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Onox

Final Carnage v0.1A

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imagen.png.19c7131832feb5dcc69b5abf78afa042.png

 

Hi! Since before Christmas 2022 I have started working on a Doom campaign inspired by all my experience playing shooters in the past, Final Carnage was my result: A wad based heavily on campaigns like Extermination Day and as a love letter to games like Half-Life or Doom 2016.

Final Carnage has around 2 hours of gameplay, interaction with the environment (you can destroy barrels, electrical panels, lights, etc...), scripts, a bit of story, new music and a Gore Nest system fully compatible with the mods I've been testing (zdoom vanilla, D4T, Smooth Doom, Brutal Doom, etc...)

 

This campaign is more aimed to be played with Project Brutality (any build should be fine) but I've made sure that any player can enjoy the experience with their favorite mods!

 

Wad details:

Iwad: Doom 2

Number of maps: 9 (MAP01-MAP08 + MAP31)

Format: UDMF

Source Port: Gzdoom

 

Gameplay:

Vanilla style, Single player

Jump: Yes

Crouch: Yes

Free Look: Yes

New Textures: Yes

New Music: Yes

New Monsters: No (except for Gore Nests)

 

Screenshots:

https://imgur.com/a/EuXTOzB

 

Download (v0.1A):

Moddb: https://www.moddb.com/mods/project-brutality/addons/final-carnage-v01

 

Old download (V0.1):

https://drive.google.com/file/d/1lnDTIQRtMO4vpUlb7GKZN98nPxl6dGoY/view

 

Credits:

LAB1, LAB2 and LAB3 textures made by Z0K
Security Camera and Fast Food sprites by 3D Realms (Ion Fury game)
Intermission Background made by SoulStryder210
Textures from EDay made by Sgt.Mark
Half-Life textures made by Valve and Gearbox
Treasure items from MetaDoom mod
Samuel Hayden sprites from The Golden Souls mod
Graffiti textures made by the Oblige team

 

 

Any feedback or bugs are really appreciated, I have plans in the future to continue this wad, but for now I wanted to release this public demo with those 9 levels as a sample of what the following maps will be like!

 

Edited by Onox

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The preview screenshot really reminds me of the final scene from Quake 4's Waste Processing Facility ;)

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Awesome maps set!

 

Played all maps...

 

 

Edited by Delisk

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Just finished this wad with Project Brutality, very good work. Im waiting for 2nd episode ☺️

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Greetings everyone, thank you all for your comments, I'm glad you enjoyed this little campaign. A few days ago I updated to version 0.1A with some fixes and better decorations, no new levels however (for now).

 

V 0.1A

-Added a few more corpses (dead security guards and boxers guys) around some levels, they are now also destroyable

-Added clothes thrown on the floor of the changing rooms (map01, map02, map03 and map31)

-Map03 has more decorations in some areas

-Added a new kind of big tree and stalagmite in Map05

-Added plates and cutlery in the cafeterias of Map02 and Map03

-Added more variety of small monitors in almost all levels

-Added sitting scientists in Map03 and Map08

-Added more decorations in the previous room before Hayden's office (Map08)

-Hayden's office has now a unique door

-Replaced the priest statues with Night Sentinel statues in Hayden's office

-Radios are now destroyable

-Added towels in the showers of Map01

-Improved red palette for the blood in the walls that fits better with the Doom style

-Added Cherubs and Wraiths in some tank labs of Map03 and Map31

 

imagen.png.106bc5765fef2e8dcaca2366b2d4e5dd.png

Edited by Onox

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Sadly the D4T Death Foretold mod has an issue with keys. Sometimes D4T has custom keys on a corpse and monster closets triggered by picking up a key won't activate if it is a corpse key.

Edited by Rex705

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On 9/4/2023 at 10:54 PM, Rex705 said:

Sadly the D4T Death Foretold mod has an issue with keys. Sometimes D4T has custom keys on a corpse and monster closets triggered by picking up a key won't activate if it is a corpse key.

 

I noticed this by watching your gameplays! I can fix this by having the script activate when the player steps on the area where the keycard is instead of having it activate when you pick up the card, making sure the script makes the monsters appear or lowering the walls where they are hiding.

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Outstanding job on this, I am really enjoying it.  Extremely high quality, well done, thank you!

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On 12/14/2023 at 10:46 AM, Wardriver said:

hi!! i have just finished playing this mod after reading about it in 2023 cacowards!! good job with it, are you planning a sequel? would be cool to see with maybe some harder gameplay!

 

Many thanks! Yes, I'm actually working in an update with the next 5 levels plus a secret map that continues the events after going to Phobos base with the teleport. The difficulty will keep to increase but always taking into account that it can be finished with mods or zdoom vanilla.

Pain Elementals, Archviles and Spider Masterminds will also appear since they were absent in the previous levels, also the Phobos Base levels will be heavily inspired by Doom 64 with an eerie atmosphere. I think it will feel great as a temporary change of scenery.

 

doomgallery.png.250ab7345afac777901423c96278fcf2.png

 

 

Edited by Onox

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