Well, I guess the skull thing must have struck me when I was a kid too, and it stuck with me. It's just really unnerving to me. Meanwhile, bloody faces never bothered me myself. That's odd...
This looks fucking awesome! And apparently the dev is aware of the issues (he's probably seen your video, it's been linked in the comments on the ModDB page): "The game is nice, but the lack of ammo, speed and health make this game punishing, maybe should increase supply and health pack effect" -->> Dev: "working on it now, should have a update up soon (1.2)"
A game that uses voxel based graphics and actually looks good instead of just trying to be "retro" (lazy) or a Minecraft lookalike. Real talk, where do I pay this person?
Good idea, made on an engine completely unsuitable for it. GZDoom can not render actual voxels. What it does is transfolm every voxel into a cube model then render that. As a result upon parsing you get a map constructed out of hundreds of thousands of tiny sauqres that are NOT voxels. Voxels are used to optimise and quicken rendering of particle-comprised objects/environments (for manipulation or whatever like destructible landscapes). This effectively does the opposite. While Voxel models are fine for preserving that pixelated look in 3D form, this mods also uses voxels in places where they are not only unnecessary, but completely inappropriate (like making a static wall meshes out of them)
That's the thing, it makes the mod harder to produce as well. So it's a lot of effort that wouldve been better put to creating a different content for the mod, and it would've been better for it. Maybe creator decided to challenge themselves, I dunno. Anyway. Those 3D cubes? In ZDoom they work fine (in fact they work same way as voxels in Build engine games like Shadow Warrior and Blood). GZDoom (and this mod requires GZDoom for its effects that do not work in ZDoom) however converts every voxel into a tiny MD2 (Quake 2 model format) qube. GZDoom renders all 6 sides of said tiny cube when it's visible. Even those that are inside the model. So even if you take the voxel model, convert it's outer surface (which is only thing you normally see) to a regular 3D model - it wouldve looked the same with at least 4 times less polygon count. The idea of a voxel FPS/Horror itself is nice. The bad thing is that GZDoom engine is really, really unsuitable for it. The purpose of Voxels in GZDoom was to render small items like ammo and HP pickups and props like switches, not to make walls out of them.
Maybe if you could transfer the voxel models to a different engine, you'd be able to remake this project into something playable on a less powerful machines. And maybe even sell it on Steam - things like this seems to be all the rage nowadays, and it already looks better than most indie "horrors" out there.
Fun Fact: This mod was going to be a remake of an old and really disturbing mod they made a long time ago. It involves fighting an almost invincible fetus inside a womb. One level, no weapons, no exit, and it’s a small map.
The bosses need a weak spot I think, most of the bosses in other horror games have that and it makes it a more fun and strategic battle rather than just pumping it with bullets. There also for defs needs to be a reward after each boss.
It's a hackneyed description at this point, but apart from the obviously Japanese horror setting, I'm getting really strong Dark Souls vibes, between the focus on bosses to the non-linearity to the punishing difficulty. Doesn't change the fact that even Souls games throw you a bone with dodge rolls and melee weapons bigger than a pocket knife.
They were the studio behind the old skool Command and Conquer games and those games fucking rocked. But then they got shut down when EA bought the franchise and...well....EA Lames, Ruin Everything.
Well. As much as it may seem as heresy for me to say this. I sort of understand why EA closed down Westwood studios. They had a problem with a inefficient organizational structure and there location was not ideal ether in Las Vegas. Still. I would like to have seen them survive. But EA rather then try to fix thing tend to burn thing down and start anew. As long as they get to keep the IPs.
I find it a bit too repetitive. The music that triggers when you're kicking a boss' ass however really gets that dopamine going. I think it's the guitar. ua-cam.com/video/bzBwlrHmWcE/v-deo.html
Okay. I see where Icarus is falling right now. I believe it was Iga that said it best about the bosses in the revived Castlevania (i.e. Symphony of the Night): if the designer could not defeat a Boss without getting hit once, then that Boss was gotten rid of. We can learn from that design philosophy, especially this game. I bet you ten times out of ten the designer couldn't beat any of these machinations without getting greased up just a smidgen.
All those 3d models, damn impressive. I'm often amazed by what people can do with the Doom engine. Though it seems to be confused between Doom Silent Hill and Doom Dark Souls. Either one would be great, but I'm not sure the two can mix.
I would have never guessed this was a Doom mod if I didn't know. There's a lot of cool mods but straight up, this one looks like one of the best. I can't imagine how much damn work was put into crafting all those character models and environments. Shit is amazing; the fact that people are still innovating with the Doom engine after all these years (even if the gameplay/concept isn't that original) really impresses me.
they are indeed flat, much like doom sprites they always turn to face you, but each voxel is tiny and obscures the ones behind it so that when moving together as one they create the illusion of a 3D model
Yeah, minecraft has a 3d render that uses polygonal cubes like they where pixel voxels. It's cool, and many other games followed suite (8-bit armies is the first one to pop to mind), but not as uber-cool like real voxels
Ekacahya Garfiantama yeah, totally feels like a 1st person dark souls on that aspect, i see the limited mobility (mostly low speed) hurting the game withouth something equivalent to an evasive move
Hey Icarus, you should revisit that Resident Evil: Codename Hunk mod! It's still being worked on and it seems to have RE 1/2/3 -esque zombies. It also has a Krauser campaign!
Fun fact! This reminds me of Corpse Party series, especially when Icarus states "an earthquake hit the school and then the protagonist wakes up in a dark room looking for her fellow schoolmates..." nice mix there :)
It seems to me as though there's a lot of thematic inconsistency as well. I feel as though a creepy horror game won't benefit from a robotic Lady Gaga boss battle, no matter how well-designed, because that's too silly to be frightening so the tension is ruined.
Voxel stands for Volumetric Pixel. The way I understand it, the Id Tech One engine had native support for voxel models, therefore so does the GZDOOM engine (if somebody with more info that I could correct me, please do so.). From an aesthetic point, it works because it gives the look of pixelization but for a 3D model, where a more traditional 3D model would have sharp yet rounder edges.
Pretty sure it was Build engine that introduced voxel support. ZDoom orignally added the hexen/heretic stuff to Doom (id tech 1) and GZDoom added some quake stuff to ZDoom (id tech 2), so id tech never used voxels. voxel support was added to ZDoom in 2011 IIRC and added to GZDoom a few months later.
This is such a beautiful game. And to think that it's a Doom Mod? Almost preposterous! Thanks for the video, man, I wouldn't have discovered such a beast without your coverage of it Hope the kinks you mentioned have been worked out by this point, though. Would love to give it a playthrough.
That dance club boss was completely unfitting for that setting. It’s a horror game, that boss looks like it belongs in a fast paced Doom mod full of bright flashing lights.
Those voxels were gorgeous! I've always been a fan of voxel graphics, and I wish more games would utilize them. The items in Shadow Warrior, the environments of Outcast (although kinda, not kinda, faked), this game, it just looks so friggin' cool.
If you're looking for a great mod to review I'd highly recommend RTC-3057. Very well done and innovative WAD that doesn't get talked about nearly as much as it should due to a bug that requires you to use only a specific, older version of zdoom to play it. Still, really worth the effort.
Well, I wonder if you are able to out run most of the monsters to conserve your ammo. That's how most of the silent hill games were played. I do agree they should balance the game a bit better, maybe a better melee weapon?
Wow! It's an honor to meet you here. I just downloaded the mod and will give it a run myself. I had the feeling that Icarus was not a big fan of the traditional survival horror games with constant resources conservation.
Yeah, I just defeated the first boss, the obvious frustration I can agree with Icarus is the amount of tracking the enemies does. This makes the enemies' movements unpredictable and almost impossible to dodge. This, combined with the long delay of my melee attacks and lack of ability to dodge or guard makes the melee combat pretty much guaranteed to take damage. I guess this is the main reason why Icarus ends up drying up bullets at boss fights.
Obviously, I don't know how much of above was due to the limitation of the engine and how much was your creative choice, I'm just reflecting upon my experience as a gamer. Also, I saw in your guide videos the knife supposed to have a secondary attack? I can't seem to do it in your newer version.
Since you mentioned Dark Souls in your description, I understand what you were trying to achieve. However, the animations currently lack any wind up to warn the player, especially small enemies. The speed of enemies' attack animations and amount of tracking makes the melee fighting felt really unfair and cheap. Overall I think the melee system needs some adjustments. The souls-like combat system is not about being hard, but being fair, or the illusion of it.
Let me tell you a quick story: A guy was watching another guy's live stream playing Doom mods, while he was watching it, he made a huge mistake by deleting all his mods including the ports like ZDoom, GZDoom, QZDoom and others by simply uninstalling Zandronum/Doomseeker... *Yeah this happaned to me and I'm fucking depressed right now, thank you Zandronum*
But talking about this mod, using voxels just make the whole experience much better than the other mods I've seen in Doom, welp there's 3D models already in GZDoom but who gives a damn about them if you have Voxels? Right ;)
*Brr* That Status Bar Face... Something about skulls that look like they are smiling just creeps me the hell out to the point where I dont actually want to play anymore. ...and I thought Colonel AI was bad enough back in the days X3 EDIT/ADD: Also, I was looking up mods today and went all like "Goddamn, I wish there was just a playlist somewhere with someone showcasing/reviewing a bunch of mods from the ZDoom Forum and in general!", and then I found myself over on this here playlist. Brilliant!
Heads up, the link in the description is dead. Googling "doom 2 solace dreams download" will give you a Doomworld forum topic with a working download updated to 1.5 just 11 hours ago.
Where can one find this wad? I tracked it down to a forum post on doomworld, but all the links are dead. It looks like a fun Wad and I'd really like to try it out!
It would be interesting to see level design and graphics like this, but with something like Brutal Doom.. maybe a mix (a faster pace than this game, but a bit slower from BD)? Also, dim and hardly lit does not always mean scary. You can have effective lighting (see THEY HUNGER) to make things scary while still being able to see what you're looking at.
someone had to model, code and animate that last level shown in the video. just let that sink in and you'll realize the dev is either slightly messed up or has a mind of steel.
Hey can anyone help me with something? I remember a while back Icarus played a mod that ended up with several of the Duke3D final bosses as sorts of final boss guards for the actual final boss of the mod, which involved a giant yellow summoning circle, with a health bar at the very top. I've been going through the playlist but I can't seem to find that mod anywhere anymore. Anybody remembers what it was called?
This mod looks fantastic! I love Silent Hill! But you're right, the bosses could be more balanced and it would be great if the mod rewards you for each boss you defeat like Megaman, as you said. Is it a finished mod or is it still on the works?
Wow, this game looks really neat. It reminded me of Yume Niki and Lisa the First up until I saw this game had weapons then it reminded me of King's Field. Does this game use pre-rendered sprites like Ogre Battle 64, Mischief Makers, or Starcraft or are those real 3D models?
I wonder how he managed to get such detailed voxel stuff in to the game. Did he make it by hand, or did he convert models and animations over to voxels?
It's a good mod. Some levels are very atmospheric, but others were pretty lazy (like, walk a little and kill the boss... GG). I just wish the mod was not done with voxel, it made my pc lag :/ And yeah, some boss battles are really hard, like a to crazy level.
I really dig the voxel models. It keeps the pixelated aesthetic of sprites while being 3D.
I concur! It totally gives off that PS1 nostalgia look, and MAN do I love that!
unrelated but hnnng yesss that cheeky looking diabolic tutor profile pic.
Oh god. Taking damage gradually reveals your skull under that face... That alone is always gonna stress me out by itself...
Well, I guess the skull thing must have struck me when I was a kid too, and it stuck with me. It's just really unnerving to me.
Meanwhile, bloody faces never bothered me myself. That's odd...
@@SPTX. Which means, we all have a DNA of the DOOT Revenant.
This looks fucking awesome!
And apparently the dev is aware of the issues (he's probably seen your video, it's been linked in the comments on the ModDB page):
"The game is nice, but the lack of ammo, speed and health make this game punishing, maybe should increase supply and health pack effect"
-->> Dev: "working on it now, should have a update up soon (1.2)"
So, did he address all the issues? Now I'm curious. Maybe Icarus will get back to it one day.
@@Maggerama there's a remake in the works that addresses a lot of the issues with the original
@@collaterall3808 Sweet!
fun fact, this was made by the same guy, who made rootpain.wad
Tells you to save ammo for boss fights... then continues to miss normal enemies at point blank with the shotgun.
Probably telling you to learn from his mistakes.
The MOD graphics (voxels) gives off that PS1 nostalgia look, and MAN do I love that!
Rule 666: If it exists, there's a DOOM mod about it.
Dipayan Degtyarev Sounds better than rule 34.
Therix If you want a mod about yourself, then you have to make it.
@@andrehernandez9857 no shit Sherlock
@@kineticrib there is its called H Doom you're one of the girl demons that gets phucked
Ruel 667: If there is an exception to rule 666, you need to fix that.
A game that uses voxel based graphics and actually looks good instead of just trying to be "retro" (lazy) or a Minecraft lookalike.
Real talk, where do I pay this person?
And very rarely are they actual voxels when people use that term. Even Minecraft just uses polygons.
Yeah, real voxel graphics are basically 2.5d.
Instead of a flat pixel it's a cubic pixel.
Holy sweet jesus those visuals are so good!!
This... this is what rootpain was a teaser for?
Good idea, made on an engine completely unsuitable for it.
GZDoom can not render actual voxels. What it does is transfolm every voxel into a cube model then render that. As a result upon parsing you get a map constructed out of hundreds of thousands of tiny sauqres that are NOT voxels. Voxels are used to optimise and quicken rendering of particle-comprised objects/environments (for manipulation or whatever like destructible landscapes). This effectively does the opposite.
While Voxel models are fine for preserving that pixelated look in 3D form, this mods also uses voxels in places where they are not only unnecessary, but completely inappropriate (like making a static wall meshes out of them)
SinaelDOverom does it make making mods easier? There's got to be a plus to it, it looks cool though.
That's the thing, it makes the mod harder to produce as well. So it's a lot of effort that wouldve been better put to creating a different content for the mod, and it would've been better for it.
Maybe creator decided to challenge themselves, I dunno.
Anyway. Those 3D cubes? In ZDoom they work fine (in fact they work same way as voxels in Build engine games like Shadow Warrior and Blood).
GZDoom (and this mod requires GZDoom for its effects that do not work in ZDoom) however converts every voxel into a tiny MD2 (Quake 2 model format) qube. GZDoom renders all 6 sides of said tiny cube when it's visible. Even those that are inside the model. So even if you take the voxel model, convert it's outer surface (which is only thing you normally see) to a regular 3D model - it wouldve looked the same with at least 4 times less polygon count.
The idea of a voxel FPS/Horror itself is nice. The bad thing is that GZDoom engine is really, really unsuitable for it. The purpose of Voxels in GZDoom was to render small items like ammo and HP pickups and props like switches, not to make walls out of them.
Maybe if you could transfer the voxel models to a different engine, you'd be able to remake this project into something playable on a less powerful machines. And maybe even sell it on Steam - things like this seems to be all the rage nowadays, and it already looks better than most indie "horrors" out there.
Sinael, can I get a source on that?
Source on what exactly? How voxels work in GZDoom is described in Doomwiki, and was discussed by GZDoom developer on ZDoom forums.
Fun Fact: This mod was going to be a remake of an old and really disturbing mod they made a long time ago.
It involves fighting an almost invincible fetus inside a womb. One level, no weapons, no exit, and it’s a small map.
yeah, rootpain, right?
It was Tetsuo`s face over the last health bar.
KANEDAAAAA!!!!
MunkeyChips Kaneda: TOOTSIE ROLL!
Tetsou: CANADA!
3:33 I bet the knight is screamin "DEUS VULT!"
Ninjutsu Scorpion WE WILL TAKE JERUSALEM!
The bosses need a weak spot I think, most of the bosses in other horror games have that and it makes it a more fun and strategic battle rather than just pumping it with bullets. There also for defs needs to be a reward after each boss.
It's a hackneyed description at this point, but apart from the obviously Japanese horror setting, I'm getting really strong Dark Souls vibes, between the focus on bosses to the non-linearity to the punishing difficulty. Doesn't change the fact that even Souls games throw you a bone with dodge rolls and melee weapons bigger than a pocket knife.
every time i hear the word voxels i think of Tiberian Sun...
RIP Westwood Studios
whats westwood studios and what happened to them?
They were the studio behind the old skool Command and Conquer games and those games fucking rocked. But then they got shut down when EA bought the franchise and...well....EA Lames, Ruin Everything.
Delta Force also used voxels extensively, allowing for vast terrain to be modelled back when doing so with polygons was nearly impossible.
TonyBMan goddamnit EA
Well. As much as it may seem as heresy for me to say this. I sort of understand why EA closed down Westwood studios. They had a problem with a inefficient organizational structure and there location was not ideal ether in Las Vegas. Still. I would like to have seen them survive. But EA rather then try to fix thing tend to burn thing down and start anew. As long as they get to keep the IPs.
That Dragon's Dogma music whenever you kill a boss though. That's easily one of my favorite "You Killed A Big Bad" pieces.
I find it a bit too repetitive. The music that triggers when you're kicking a boss' ass however really gets that dopamine going. I think it's the guitar.
ua-cam.com/video/bzBwlrHmWcE/v-deo.html
THIS IS A *DOOM* MOD
No. It's a TOTAL CONVERSION.
@@shirohimayumikira234 hah! memory IS ram!
@@AFXSnares I don't get it.
@@shirohimayumikira234 a total conversion is still a modification of the game doom you fucking idiot
Thanks to GZDoom, that engine is expanded way beyond Doom, it's added polygons, lighting shaders, voxels as we see in this game and more.
Odd that they used Dragons Dogma music for the Boss victory theme.
Seemed a bit out of place considering its a horror game.
I heared Darkest dungeons 'Town in Chaos' theme during the bossfight with the big knight. '
Guess im not the only one noticed it.
That mirror boss reminds me of the old ladies from Cry of Fear
Okay. I see where Icarus is falling right now. I believe it was Iga that said it best about the bosses in the revived Castlevania (i.e. Symphony of the Night): if the designer could not defeat a Boss without getting hit once, then that Boss was gotten rid of.
We can learn from that design philosophy, especially this game. I bet you ten times out of ten the designer couldn't beat any of these machinations without getting greased up just a smidgen.
Yeah, it was Iga. If you cant solve your own puzzles or beat your own bosses, dont put them in.
I heard the guy who worked on Golden Souls is now doing a Castlevania mod.
All those 3d models, damn impressive. I'm often amazed by what people can do with the Doom engine. Though it seems to be confused between Doom Silent Hill and Doom Dark Souls. Either one would be great, but I'm not sure the two can mix.
I would have never guessed this was a Doom mod if I didn't know. There's a lot of cool mods but straight up, this one looks like one of the best. I can't imagine how much damn work was put into crafting all those character models and environments. Shit is amazing; the fact that people are still innovating with the Doom engine after all these years (even if the gameplay/concept isn't that original) really impresses me.
Voxels... I love voxels. They are not little cubes, though. They are pixels arranged in a 3d space.
Colpo Rosso and Pixels are technically little squares, which in 3D space becomes a cube, so he's not entirely wrong :p
Terrabalt I think they are a flat square even in the 3d plane
they are indeed flat, much like doom sprites they always turn to face you, but each voxel is tiny and obscures the ones behind it so that when moving together as one they create the illusion of a 3D model
Whoops. I thought they were using the "Minecraft-esque Cubes" types of voxel, where the objects is an actual 3D mesh, rather than 2D sprites.
Yeah, minecraft has a 3d render that uses polygonal cubes like they where pixel voxels. It's cool, and many other games followed suite (8-bit armies is the first one to pop to mind), but not as uber-cool like real voxels
You can dodge with space and it makes the boss fights very easy
That boss battle looks a lot like dark souls bosses
Ekacahya Garfiantama yeah, totally feels like a 1st person dark souls on that aspect, i see the limited mobility (mostly low speed) hurting the game withouth something equivalent to an evasive move
No, only Cuphead is allowed to be like Dark Souls.
I thought Crash Bandicoot was Dark Souls.
The theme playing (at least at the knight boss) also was a Darkest Dungeon battle theme, I think.
The difference here is that you play as a girl in wheelchair.
Hey Icarus, you should revisit that Resident Evil: Codename Hunk mod! It's still being worked on and it seems to have RE 1/2/3 -esque zombies. It also has a Krauser campaign!
I hope this game gets finished. 🥺
Fun fact! This reminds me of Corpse Party series, especially when Icarus states "an earthquake hit the school and then the protagonist wakes up in a dark room looking for her fellow schoolmates..." nice mix there :)
It seems to me as though there's a lot of thematic inconsistency as well. I feel as though a creepy horror game won't benefit from a robotic Lady Gaga boss battle, no matter how well-designed, because that's too silly to be frightening so the tension is ruined.
Voxel stands for Volumetric Pixel. The way I understand it, the Id Tech One engine had native support for voxel models, therefore so does the GZDOOM engine (if somebody with more info that I could correct me, please do so.). From an aesthetic point, it works because it gives the look of pixelization but for a 3D model, where a more traditional 3D model would have sharp yet rounder edges.
Pretty sure it was Build engine that introduced voxel support. ZDoom orignally added the hexen/heretic stuff to Doom (id tech 1) and GZDoom added some quake stuff to ZDoom (id tech 2), so id tech never used voxels. voxel support was added to ZDoom in 2011 IIRC and added to GZDoom a few months later.
Thank you for the information.
10:28 Pea is stored in the gun
Just read article today that made this sound new. I new u had covered it before but just had to be sure. Your the best!!
0:14 - SFX lifted from Silent Hill Homecoming. Liking the sound choices.
This is such a beautiful game. And to think that it's a Doom Mod? Almost preposterous! Thanks for the video, man, I wouldn't have discovered such a beast without your coverage of it
Hope the kinks you mentioned have been worked out by this point, though. Would love to give it a playthrough.
GZdoom continues to evolve. I wonder what folks will be able to do with it down the road.
Another amazing mod, incredible what you can do with this engine.
First sound is the pickup SFX from Silent Hill - ohhhhh this is going to be interesting. This was quite an impressive mod!!
That dance club boss was completely unfitting for that setting. It’s a horror game, that boss looks like it belongs in a fast paced Doom mod full of bright flashing lights.
Those voxels were gorgeous! I've always been a fan of voxel graphics, and I wish more games would utilize them. The items in Shadow Warrior, the environments of Outcast (although kinda, not kinda, faked), this game, it just looks so friggin' cool.
A schoolgirl cant strafe or run fast but can handle the recoil of an UZI and shotgun like a champ
WHAT
God this looks amazing for a fricking DOOM mod I mean seriously this is possible
The way you go through doors here; I've been tryin' to figure out how to do that!!!
If you're looking for a great mod to review I'd highly recommend RTC-3057. Very well done and innovative WAD that doesn't get talked about nearly as much as it should due to a bug that requires you to use only a specific, older version of zdoom to play it. Still, really worth the effort.
Pretty sure that boss defeat sound is from dragons dogma
The animations in this mod are quite impressive
Thanks for keeping doom alive
"The mod you are trying to view has been deleted and is no longer available. " (Download link content) :l
This mod IS for me! thanks for letting me know about it
Very Beautiful doom mod, fantastic and one of the best mod work
Well, I wonder if you are able to out run most of the monsters to conserve your ammo. That's how most of the silent hill games were played. I do agree they should balance the game a bit better, maybe a better melee weapon?
Wow! It's an honor to meet you here. I just downloaded the mod and will give it a run myself. I had the feeling that Icarus was not a big fan of the traditional survival horror games with constant resources conservation.
Yeah, I just defeated the first boss, the obvious frustration I can agree with Icarus is the amount of tracking the enemies does. This makes the enemies' movements unpredictable and almost impossible to dodge. This, combined with the long delay of my melee attacks and lack of ability to dodge or guard makes the melee combat pretty much guaranteed to take damage. I guess this is the main reason why Icarus ends up drying up bullets at boss fights.
Obviously, I don't know how much of above was due to the limitation of the engine and how much was your creative choice, I'm just reflecting upon my experience as a gamer. Also, I saw in your guide videos the knife supposed to have a secondary attack? I can't seem to do it in your newer version.
Nevermind, just realized the secondary attack is a secret power up.
Since you mentioned Dark Souls in your description, I understand what you were trying to achieve. However, the animations currently lack any wind up to warn the player, especially small enemies. The speed of enemies' attack animations and amount of tracking makes the melee fighting felt really unfair and cheap. Overall I think the melee system needs some adjustments. The souls-like combat system is not about being hard, but being fair, or the illusion of it.
1:22 hey that’s the knight from assassin’s creed brotherhood multiplayer!
Just want to point when you pick things the sound is from SH.
I'm surprised that little knife does anything to those suits of armor
That last bit must be a reference to Rootpain.
same dev
I was *wondering* when someone was gonna try voxelizing all the enemies.
Nice. Very *Corpse Party* with the setting and the premise.
Woaaah, voxel in doom!!!!!
Let me tell you a quick story:
A guy was watching another guy's live stream playing Doom mods, while he was watching it, he made a huge mistake by deleting all his mods including the ports like ZDoom, GZDoom, QZDoom and others by simply uninstalling Zandronum/Doomseeker...
*Yeah this happaned to me and I'm fucking depressed right now, thank you Zandronum*
REST IN PEACE
But talking about this mod, using voxels just make the whole experience much better than the other mods I've seen in Doom, welp there's 3D models already in GZDoom but who gives a damn about them if you have Voxels? Right ;)
thats why i use zdl and keep a separate folder
Sorry, dawg. Next time, think of making backups.
GZDoom master race
First Total Chaos, now this
*Brr* That Status Bar Face... Something about skulls that look like they are smiling just creeps me the hell out to the point where I dont actually want to play anymore. ...and I thought Colonel AI was bad enough back in the days X3
EDIT/ADD: Also, I was looking up mods today and went all like "Goddamn, I wish there was just a playlist somewhere with someone showcasing/reviewing a bunch of mods from the ZDoom Forum and in general!", and then I found myself over on this here playlist. Brilliant!
That victory jingle when you defeat the boss though.....
Is that from Dragon Dogma?
Heads up, the link in the description is dead. Googling "doom 2 solace dreams download" will give you a Doomworld forum topic with a working download updated to 1.5 just 11 hours ago.
Where can one find this wad? I tracked it down to a forum post on doomworld, but all the links are dead. It looks like a fun Wad and I'd really like to try it out!
This is a doom mod!??! Wow. This 'mod' already beats most modern "triple A" games.
You really can see the Rootpain inspiration in that vagina level, floating platelets and all.
Say no more. You had me at voxels.
Wow full 3D polygons everywhere.
Oh my fucking god, this looks beautiful!
Yeah looks great
This reminds me of a classic n64 or ps2 horror game.
How the hell is this a doom mod? This looks more like a standalone/quake1 mod than anything else, thats impressive
It would be interesting to see level design and graphics like this, but with something like Brutal Doom.. maybe a mix (a faster pace than this game, but a bit slower from BD)? Also, dim and hardly lit does not always mean scary. You can have effective lighting (see THEY HUNGER) to make things scary while still being able to see what you're looking at.
someone had to model, code and animate that last level shown in the video.
just let that sink in and you'll realize the dev is either slightly messed up or has a mind of steel.
*picks up item*
..... Am i in silent hill?
GZDooM is basically Unreal Engine lite
Hey can anyone help me with something? I remember a while back Icarus played a mod that ended up with several of the Duke3D final bosses as sorts of final boss guards for the actual final boss of the mod, which involved a giant yellow summoning circle, with a health bar at the very top. I've been going through the playlist but I can't seem to find that mod anywhere anymore. Anybody remembers what it was called?
This mod looks sick!
Love to see voxels again.
That sweet sweet silent hill item sound.
that dragons dogma victory fanfare XD
Now we need Doom Souls
The setup of the story of this game sounds exactly the same as corpse party.
This mod looks fantastic! I love Silent Hill! But you're right, the bosses could be more balanced and it would be great if the mod rewards you for each boss you defeat like Megaman, as you said. Is it a finished mod or is it still on the works?
Victory song from Dragon's Dogma - Dark Arisen
nice
Wow, this game looks really neat. It reminded me of Yume Niki and Lisa the First up until I saw this game had weapons then it reminded me of King's Field. Does this game use pre-rendered sprites like Ogre Battle 64, Mischief Makers, or Starcraft or are those real 3D models?
um... They're real 3D models?
Hey Icarus, A bit off topic, But can you try the final brutal wolfenstien update?
I just saw a vid showing this mod basically had a reboot. Maybe worth checking out?
ua-cam.com/video/2GAN18GNyNk/v-deo.html
It looks like a game that could use a seizure warning or something, damn. Creator likes their flashing lights.
This is art.
I wonder how he managed to get such detailed voxel stuff in to the game. Did he make it by hand, or did he convert models and animations over to voxels?
Holy shit. Is there anything that CAN'T be made into a Doom mod?
I can't find the mod
HELP
How can we call this a mod? This thing is whole complete game! Man.. some devs are crazy...
It's called a total conversion.
It's a good mod. Some levels are very atmospheric, but others were pretty lazy (like, walk a little and kill the boss... GG). I just wish the mod was not done with voxel, it made my pc lag :/ And yeah, some boss battles are really hard, like a to crazy level.
Everyone, I have a serious question
WHY HAS ICARUS NOT PLAYED THE COUNTER STRIKE DOOM MOD YET
(Counter Strike: Martian Offensive)
This has had a severe update. still hard tho.
full remake.
Fatal frame and silent hill mixed with dark souls, quake, and doom.
12:25 you missed 4 shotgun shelss on the left bench xD
You Know what, what if markipiler plays with solace dreams doom mod, i think?