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Lord Kaizen
June 15th, 2004, 10:44 AM
I was wondering if there are any mods based on the Doom Bible ( http://5years.doomworld.com/doombible/ ) and alpha versions, or ones that make use of some of the scrapped concepts (besides Doom 64). (I hope some of this stuff will be in Doom3.)

If not, would anybody be interesting in creating such a mod? We could call it "Doom Zero" or something. :p

Would it be possible to implement the spinning title screens, fmv sequences, multible player chatecters, hub system, bullet holes, monster damage, scoring and extra lives that were planned in the Doom Bible? A bit of this stuff was in the Alpha versions.

Exl
June 15th, 2004, 11:06 AM
Most of that stuff probably was scrapped for a reason. And bulletholes are already in quite a few ports.

Pumpkin
June 15th, 2004, 11:26 AM
I don't think the game would have been as popular if all that was in the game. Some of it was just crazy. But then again, the unmaker gun was in Doom64.

Lord Kaizen
June 15th, 2004, 01:30 PM
Crap, I posted this topic in the wrong section again! I DO NOT want this topic in the LEGACY mods and map section. Can someone please move it to a more apropriate place? Maybe the EDITING section?

Planky
June 15th, 2004, 02:03 PM
Done.

Lord Kaizen
June 15th, 2004, 09:44 PM
Thanks, I'm just not sure what the most apropriate place for this topic would be.

Anyway..

Yeah, the unmaker is in Doom 64 but it doesn't really work the same way that it was supposed to. It was supposed to be fatal to regular demons (such as imps, pinkies, barons, ect.) but weak when used againsed zombie guys, shotgun guys and cyberdemons. Also, it was supposed to use the souls of possessed humans as ammo when you killed them, instead of using energy cells.

I think being able to choose from four different charecters is the coolest idea. I'm curious, does anybody have any idea what those three other soldiers that appear at the start of each level in the alpha versions were for? Are those just start points for co-op mode, or do they represent the other three charecters? Where they supposed to be able to help you out? Squads in Doom!!?? *crazy*

PumpkinSmasher
June 17th, 2004, 07:13 AM
Well in Hexex you can choose one of three players to be at the beginning, so I imagine with a source-port with Hexen support that wouldn't be too hard to figure out.

Lord Kaizen
June 18th, 2004, 03:31 PM
Plus, Hexen has a hud system.

Moofis
June 20th, 2004, 10:08 PM
Thanks, I'm just not sure what the most apropriate place for this topic would be.

Anyway..

Yeah, the unmaker is in Doom 64 but it doesn't really work the same way that it was supposed to. It was supposed to be fatal to regular demons (such as imps, pinkies, barons, ect.) but weak when used againsed zombie guys, shotgun guys and cyberdemons. Also, it was supposed to use the souls of possessed humans as ammo when you killed them, instead of using energy cells.

I think being able to choose from four different charecters is the coolest idea. I'm curious, does anybody have any idea what those three other soldiers that appear at the start of each level in the alpha versions were for? Are those just start points for co-op mode, or do they represent the other three charecters? Where they supposed to be able to help you out? Squads in Doom!!?? *crazy*

One queston. What the hell is the unmaker?

aLco13
June 21st, 2004, 12:17 AM
Maybe there is some way to "blend" the the hexen and doom engines together? I'm sure there is a way but I have the sinking feeling it will take a long time to do... But the gfx could be taken from the alpha version of wintex but some will need to be made from sratch (like the spread gun, probjetile and the different players.) I suggest that you use doomsday for the recoil and other effects.

oh, the unmaker is a weapons that was supposed to be in doom but was scrapped because of the release date for doom. It was supposed to fire dark eccsence that was good against demons and bad aginst humans but feasted on their souls or something. *evilol*

squads in doom? the other charecters were supposed to have different colours...

Lord Kaizen
June 21st, 2004, 09:41 PM
Yeah, blending elements from the Doom and Hexen engines together was what I was thinking of also.

Basicly I would like to see EVERYTHING from the Doom Bible be included:

1. The Unmaker, the Darkclaw and all the other weapons, and actually have them work like they are supposed to!

2. The one-ups, the bonus items, all the scrapped power-ups like speed and vampire, as well as the severed hand.

3. All the environments that were mentioned, including the tesla coils that hang from the ceilings and shoot lighting.

4. The small flying imps that were evidently much like the ones in Heretic, and the Demon Seargents (what eventually became the pink demons) that have magical attacks.

How would an FMV kind of cinema sequence be done? I'm assuming it would be really, really, really difficult. Could it be done using one of those really snazzy expensive modeling programs, animating the models, adding sounds and music, and then recording them to .avi files?

And does anybody know what those extra marines at the start of every alpha map were actually supposed to do? Not knowing this kinda bugs me.

aLco13
June 22nd, 2004, 12:39 AM
If you are going to include all the scrapped items weapons and enviroments (I like the sound of the tesla coil...;) ) we need to figure out how to add more guns and items!!! I had a look around and as far as I can tell the extra marines were there until they decided what to do with them. I think they were probably player start points not made invisible yet, but squads in doom sounds like a good idea for an original mod. the new monsters should be easy to draw , like the zombies with different colours to reflect their behaviour and magic demons (according to the doom bible the zombies can have magic too!) could just be copied and have their colour changed.
The FMV sequence could be done with flash and convert it to an avi or the big expensive thingy you were talking about.

What program do you use to add new weapons and monsters...? I hate having to replace good items and monsters to make other things!

Lord Kaizen
June 22nd, 2004, 11:51 PM
What program do you use to add new weapons and monsters...? I hate having to replace good items and monsters to make other things!

I have no idea what kind of program would be needed. The Unmaker and Special Keys were in the Doom 64 TC, and they didn't actually replace anything as far as I know, so I know it can be down somehow...

Btw, the tesla coils' sprites can be found within Alpha 4's wad file.

I think this mod would be so different from any Doom game that it would require an engine of it's own. But don't look at me, I know zilch about programming. :P

In Alpha 2, on the bottom left-hand portion of the HUD (that HUD just HAS to be in this mod, btw) it reads, "Chen: Doh, I found cool stuff." So I'm thinking that the other charecters could help you find items and stuff and this was where their messages would appear.

aLco13
June 23rd, 2004, 12:09 AM
Hey, Maybe you can "hire" a progammer to do all the programming. I'm sure at least one of them might be intersted.
they probably editied the actual source code of doom to create new things on c+. I know nothing about programming too. I personally like the groovy blue hud better than the one in doom. The normal doom one is way too bland.
As far as I know there was no sound or music in the alpha versons (or they didn't work on my pc) so we might need to do that from scratch)

Lord Kaizen
June 24th, 2004, 05:07 PM
Yeah the blue hud doos look sweet, but have you seen the Alpha 2 hud? It looks like the Doom guys helment viewed from the inside. The automap is also displayed on part of it. It looks pretty cool but it takes up a ton of space on the screen. If you look at it in wad file you can see that it is all one single image, nothing was made to work yet.

Nothing is wrong with your PC. There are no sound or music files to be had at all in the Alphas. Not very many sounds would need to be made from scratch. Most of the original Doom sounds would be apropriate.

MasterOfPuppets
June 25th, 2004, 12:16 AM
Maybe there is some way to "blend" the the hexen and doom engines together?its called ZDoom

everything you guys are talking about is totally possible in ZDoom, but some of it would be really freak'n hard to do.

aLco13
June 25th, 2004, 01:07 AM
Does Zdoom have all the fancy graphic things like in Doomsday?
( Halos , particles , light glows ect...) I would be disappointed if we had a really good mod but the graphics are still in 1993.
I think we should stick to the smaller HUD, The more you can see of the action the more engrossing the game can be. My alpha 2 simply dosn't work full stop, it dosn't start! It says it's pasts its testing date or something.

Anyways, how easy is it to do coding in Zdoom? I really want multiple charecters and mission based levels.

MasterOfPuppets
June 25th, 2004, 02:03 AM
yeah ZDoom is still software rendered, but you can do everything with lumps.

aLco13
June 25th, 2004, 02:17 AM
lumps? you mean take bits of data and put it in the wad or something?

Can Zdoom make new monsters and weapons???*dark*

MasterOfPuppets
June 25th, 2004, 11:58 AM
yes if you use the DECORATE lump

you should check out the ZDoom Wiki (http://zdoom.org/wiki/)

Lord Kaizen
June 25th, 2004, 03:47 PM
Hmmm... Looks like I'll have to look into this engine. :) The only ports I have ever used are Doom 95 and jDoom. I would like an engine that supports OpenGL, but oh well. I wasn't really wanting many special effects anyway, I would like this mod to, for the most part, be what Doom could have been back in 93 if id software stuck with Tom Hall's original ideas.

I could do some of the maps and textures, but to make this mod a reallity, we really somone who is a good artist and someone who could code some of this stuff. How about you guys?

DaniJ
June 25th, 2004, 04:58 PM
Pretty much all of what you want todo can be done in a custom Doomsday .dll. It' wouldn't be THAT difficult if your starting point was jHexen rather than jDoom (if you have a bit of C experience). Check out ZooW Alien Dimension as that has loads of weapons and all kinds of neat stuff that wasn't in Doom and runs under Doomsday. Another VERY good one to look into is Korax Heritage, again runs under Doomsday and is everything Hexen should have been (IMO).

aLco13
June 25th, 2004, 05:33 PM
Hmmm, Zdoom or doomsday?
I prefer doomsday, even through you need a programming course to edit it. I can modify monsters\ sprites into entirely new ones (with my best friend Photoshop) and provide some extra sounds and the occasional map or two.

Coding? don't look at me. we need someone who has done coding before in doom. Somebody here at newdoom must know someone...*dark*

Gurluas
August 26th, 2004, 05:52 AM
we can call it

doom-re

and base our work on the press demo,
then we can get sum stuff from the alpha and begin.
really he said he wanted it to be like the real doom so no hexen, hexen is a totally different game.

ARMYguy
August 26th, 2004, 03:34 PM
I just thought of something, the soul cube in doom 3 is sort of like the unmaker, is it not?

Darkhaven3
August 26th, 2004, 09:11 PM
I already have a project deep into development called XDoom (no real reference to X-DOOM). Join it if you want the Doom Bible to become reality.

Lord Kaizen
August 27th, 2004, 01:06 AM
Mmmmmm, I'm interested....

What is it all about?