6/20/09

Project: HocusDoom

So now I'm working on a new mod with a change of pace compared to my other stuff. For one thing, this one is for GZDoom, using 3d floors, 32bit color, md2 models, and various scripting and decorate trickses.

The goal of this mod is to recreate Hocus Pocus, a 1993 sidescroller by Apogee (which would become 3dRealms later on), in Doom, and add on to it with a fresh new angle (other than now being in 3d). The object of Hocus Pocus was fairly simple; collect as much treasure as you can, kill various magical monsters, and collect magic crystals to complete each map, all while trying to beat the clock for extra bonuses!

It seems the dimensional paths of Lattice still aren't safe even with the defeat of Terraxin and Hocus's promotion to the Wizard's Council. It seems the council has turned against the young accomplished wizard over a misunderstanding of what color robes to wear for a fancy ceremony. He has been kicked off the council and tossed to the backwater dimensions of Lattice. He must now find his way back and show that council a thing or two about proper wizardry!







Done so far:
  • Textures for Mushroom Kingdom and Nighttime Forest (areas one and two),
  • several monster sprites and effects,
  • weapons (there's three total with powerups for each one)
  • music ripped from the game in mp3 format (to sound just like it did on the original Soundblaster card)
  • Sounds
  • one map so far, others started
  • some md2 models
I'm still debating on whether to just make models for the monsters, or keep them as sprites. The only problem with sprites right now is creating additional rotations for each one (except for most flying monsters. They don't really need extra ones.). I made one model for the Bugbear (that brown thing from area 2)


Kinda still needs work, but it's progress!

5/30/09

Mapgame Released!


Game required: Ultimate Doom
Port Required: Any Port
Maps replaced: E1M1

Download
Review

5/29/09

WireBrush (backlog: Dec '08)


Game required: Ultimate Doom
Port Required: Any Port
Maps replaced: E1M1

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Review

De Kerker (backlog: Mar '06)


Game required: Doom 2
Port Required: Eternity Engine
Maps replaced: Map01

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Review

RMUD (Real Men Use Doombuilder) (backlog: Mar '06)


Game required: Doom 2
Port Required: Boom Compatible
Maps replaced: Map01


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Review

Outer Rim (backlog: Jan '06)


Game required: Ultimate Doom
Port Required: Any Port
Maps replaced: E2M1


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Review

RF-ST 1 (backlog: Dec '05)


Game required: Doom 2
Port Required: Skulltag
Maps replaced: Map01


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Review

Automation (backlog: Nov '05)


A fairly straightforward weapons mod.

Game required: Any (though initially for Doom 2)
Port Required: Zdoom
Maps replaced: None


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Review

Lost Base (backlog: Jun '05)


Game required: Ultimate Doom
Port Required: Any Port
Maps replaced: E1M1

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Review

OMG Slopes (backlog May '04)


Game required: Doom 2
Port Required: Zdoom
Maps replaced: Map01

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Review

Of Demons and Men (backlog: May '04)


Game required: Ultimate Doom
Port Required: Any Limitless Port (vpo removing)
Maps replaced: E1M1

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Review

First Post

So I started a new blog; but with a twist. Instead of rambling on about my life (which I'm quite sure nobody in their right mind would care about,) I'll instead dedicate this blog for my Doom mods. This will also make it easier for me to organize my projects, released and working. I'm a regular at www.doomworld.com as rf`, and often will post my work there. Nearly every doom project I've ever publically released is uploaded to archives.gamers.org/(though more easily accessed here) and reviewed in the /Newstuff Chronicles.


The next couple posts will be backlog of already released projects to date.