I plan on recreating the full Resident Evil 1 mansion (and puzzles) with in Doom 2, and the ID Tech 1 engine. It won't entirely be Doom based gameplay; I have a few ideas that'll mix it up. I hope to include a hit box system on every enemy, so headshots can be more deadly than torso shots. I hope to also include Iron Sights, which will limit the player's movements (I.e. just like aiming in the original Res games). I hope to also include an inventory system, and a drop box system, so you will be limited to holding 6 items at a time, but you can store other items in a box that you can always come back to and swap out.
I hope to recreate the full Mansion (Mansion, Guardhouse, Courtyard, and Laboratory) within the Doom engine. My main intent in doing this is to get an idea on how to make one level that has enough content to satisfy as a full game. I hope to add an inventory system into the engine (Jill gets 8 spaces in her inventory, while Chris gets 6). I also hope to add a hit box system to all of the enemies, giving the player an incentive to slow down and use Iron Sights. Speaking of Iron Sights; I plan on having a unique system with that. I want there to be hip firing (normal doom gameplay) but hip shooting will only lead to torso shots. Using the Iron Sights, although useful in getting head shots, will stop the player dead in his/her's tracks, and force them into a 360 turning aim (just like every Resident Evil game up till 6). Ammo will be scarce, just like the original, so iron sights will be you best friend, but flanking enemies will make you second think about using it over the bob and weave Doom gameplay. All the puzzles will be intact, and the whole layout will be there.
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