Dooming The Bar is a project centered on bringing the Half-Life 2 beta's City 17 into Doom, composed of a fully playable 8-map journey from the Industrial sector through to Kleiner's lab as per 2001 and 2002 concepts, plus two bonus maps.
You'll see famous landmarks like the Stenographer's Chasm, Terminal Plaza (with pendulum script!), Consulcast, Manhack Arcade (both versions!) and more on your travels.
DTB is intended to be played standalone using GZDoom and the Doom II iwad. There are currently no NPCs or scripted sequences, but they are planned to be added in a future update.
Special thanks to Boondorl for the weather, parallax scrolling 3D skybox and ladder systems.
Since the release of version 1.0 back in November I've been making all sorts of minor tweaks and fixes. Correcting texture misalignments, converting more level geometry into models for better optimization, fixing janky line portals, that sort of thing. Nothing worth really talking about as opposed to the more significant work I'll be covering here.
Firstly I've added more vehicles like the Razor Train, Citizen Bus and Shuttle:
I intend to have the Train and Shuttles move around via ACS scripts. Appropriate sound effects have been added into the current build in preparation for this.
The second major element of the content added since V1.0 is the increase of decorative props to bring more life and grit to the city. Things like the Metrocop security booths, surveillance cameras and a lot of sprite props (mainly trash). Dr. Kleiner now has his beloved hula doll and the Cremator Factory is populated by Cremator Heads.
Thirdly and finally comes the topic of NPCs. No code work has been done yet, but they have all now received full sets of sprites - albeit still in a rough state and awaiting refinement.
The final decided NPC list consists of:
That's all for now. The next news update will be when V1.1 launches with all of the above featured content and likely some more stuff on top.
Another Half-Life 2 Beta themed mod...oh, it's in Doom?
First public release of Dooming The Bar: City 17. Contains 11 maps that should be played standalone with GZDoom and the Doom II iwad.
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I can foresee a full game made from this concept.
PLEASE keep this idea/mod going!!!!!!
this is an exciting job, and it deserves much more attention than it is now. It looks so accurate and right as if valve did it, you most accurately conveyed this atmosphere. more than one mod has not caused me such a feeling before, even maps for 2001 in beta mega build did not have such an atmosphere. You probably picked up the graphics rendering very well, and this lighting, this rain... propaganda posters, surreal design, TV with consul, sounds, you made all these things work together. The consul looks so unreal, artificial, creating the premise that it's just a head attached to a machine broadcasting from TV cameras. In general, I admire your work, it's really not just a collection of beta maps put together, it's a disclosure of what it should have been originally in the eyes of valve, it's really inspired by the movie 1984. Graphics, textures, everything harmonizes. If you have enough enthusiasm and will continue to work with this, I think you will make the best mod, you could quite fill in all the gaps with your interpretation. I can't wait for your work with the NPC
Thanks! Work presses on with the NPC stuff, although it'll take a lot of fine tuning so I'd imagine it would be finished some time in January.
It's hard to say how much this project really captures Valve's intentions in 2001 since the source material I have to work from is a contradictory mess of rough draft maps, story snippets, concept art designed to evoke a mood rather than specific imagery and the half-baked memories of a now elderly Marc Laidlaw. The only way to know the "real" beta would be to have full access to the entire Valve repo which is an impossible concept. Ultimately all I can do is cherry pick things and string them together.
I'd like to settle some confusion about the goal of this project. Dooming The Bar is not intended to be a HL2 beta-themed mappack for Doom-style gameplay. You're not going to be fighting demons with or without Combine reskins. That's not the point.
The point is for it to be a total conversion adaptation of the player's experience in the original Half-Life 2 beta, built upon information sourced from leaked assets and short story vignettes. It has been organised in a "greatest hits" fashion that captures the quintessential image of Half-Life 2 during late 2000 through to early 2002 (the general greater "2001 era" which represents the beta as a whole to the layman). The poisoned atmosphere, the slightly surreal American architectural style, the Consul, the inner city, etc.
This will likely be made more apparent in a planned future update (aiming to release for Christmas or New Years) which will add in the last pieces of the puzzle to complete the experience. Elements like NPCs moving around on navigation nodes, vehicles driving/flying by and scripted sequences which should bring the maps to life and complete the illusion of immersion.
TLDR: It's Beta in Doom, not Doom in Beta.
Music in the trailer is amazing!!!
The best mod based on the story of 2001. It's even a shame that it's not on the source engine.
Jesus these maps look amazing
good work
WHAT, HALF-LIFE 2 BETA ON THE GZDOOM?? CURSED AND AMAZING, I'm looking forward!