Lets gooooooooooo
No more delays
Heres a one level demo
Thanks to Bielow8686 for testing.
A total conversion for doom 2 looking to eventually replace all monsters, weapons and items with
a fresh gothic, grimdark, 40k inspired trench warfare theme and feature 3 to 4 new maps.
This demo release contains a partial completion of the overal mod with 8 new monsters and 4 new weapons
item replacements and one new map.
Story:
On the distant lost colony world of Cretu war rages unending.
100 years after the holy revolution the "Caliphate of the Lord"
rules with an iron fist.
Through its most feared and devoted servants the "order of the holy templar"
its word is absolute law.
Now as the once mighty and prosperous civilisation falls into decline
a dark rebelion sweeps through the world.
Aided by an insidious, supernatural force the infidel rebels seek to
overthrow the Caliphate and return the planet to its ancient abhorent rulers.
On the hellish, crater pocked battlefields surrounding the holy city of Iz
a lone Templar of rank awakens from his death sleep surounded by the broken
bodies of fallen comrades.
The sounds of battle and unseen horrors echo off the walls of the overun
fort he occupies.
Saying a final prayer to his god he readies his sidearm and prepares to face
down the abject evil lurking just beyond the heavy steel blastdoors.
Virtually all of the sprite work present is a heavy edit of something else usualy found on the zdoom forums
"spriting carnival" I've tried to list all the authors whose work I've used as a base here below.
But please let me know if I missed you!
HorrorMovieGuy
Captain J
osjclatchford
Neoworm
Doomedarchviledemon
gez
captain red
mryayayify
Pandut
MarlboroMike2100
Team future
Laz Rojaz
Nash Muhandes
mikemacdee
Games I used stuff from
RTCW
Blood
Quake 2
Quake 4
Half-life 2
TF2
Doom 64
Heretic
Dawn of War
Spot something I missed?
Let us know.
very nice mod.
Cool mod dud
Крутой мод чел
This is really great !
very good Mod :D
tremendous work good job it is great !
but can you make a hud for it ?
I thought you were refering to the issue with the keys but maybe you need to press - and you will see health armor and ammo.
Oh man, that was something else! I can't wait to see what else this mod has in store when it's finished. Keep up the good work.
Thanks guys I will fix the hud issue in the update.
It doesn't open the file...wtf is wrong??...
You need the latest version of gzdoom with a doom 2 wad. Drag and drop both the pk3s in this file into the gzdoom exe like you would with any other mod.
No,you dont'have understood...It doesn't open the zip file!..It says ''Unable to open the zip file'' after the download!!..
Google "winrar" download and install it and use it to extract the files.
It's pretty common.
You need a program to unzip it. How have you been downloading any files let alone doom mods and not realized this before?
Hi! Really great job, I can't wait to see the full release!
I've noticed a bug: after a certain point (I think the one where you wait with your soldiers for the incoming attack), you stop picking up ammo for the gun/machine gun. You just walk over them without picking them up.
I think you have got the maximum amount of ammo fire off some shots and see if it lets you pick up.
Hi! No, I checked, I didn't maxed the ammo for the gun. I just stopped picking up gun ammo even if I had room for more. I ended up running out of gun ammo and had to resort using the shotgun.
Hmm Ive never seen that bug before Ill keep an eye out for it that is weird.
I've played a lot of Doom mods over the years, and I have to say, this is one of the best I've played in recent memory, especially in terms of total conversions. You've done a fantastic job of nailing the atmosphere of gritty, brutal warfare. Another thing that you captured masterfully is the tension. Yes, tension in a Doom mod. You don't feel like a 12 on the 10 point scale of badness, but like a rank and file footslogger trying to survive. Yes, there are points where you are loaded up on health, armor, and ammo, but not for long(no spoilers, but if you know, you know, and it kicks all kinds of ***!), making it feel very much like a survival horror type of experience. After I finished playing through, I IDKFA'd to see if there were any weapons that weren't included or I missed, and I'm gonna have to do another playthrough and see if I can find the you-know-what. I also can't wait to see what else will be added to the arsenal.
Pros:
Amazing atmosphere, setting art, and sound design meld perfectly
Very tense feeling, keeps you on edge as you're creeping through trenches and bunkers
Good enemy design, monsters match their Doom counterparts while still feeling unique and threatening
Good weapon design, weapons are strong, but handle differently enough from vanilla Doom(feels like a reloading mechanic could be appropriate, to add to the survival-horror feel, maybe as an optional mechanic)
Good level design, not maze like, and appropriately reuses areas when you do back-track
Cons:
There's only one level so far, I need more!
Hi Randomacid. As someone who has vaguely played any wads and just tried this out because I'm going through a 40k phase, what other amazing wads come close to this? I've tried brutal doom but the monsters are either **** easy or very hard. What do you recommend? What are some of the best wads you have played?
No 40k-esque mods, but here's a list of ones that are worth playing.
Lithium
Guncaster
Russian Overkill
Trailblazer
Ashes 2063
Hideous Destructor(only if you like pain, and are willing to read the manual to learn how the mod works_
Check this out.
Thanks man I may or may not keep that weapon in its basically the "cobra gun" from mikemacdees robocop mod I had it in there for testing with other map wads.
Probably going to keep the standard doom infinite mag as I don't want to stray too far from the basic doom formula (or create too much work for myself)
A common complaint with my maps/mods is the difficulty so I was sure to drop and extra load of health and ammo pickups to make it easier on people and currently there is only one difficulty setting.
Glad you think I nailed the atmosphere was what I was going for the most.
Thanks again.
For reference, I was playing on Ultra Violence. It was a good challenge, and punished bad positioning and missed shots, but was nothing too bad for an experienced Doom player. There was one time where I backtracked to the bunkers to top off my health, so I can definitely see other people who consume those earlier than I did having problems. If you add multiple difficulties in The future, I feel like like this is a good baseline, since it feel like the intended experience.
Exceptional on all counts.
The mechanics and level design build on the atmosphere just as well as the artistic direction. It absolutely captures a "trench horror" aesthetic with hitscanners that peg you from awkward angles and enemies hiding around every corner. The hitscanners hit hard enough that if you aren't careful, they'll cut through your health in seconds. It really forces you to constantly manage what's going on above and around you as you painstakingly and methodically work your way through each individual threat, right before the level forces you into a fight that no longer lets you set the pace. The mechanical escalation is flawless, peaking at that moment right before letting you come down with some descending action as you work your way back to the exit.
The addition of non-hitscan enemies really adds the perfect mixture of challenges for the player as well. Despite evoking a similar game feel as Blood (of course I recognize those wails in the BGM), Blood struggles to provide a threat with many of its non- cultist enemy types beyond bosses (and even then with mixed results). This mod does not. The projectile enemies challenge your movement while the hitscanners contest your positioning. Flying enemies and fast tanky brutes threaten to compromise your position if you don't kill them quickly, and the laser cyborgs act as versatile microbosses that manage to challenge you on every one of these factors.
Not too much to say on the weapons as they aren't anything too exceptional from the traditional weaponset except that now the pistol is such a staple in the combat. Now that the damage isn't trash and the machinegun runs on its own ammo system, it fills a strong niche as a long range weapon for picking off the less hardy but hard-hitting enemies. The level design equally works to facilitate this.
The use of low walls to suggest crouching and evoking that sense of crawling through the mud under gunfire, as well as the Killzone-esque use of lit eyes to help the player pick out enemies in the smoky haze also deserve mention. Excellent design there.
The one thing I might suggest is perhaps modifying the functionality of the Nightmare difficulty. Instead of the traditional self-reviving enemies system (not exactly optimal for a game that seems to build on limited resources), consider perhaps a mixture of UV-Fast and Blood's difficulty management. Make some enemies move faster and shoot faster projectiles, while the hitscanners' reaction time is dropped. Maybe even cut down on some of the ammo and medpack drops (I started out scrounging but was quite flush with ammo and had plenty of health packs left by the end of the level).
I cannot wait to see what's in store for this mod. Quite an excellent showing already.
Yeah you pretty much nailed everything I was going for thanks man.
Difficulty is a tricky issue for me personally as I usually make things way too hard I was sure to drop extra health and ammo everywhere, Ill have to spend a decent amount of time tinkering with it.
Thanks bro.
I honestly think that the UV level of difficulty in this mod is still excellently balanced for most moderately experienced players. However, I have beaten all 4 base episodes of Blood as well as 4 mods on Extra Crispy and I wouldn't mind having a kind of no holds barred level of challenge beyond the common difficulty if you're up to offering it.
Of course I understand it might also be a challenge to reprogram the Nightmare difficulty, as not many mods do it. So whatever you're capable of
indeed keys were a huge issue !
yes i pressed - and the health & ammo were appeared but the thing i mentioned is a graphical hud like a rectangle area and put a face from main character and details .
one other thing that i assume can make look wh40-ish is to put a commissar as the first person which talk to you about the red key
and if possible and you like to i recommend to put a Imperium style sword or a chain sword as a melee weapon beside the kick .
Thanks for great demo it was one of a kind and i wish my ideas can help to improve your game and the gameplay .
Ill fix the key icon issue but not having too much experience with hud design I will probably keep it basic like it is now.
I am indeed going to add a chainsword like weapon for close quarter killing and I will expand on the npcs too machine gunners/officers etc.
Thanks dude.
thanks champ . <3 stay awesome
very cool!!!cant wait for full release.
I'm curious to know if you'll ever re-do your stuff into original official works so that you can put it on a storefront like Steam so that people like me can support something like this. I absolutely need this "game" in my life, it really looks incredible and always wanted a WH40K-esque Doom FPS!! :)
Also if anyone cares or is curious to know - I did get this launch and run on Zandronum 3.0 (since it's a sourceport I main and wanted to see out of my own curiosity if it would work). I couldn't tell you what features/mechanics are missing/bugged by using this unintended sourceport but I'm using it now and haven't noticed any game-breaking errors, etc. that I believe isn't from the game itself.
Most likely not, my skill level is far too ametuerish to do something on that level.
Modding has a level of implicit freedom that I prefer right now too.
And thanks, who knows maybe someone higher up will see this and realise its a good idea.
Great mod, I love it!
Love the atmosphere and the map details!
not a fan of warhammer but i really liked this。
maybe a dumb question but i got two pk3 files, can i combine them somehow because i cant seem to play the new map with new weapons...can you explain how it works, i have gzdoom and know how to run it.
Hey are you loading both pk3 files into gzdoom application at once?
You need to load both files (sorry if you know this) hold down ctrl and click on both pk3s and drag them into the gzdoom app.
Didnt know that thank you!
Hi! i have a problem for some reason the games fps goes down and when i pause it it goes back to normal fps its kinda annoying and frustrating especially when i get crowded on that one level where you have to hold your position.
nevertheless it is a good game and it has a good aesthetic and a lot of potential.
and seeing that its inspired by 40k it really shows mostly on being a Death korps of Krieg guardsman.
also add a reloading mechanic to give a sense of urgency when shot and make their shot count essentially.or something
Hmm thats a strange one not encountered that before.
Do you use gzdoom often?
Ever had this problem before with other mods?
Yes, i mostly use gzdoom and i never had encountered any fps problems with the other mods but what i was using was the wad of the doom2 Bfe edition of doom3 then i did switched to the original doom2.wad (the hell on earth one) its kinda smooth now but still the fps drop but not that much anymore.
Amazing artstyle and atmosphere!
Thanks to ICARUSLIV3S and the video he did on this made me VERY interested in this mod. Thanks for the work, can't wait to try on the boots of a Master Templar in the war!
great vibe and theme
Im having an issue with FPS, the smoke effects seem overpowering and there is something wrong with them overall, the first room looks very smokey, 3-4x the intensity of what i see on youtube videos of the mod, this is giving me really low FPS, when i leave the first room the FPS jumps back up, when i look back the doorway is covered by a white veil of solid smoke effect's, when i open the door to enter the trenches, the same solid looking veil of smoke is over the doorway and upon stepping out in to the trenches FPS tanks again. Im using an i7 6700k, 16gb ram, RTX 2060 super.
Any idea what the problem may be? Settings file need edited or just some driver incompatability?
Seems like a problem with rendering?
Check the "set video mode" in options and play with the rendering options.
Dope, followed.
This is incredible. It just oozes atmosphere and engulfs the player. Play is excellent. I look forward direly to your next update.
I had great fun playing this, it lacks only one crucial detail for the 40k grunt experience.. the ubiquitous Lasgun.
It inspired me to make a doom Lasgun Moddb.com
Would you consider using it or making a Lasgun for Trenchfoot?
Hi the lasgun is pretty nice but this isnt actually a straight up 40k mod just inspired by. The mod does now feature a 'las machine gun' type weapon though that is pretty impressive. So your need to flashlight heretics to death should be well served guardsman.