Total Conversion that aims to recreate an obscure PlayStation 1 first-person shooter called Hybrid inside the Doom engine (id Tech 1) with the help of modern source ports. Non-Commercial.
LEV01: Snow Gardens sees significant progress. Gameplay video provided.
status update #23
There's a second prototype build of Hybrid dated 5/14/1996, approximately 5-6 months ahead of the first prototype build (12/19/1995).
more hybrid prototypes
A good chunk of progress has been made since the last update.
status update #22
Level 8: Stinkpool Gauntlet level layout complete. All of the original levels have now been recreated by hand with the help of Duckstation (PS1 emulator...
status update #21
Level layouts for Level 5: Maintenance Level & Level 7: Chambers of Fury complete.
status update #20
HUD from original now implemented & recreated to varying degrees. Significant progress with level recreation & file system restructuring for the TC to...
status update #19
Internal and native 60 FPS mode for Hybrid under an emulator is now a thing, and it looks beautiful.
60 fps code now found
Significant progress on Level 3: Labs. Level layout is just about complete.
status update #17
Top-Bottom comparison images of the original's levels & the TC's faithful attempt at a 1:1 recreation of the original levels themselves.
status update #15
Graphics, sprites, and others. There's even something of an unused enemy I've unearthed.
chunks of unused data found in prototype
All weapon firing animations implemented & matched to same speed as original game.
status update #11
Unrelated to the TC, but extremely noteworthy nonetheless.
more debugging stuff found in original game (literally by accident)
More custom deathmatch level design. This one is the first that uses ACS scripting (very simple script) to simulate the moving labyrinth effect seen in...
status update #9
Enemy character update. 3D models not implemented yet due to being packed inside the proprietary format .POB archives within the LEV## directories on...
status update #8
A lot of weapons now have their firing animations put in. The explosive proximity mines are also put in now to varying degrees of functionality.
status update #7
A ton of pickups have been implemented. Could even say I have all of them implemented now, to varying degrees.
status update #6
Medkit pickup functionality recreated. Starting a new game now takes you to LEV00, Temple of Madness instead of MAP01 from Doom II.
status update #5
Finally figured out how to do the projectile trail effect to an extent.
status update #3
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