4MaTC Posted April 14, 2021 (edited) Greetings, to all of you! We would like to present to you first (and hopefuly last) demo for upcoming community project called Parallel Doomensions. What is Parallel Doomensions? Parallel Doomensions is an upcoming quake 1 inspired project for doom in boom format using q1 textures, sounds and some custom monsters. ,=======================================, At this state we decided to release a demo including 5 maps: MAP01 - Slippin' Through Gates by DJVCardMaster @DJVCardMaster MAP02 - The Rotunda by dt_ @dt_ MAP03 - Grungy Grotto by @Egg Boy MAP04 - The Slits Of Woe by @4MaTC MAP05 - The Bleak Bastion by @Forli `=======================================` Also, there is optional addons: PDmusic.wad - Awesome music composed by @PRIMEVAL and @Joseph Bullock (MrBin) HIGHLY RECOMMENDED to usePDSfx.wad - Some custom sounds that our team decided would fit new sprites and overall atmosphere of lovecraftian horror.PDsprites.wad - Changes the default Doom Sprites to fit better with the Quake Inspired Levels...This goes for Weapons, Monsters (e.g. vore sprites replacing mancubus sprites) and Pickups. Ports tested: PRBoom+, GZDoom 4.5 Freelook: for your consideration Jumping/crouching: No IWAD: Doom 2 Maps: MAP01-MAP05 New: monsters (from DotB) - scrag, shambler and spawn, in optional sprites there is a vore replacing mancubus; music; textures; sprites; sounds. Screenshots (clickable): Spoiler Click HERE and enter the slipgate to parallel doomensions! p.s. There are opened slots. If you love quake and/or want to map, you are welcomed to our discord Edited April 15, 2021 by 4MaTC 43 Share this post Link to post
Endless Posted April 14, 2021 This tickles me fancy. Love these textures! 9 Share this post Link to post
Korozive Posted April 14, 2021 Sweet. Have 2 days off starting tomorrow night. This will be on the playlist for sure. 1 Share this post Link to post
Rudolph Posted April 15, 2021 (edited) Very nice! The maps are well designed and the use of Quake textures almost make me forget they were not designed with Doom in mind. The Fiend's sounds also fit the Pinky surprisingly well! The music is great too; was it composed for the project? Although I do not understand why the former humans use the Vore idle grunt as their active sound or why the Rocket Launcher is not using its Quake counterpart's sound effects. Also, if you are going to use the Nailgun sound effects, why not replace the Pistol and the Chaingun with the Nailgun and the Supernailgun? I believe sprite models for those two have been made, e.g. Descent Into Heresy. Edited April 15, 2021 by Rudolph 2 Share this post Link to post
Joseph Bullock (MrBin) Posted April 15, 2021 (edited) WE DID IT BOYSSS 1 Share this post Link to post
Joseph Bullock (MrBin) Posted April 15, 2021 (edited) @Rudolph To answer your question about the music, yes it was composed for this project by @PRIMEVAL and myself. I'm glad you enjoy it! 1 Share this post Link to post
Rudolph Posted April 15, 2021 34 minutes ago, Joseph Bullock (MrBin) said: @Rudolph To answer your question about the music, yes it was composed for this project by @PRIMEVAL and myself. I'm glad you enjoy it! Holy crap! You folks are committed to this project. :P 2 Share this post Link to post
Immorpher Posted April 15, 2021 Wooo! I have been hearing chatter about this for a while, congrats! 2 Share this post Link to post
Remilia Scarlet Posted April 15, 2021 WOO! Quake! I'll give this a try later today or tomorrow. 1 Share this post Link to post
Egg Boy Posted April 15, 2021 (edited) wrong thread, sorry about that. Edited April 15, 2021 by Egg Boy : wrong thread 0 Share this post Link to post
Biodegradable Posted April 15, 2021 Good to see this project yet still lives! 0 Share this post Link to post
Pirx Posted April 15, 2021 doom and quake in one game, what could be better. 0 Share this post Link to post
PRIMEVAL Posted April 15, 2021 18 hours ago, Rudolph said: Very nice! The maps are well designed and the use of Quake textures almost make me forget they were not designed with Doom in mind. The Fiend's sounds also fit the Pinky surprisingly well! The music is great too; was it composed for the project? Although I do not understand why the former humans use the Vore idle grunt as their active sound or why the Rocket Launcher is not using its Quake counterpart's sound effects. Also, if you are going to use the Nailgun sound effects, why not replace the Pistol and the Chaingun with the Nailgun and the Supernailgun? I believe sprite models for those two have been made, e.g. Descent Into Heresy. Vore is replacing the Mancubus (sprite set) and the Manc uses the Zombie Active sounds. Easily changed in ZDoom but this is for Boom, and I'm not smart enough to figure out how to have them not share it lol. Rocket Launcher should be using the Quake rocket sound... that's odd, must have been overlooked. Oops. And the Nailgun sfx are from Dimension of the Boomed, they were never changed from that. 0 Share this post Link to post
cmdrads Posted April 15, 2021 Having both ran this through gzdoom and DOS, and listened to the music on its own, I am extremely impressed! 4 Share this post Link to post
Forli Posted April 17, 2021 On 4/15/2021 at 8:58 PM, PRIMEVAL said: Vore is replacing the Mancubus (sprite set) and the Manc uses the Zombie Active sounds. Easily changed in ZDoom but this is for Boom, and I'm not smart enough to figure out how to have them not share it lol. I used WhackEd4 to edit dehacked files and that lets you change the sounds of things. Or you can write in the dehacked file directly "Alert sound = x" for example. 1 Share this post Link to post
PRIMEVAL Posted April 18, 2021 On 4/17/2021 at 4:13 AM, Forli said: I used WhackEd4 to edit dehacked files and that lets you change the sounds of things. Or you can write in the dehacked file directly "Alert sound = x" for example. You're hired. 0 Share this post Link to post
Rudolph Posted May 4, 2021 (edited) Come to think of it, should the Vore not replace the Revenant instead of the Mancubus? 0 Share this post Link to post
4MaTC Posted May 4, 2021 24 minutes ago, Rudolph said: Come to think of it, should the Vore not replace the Revenant instead of the Mancubus? Only because of the homing missile? Nah, rev is iconic to doom and is much more agile then vore 0 Share this post Link to post
Rudolph Posted May 4, 2021 (edited) I would keep the Mancubus as is and replace the Arch-Vile with the Shambler. 0 Share this post Link to post
4MaTC Posted May 4, 2021 We have shamblers too, it replaced ss soldier iirc :) 0 Share this post Link to post
Rudolph Posted May 4, 2021 I think the Revenant's homing attack and agility fits the Vore better than the Mancubus' large hitbox, slow speed and inaccurate shots. 0 Share this post Link to post
PRIMEVAL Posted May 7, 2021 Well, the Vore is slow with a big hitbox... :P 1 Share this post Link to post
Forli Posted May 8, 2021 Would it not make more sense for the Vore to replace the Arachnotron? Since they are both spiderlike, and the Arachnotron's attacks kinda force the player to take cover as the Vore's does. 0 Share this post Link to post
PRIMEVAL Posted May 9, 2021 Would look kinda weird, imo, how the Vore fires its projectiles. Rapid fire headbanging throwing plasma balls. 2 Share this post Link to post
damned Posted July 7 After several issues in the development, when project leaders have left without notice and several disagreements and disputes between people who remained, we've been finally able to release all what we have in playable form. Please enjoy the final release here: 3 Share this post Link to post