pursuit of Greed (Mind Shear Software) taken from www.modarchive.com
Scripting: Nash Muhandes (Duke3D-style Actor Shadows)
Beta tester: Arno Ansems
Used tools:
Doom Builder2, Slade3, Joesound, Editart, Paint.NET, Zamzar
A Doom TC by Hyperstyle
Changelog
Version 1.1.1
*Rocket Rifle projectile is faster
*Added pain sound for player
*Added sound for destroying bushes
*Fixed enemy trap at C1L5 where enemies would be stuck
*Removed unreachable secret in C1L9
*Removed unreachable secrets in C2L1
*Added new enemy type in C2L1
*Added camera that warns enemies in C2L1
*Improved rocket rifle smoke trail
I've played through the entire project once again and managed to get both secret levels and 100% secrets on all of them, aside from C1L6.
This certainly has improved since 1.0.1; it feels better to kill enemies now, as the weapons are much more effective. I played in Troublesome difficulty and was constantly struggling for ammo and health.
There's a point in C1L5 where a tower is surrounded in damaging goo. In that area one of the "pillars" the player can go on (after using some stairs to get off the goo) that also causes damages to the player.
Also in C1L5, to get the red key you must have some health to spare, in 1.0.1 I took a bit over 1 hour to beat it (according to the map change thingy), but in my second time playing through, now in 1.1.1.2, I knew where to go but still was struggling with the health in order to get the red key, maybe it'd be good to have a secret or a not-so-obvious way of getting to the red key without taking damage or to recover some of the lost health.
I'm really loving this TC; the music is fantastic and the attention to detail is superb. You might want to include shootable switches for some secrets, as the Fate demo from 1996 used them frequently.
Do you plan on redesigning the 1996 maps for this project?
Can't wait for the next update!
Cheers!
Thanks a lot for your comments. I'll fix the problems in C1L5. I might want to give the Regeneration Powerup earlier to the player. Constantly struggling for ammo and health sounds good, the fists are very strong :).
I think I'll use at least some parts of the original maps. Also shootable switches would be cool for secrets.
I really like this mod , but I have to ask:
Why does the grenades look like that ?
The weapon sprite of the grenade looks blurry and not cleaned up properly.
Will this be improved in future releases or it will be mantained as it is ?
The original game had no weapon sprites for the grenade, so I had to make my own. I'm not good at graphics so that's why it looks like that. I might ask someone to improve the sprites.