Anarchy Software
Free FPS Game Making Group founded in 2004. Creates FPS Games and talks about video gaming news. All Games made with FPS Creator (www.fpscreator.com). Also creates mods for existing video games as well.

Feb
08

I know it’s been a long time since my last blog post here… But I have been sidetracked with watching Lets Plays of 2 RPG games online, so I haven’t been posting here…. But I have been working on Onslaught, the FPS Creator game, based on the video game idea me and a friend came up with in 1995. For those who aren’t aware of Onslaught, it takes place in the far future where a mad cult is controlling the world, hell bent on bring on the apocalypse, so they start bombing cities, killing civilians and unleashing genetic mutations to do that easier, and are working on cyborg soldiers. But something goes wrong, for the player character, a cyborg who has gone rogue decides to ruin all their fun. You play as him, his name is “Asshole!”. Seriously. Throughout the game you get missions to stop the CSC cult and you have to complete them to stop their mad plan, so you can get the money you need! I developed this with the FPS Creator program I bought of amazon for christmas.  Currently, the first 7 out of 15 levels are done for Onslaught, and they form episode 1 out of 2. The full game may be split into 2 seperate games if FPS Creator doesn’t like them…

 

I also have finished “Reality”, a parody universe game where you play as a parody of me who fights parodies of video game censors who send the morality police to kill me. It’s a parody of all the idiocy surrounding video game censorship thought up in 2008, and was made as a recreation of that idea.. Both of these games are free to download now…. If you like old school FPS games and don’t mind low FPS (because the engine is not quite optimized enough), and don’t mind the fact that they don’t have great graphics, you might want to try these out. FPS creator was the best bet for me to make this game, other choices such as unity are simply too programming oriented and I am not a great programmer at all, so forget them. And I have 0 modeling knowledge but can skin existing models, so this was the only choice for me.  Reality is 10 levels long. A lot of levels recycle existing areas but the story is designed that way, I return my house a lot, etc…  I was making this more as a parody than a serious game, so I don’t take it too seriously.

 

Due to the fact my area is getting a big snowstorm/blizzard tommorrow with power outages expected, I am not sure when I can continue on Onslaught… Who knows when. I will update as soon as I am back online if anything happens…

 

Installation Instructions:

 

Unzip the below named zip files for each game into a new folder named for the game to be installed,

aka C:\reality for reality, C:\onsep1 for Ons Ep1. Run the exe in the folder to play…

 

System Requirements:

 

Pentium Dualcore 3.0 GHZ

Windows XP or later

Directx 9 or later.

2 GB of Ram

Nvidia geforce GT 520 or equivelant

1 GB disk space for each game.

 

 

 

Here are the download links…

 

Onslaught : Episode 1 – Download Here

 

Reality – Download Here

 

EDIT:

 

Just incase the download links get removed or the files get deleted on their current host (Gamefront), here

are mirrored links on 4Shared:

 

 

Onslaught : Episode 1 – Download Here

 

Reality – Download Here

 

Feb
03

Reality is done. It came out great… I made only 10 maps for it, one map was cut, the school website one, but overall I liked the way it came out…. FPS Creator should be able to build it…. That’s for tomorrow’s testing period. All maps have been tested now…     Onslaught in FPS Creator is my primary goal. Onslaught, being the video game idea me and my friend had back in 1995 detailed in this post.  I have spiritual successors to 3 other games planned that might not get released. I want to concentrate on something original for once though, and that’s onslaught.

I dug up the old 2009 zdoom onslaught  mod that had voiceovers and Imported all 14 chapters of voiceovers into FPS Creator today. This version had around 14 missions out of the original 30 from the game design me and my friend came up with, so 16 were cut.  No big whoop.  But the problem is FPS Creator probably won’t build a game with much more than 12 levels so levels will have be removed. I did voiceovers for a few newer maps so the whole thing now has 16 maps. I am deciding whether to cut the game into 2 episodes, to be separately downloaded, or cut 4 missions out of it for an Expansion or something….  Don’t know what I will do. I also have to cut out one of the spiritual successors, because there is no way I will make 3 games in 1 month… Maybe 2….

The spiritual successors have similarities between enemy designs, and similarities in the stories, but the stories are original, nothing is based on the game to Tribute, plus the games are named differently too. The levels are based on the original levels, some of them, but they are done in FPS Creator and are different because of that… One of the games is an old 2002 Horror Shooter I love that will get tributed… Whether I release it or not is unlikely Though….

In Terms of a Release, Reality should be released by tommorrow afternoon.  I still have to build it to see if a 10 map game in my copy of FPS Creator will work, it should, but FPS creator has a nasty bug that crashes the game making part of it if too many levels are built. I couldn’t do an 18 level game with dynamic lighting, which sets it so all the lighting in the game is calculated in real time, if I set to the default of static lighting, the game can only have 6 or so levels. I have to make the lighting dynamic to get around this. Not much of a drop on graphic quality though, but some FPS drop seen however.   All the levels have been tested and came out well… More on Reality and the Onslaught 1 FPS creator game soon…

Feb
03

I started working on the second game for Kickass Gaming “Reality” today. Got the First 3 levels done, and partially worked on maps 6, 8, 10, and 4 as well. The rest are all revisits to the previous levels because of the way the story of the game is written.  The game plans to have around 14 or 15 levels so far. Most of your enemies, if not all of them are humans in this, and unlike Onslaught, this game is not very scary and is quite funny…. You could say hellarious…

 

The levels go like this. You start level 1 in my house (you play as me), during a vacation that actually happened in 2008. My parents are out on a vacation to england. So you are home alone. See the game  takes place during this vacation (which happened in real life as well). My 2 friends “hitman213″ and “shifty” come over. We build this “uber violent” game together called “Violence”. 2 Weeks later we have it done and I distribute it at my college I went to “MCU”. But then the censors through a hissy fit (on “Faux News : Giving you the best news in Massachussets!”), try to get us arrested for violating the “Save the Children from anything we could find offensive, Damnit! Act of 2008″ (still being voted on in congress.) They send the “Morality Police” after me, not knowing I am a secret assassin in the game and I fight them off with the guns in my house (not really there in real life), and we escape.

 

 

Level 2 involves the Morality police holding “hitman213″ and his wife’s house hostage, and I have to free them without killing any of them. Then we go to level 3 the MCU level. I go there at night and have to fight tons of swat team members to hack some computers. See the act they were trying to arrest me for has one flaw, if anything bad is found out about the sponsors (the idiots who tried to arrest us) the law won’t be voted and the REAL police won’t be after us. It’s our job to make this reality to hack some computers to make the first person on Faux News, a nasty professor named “hrulence gethe freckout” to be fired. But she ends up getting psychotic and stalks me throughout the game. She is based on a bitch professor from my real college I went to. MWAHAHAHAHAHAHAHAHA!!!!

 

Next (back at my home), in level 4, my Loyal PC “Death Machine” has been hacked by assassins/hackers sent by hrulence. I have to free him in a virtual “internets” level (level 5) looking like a military base. Throughout this level I run into “computer Virii” and “Internet citizens” I can kill with “internet (scifi) weapons”. By killing them I remove them from the internets.  I free Death Machine and Photoshop the second suspect, A Kentucky Violent Games Crusader, to get him to look bad.  But the bad things are yet to come…..

 

In Level 6, I have to do some hacking to get back on the internets, for the death machine is infected with a bad virus, but he discovered evidence that the whole thing is a secret conspiracy to ban violent games by the two members who are after us. He needs proof, so he sends us to the internets to find documents to prove it (level 7). In the second visit to the internets we gain access to level 8, the website of my college, a virtual

military base equivalent of the college with guards attacking you and worse. We have to shut down the site

to find evidence that there is a secret bunker under the real campus that has the info on the conspiracy!!!

 

After fighting my way out of level 8 , I return to my house or my friends (not sure which it will be…), and we then return to my college campus to find the secret elevator  to the bunker with the info to uncover the conspiracy and fight and kill the 2 conspirators maybe… That part is still not worked out yet…

 

here are some screenshots:

 

 

 

 

 

The game is only about 25% done, I will do more work on this Friday… What else is planned is a complete recreation of the video game Idea that me and my friend thought up in 1995 that was created as a gzdoom game last august, the original “Onslaught : The cult Within” a prequel to “Onslaught : Operation Assblast”.  The levels are based on a doom mod version I did in 2009 that was really good… Some will have to be cut because FPS Creator can’t handle all the stuff the doom versions could, levels are smaller, etc… Less enemies allowed… Either that or Reality will be made. Stay tuned gamers….

Jan
31

Recently, I finished up Onslaught : Operation Assblast, a free 8 level FPS Game made with FPS Creator, a program you can buy online to make free FPS games with. It is actually a really good program and I had fun making this last game. The game was a sequel to a free game I released online last august that was done with the Gzdoom Engine as a standalone game, a game where you play as a cybernetic mercenary named “Asshole” who is tasked in killing the leader of a mad cult who controlls all the governments of the entire world secretly with only one goal, Exterminate Humanity. With that in mind, the cult starts bombing cities world wide, and only you can stop them. I the sequel, Onslaught : Operation Assblast, your job is to shut down a Cult Black Hole generator they are using to attempt to suck the Earth into it. Only you can stop them again… The Download link is here..

I also recently uploaded some youtube videos showing off level 1 and 2 of Onslaught : Operation Assblast. Here they are:

 

Now I’ve been working on ideas for Kickass Gaming’s next game, and the one that got the choice for the next game is another old video game Idea I had earlier in 2006 that got made as a Doom mod but the mod was so bad and buggy that it never got finished. It got nuked in a Virus Accident in 2009. The game was called “Reality” and was a Zdoom Mod then.  The game takes place in a Parody universe where you play as a Parody of Me “blackplague”, with my two friends “Hitman213″ and “Shifty”.  We make a game inside this parody universe “Violence” and distribute it at a parody of the college I went to. Some video game censorship moguls get all pissed off at us and threaten to arrest us under the “Save The Children from Anything We Could Find offensive Damnit!! Act of 2008!!!”.  But they don’t know I am a secret assassin in the parody universe, Shifty is a hacker, and Hitman213 is a generic fighting type character. So we set out to fight our way of it by making them look bad. Here is a prototype screenshot taken from part of what would become level 1:

Everyone in the game is based on real people I know or know about. Since a lot of lawsuits could result in a game like this where tons of censorship advocates are Parodied, all their names are changed.  In the game story I end up going to my college at night to hack some computers to make one of the “conspirators” a parody of an Obnoxious Professor of Computer Science I had to deal with in the Real College I went to. Once we hack the Pc’s for her to get fired, we end up having to deal with “Kentucky video game activist Tim Jimmeson”.  In this game none of the main adversaries get killed, so it isn’t like you go around killing video game censors, for they never actually show up in the game world itself, and it’s all Blackplague versus the “morality police” a fictional army of soldiers dedicated to “upholding the standards of decency, with violent force!!!”.

I’m working on the levels for a short video thing I will do tonight, hopefully, on youtube, if not tomorrow. I have levels 1 and 2 done now and 3 will be done by tonight… 4 is just a rehash of 1 and the others, very few of them are original after that, a lot of revisiting old levels… More updates later, gamers!!!

Jan
27

So… 1995 me and a friend Bill embarked on creation of a FPS game idea that we hoped would revolutionize gaming apon it’s release…  It began in middle school, when we were both playing Doom, ROTT, Heretic, Hexen, and Terminator : Future Shock. One day he was like “lets build a video game together”, and I was trying to persuade him that we would have to be ridiculously good programmers to do this and it tooks dozens of them year just to do this… We were into programming, we eventually did take a Basic Course in High School, and I would go into the Hell that was the ridiculously brutal Pascal course than the insanely easy C++ Course in College.  We had our ideas but they took years to develop. In 1996 we actually had a story, a character and the villains set up, and even had enemy and weapon designs mapped out with crude drawings I did. I was never that good with art but these were the beginnings of it…

Our story involved a post apocalyptic wasteland 50 years or so from now, an insane cult who had nuked many cities, and had total control of all the worlds militaries (in secret), plus experimental warfare like cyborg soldiers, and mechs to fight on the streets with, plus insane scientists turning victims into experiments gone wrong that would kill more. Our hero was one of these experiments, a cybernetic mix of Human, Alien and Machine who was a metalhead.  He was to be a complete asshole who was hired by a mercenary guild who ruled by fear (think a far future Mafia) that was in control of the world before the cult took over. They wanted the control back so they hire you to exterminate the cult who had brainwashed all the living civilians to hate and attack you….. Sounds like an insane story, but we stuck with it…

We kept on getting cool ideas for weapons and enemies from other sources and even had one liners stolen from Metallica and Megadeth songs and stuff built in (his, not my idea). We had over 50 guns that the player would carry at once to help defeat his cult enemies, which were a combination of soldiers with guns, cyborgs with guns, mechs and androids, and horrible mutations all inspired by things like Bigfoot, El Chupacabra and even more scary crap like Mothman, and the “enfield horror”.  One of our cooler ideas was an enemy that waited behind random doors that would scare the shit out of the player and then run away really quick only to do the same thing again some other random time.. We also had a gruesome green thing resembling the Hulk that Bill didn’t want to use but I persuaded him. Then I thought up 2 insane mutant ideas. One was a fat obese thing that had grenade launchers for arms. We named him “Lardass!”. He was more like a human cop that ate way to many donuts than a Mancubus or something like that. He had clothes on but they were ripped and torn. Then came our first boss idea, A massive ugly thing with 3 mouths, and 2 eyes the size of a house that ate children from school buses!!! Not joking. He would pick up a school bus, bite of the front, then swallow all the kids as they fall into his mouth (all kindegarteners or something like that), and then vomit their guts and bones on you, then throw deisel trucks at you. (His size grew in designs from house sized to skyscraper sized, then to mountain size then back to house sized because mountain size is WAY to big for anything (or is it…))

Bill Thought up some disgusting ideas for weapons, including a gun that would knock enemies unconsious, but a secondary attack, would allow the player to run and jump on their chest, making their intestines fly out of their mouth, a “turd bomb” that literally was a joke weapon idea but I took it seriously and made it a weapon that dropped shit your enemies, and the one weapon idea that we thought up at the same time while watching the famous “Enema” Scene in Dracula : Dead and loving it, the “Rocket Propelled Enema Launcher”. It would fire homing projectiles filled with hot soap and worse (think barb wires or hot pokers!!!) and then home in on the ass of your enemy and then pump them with soap, making their body seperate and the waste, sending the chest and head flying in the air and then have the legs fall apart!!!!.

Really gory and disgusting ideas we had. Then I thought up a gun that was a black hole generator that would generate a mini black hole right where you aimed, so if you aimed at the foot… OWWWWWW! You’re footy would be spaghetified!!! Then if you aimed at the crotch… You see my point.  These ideas were so bad that the game could have been banned.. Seriously. In the actual final game releases in 2009 (unfinished beta), 2012 (final version) and 2013 (sequel) most of this stuff was toned down. But our original idea was BAD…

We were developing ideas right and left, envisioning our 30 mission plot that started in Space / or Cape Cod, MA (depending on the design document version), moving on to Boston. Hartford, new york, then Newark NJ, then to Atlanta, then Miami, then to Death Valley (!), then to Las Vegas, then to Minnesota, and then

to the central part of the country, Chicago, etc, then to the west coast, and then to Antarctica, then toundersea bases then to the Ruins of Baltimore and DC to finish off the game. Our plot had city sized levels with extreme realism in mind, like in shooting a wall made it crack open, shooting the ground made dirt fly everywhere, explosives create big ditches, glass hurts you if you shoot open a glass window, your legs and arms and head and chest had seperate health meters and if they got too low bad things happened, etc. We wanted this REALLY realistic by 1999 or so. We’re talking like STALKER but worse… If you took too much damage in the legs, you would have to crawl around and find a splint, or find a healing station.

 

We also had many many vehicles planned, like Jeeps, Cars, Hoverboards (!) (Back to the Future Inspired), Jetpacks, Harrier Jets, Exoskeleton mechs with super weapons, and worse… This would have been like Fallout 3 meets Far Cry meets Duke Nukem 3d with really bad language and gore… The gameplay would allow you to roam around massive cities sized levels and climb up skyscrapers and fight cult soldiers and stuff. There would also be “innocent” civilians but they all were hostile because they all hated metalheads or something like that. But there were mission objectives as well, each mission had certain goals that had to be done. It was really going to be like an Open World Shooter back in 1995. We had so many ideas, a Microsoft Works (!) document with 100′s of weapon, enemy, and level ideas by 2002, so much that this idea of getting it to a gaming company like ID would never happen. My Brother was involved, and we told him we were quitting. But I always wanted to see what it could have been like, for years afterward.

So here comes the part that took over 10 years to actually develop due to serious issues with virii nuking my PC, me deleting the backups by pure accident (!) and worse.  I had a doom mod based on the idea actually 75% completed with my own maps in 2002 but  I deleted the folder but kept the mod on a external HDD. But I accidentally deleted the mod… SHIT. Next, I developed the first 2 or 3 chapters on an old buggy FPS Creator version that was so bad that it couldn’t have possibly done what I wanted, so I ditched that in 2006.

I then used Gzdoom to create a beta version I did a “lets Play” of on my youtube channel for the first 5 maps. That came out great but had graphic bugs, tons of stuff taken from other mods, I couldn’t release it. That was in 2009. But it was lost so I had to refurbish it in 2012 complete with all the voiceovers completely gone because my backup of it was incomplete because in 2009 my PC was Hacked and destroyed by a Virus Attack. I tried to get all the really bad voiceovers recovered but I couldn’t so I replaced them with text messages and it wasn’t the same. At least I had all the levels right? Nope they were seriously unfinished, and I had to spend WEEKS fixing them, and had to ditch the last few… It went from 14 maps to only 11. Then I made the final version of onslaught 1 for Gzdoom in 2012 with randomly generated maps because I got sick and tired of map editing. It came out great and is available to download here. (Unzip it to it’s own folder and run Gzdoom.exe to play it). I ended up buying FPS Creator online again and got the latest patches for it and I like it much better than the Doom Editors I used before…

In terms of other onslaught games, I made a quick 8 map sequel  (Onslaught : Operation Assblast!) to this with FPS Creator which was just released here. It only has 8 levels because I’m not sure FPS Creator could handle a lot more. This is a first release and the final game release will be later with more levels… This is like a “Demo” or “shareware” version if you will. This version contains all the story elements needed to understand it but won’t have all the levels. Some will be inserted between them in the final game to make it have more than 8 levels…

Nov
24

This is a little mod I put together that randomly replaces all enemies, weapons and most items with monsters, weapons and items/powerups from realm667.com, a repository of custom doom content for zdoom ports.  I made this so I could play through normal doom1/2 megawads with the new content without having to edit each map to add it in…  It features over 50 weapons, new enemies by my not seen in other addons, and more.

Features:

- Tons of new enemies/weapons and powerups.

- Enemies new drop health and powerups randomly (but only original doom 1/2 enemes do this).

- Original doom 1/2 Enemies with guns only drop their weapons sometimes.

- Demons drop magical weapons (hit 8 key to select them, hit it again to select the next one.)

- Mutated (stronger attacks and faster movement) varients of all original doom 1 and 2 enemies.

- Zombified (Slower, stronger attacks, resurrecting) varients of all doom 1 and 2 enemies. Use the zombieman rifle or

explosives to kill them. If you don’t have them… RUN!

-  Totally new demons not seen in any addons.

- Demons from some other addons not found on realm667 (strain enemies, beyond doom enemies, etc)

-  Bonus content includes 3d models, skyboxes, lensflares and hi-res bumpmapped textures. Also contains heavy metal remixes of all doom 1 and doom 2 songs. GFX Bonus content is For Gzdoom Only.

- The ability to play Doom 1 megawads in doom 2.

- Enemies from Doom 2 will randomly replace enemies that appear in both games so that when you play ultimate doom  or doom  1 addons you will see random revenants, archviles, etc.  This to a degree also makes Doom 2 levels harder but It is something that needed to be done, IMHO.  Also random super shotgun zombies will spawn in both games so you can get the SSG in Doom 1 megawads. But you have to be lucky.

- The Ability to play Megawads requiring Final Doom : Plutonia Experiment in Doom 2.

Here are links to the original mod and the bonus content:

The mod itself:

http://www.4shared.com/zip/L-_MtOZy/imod.html

Bonus Content:

http://www.4shared.com/zip/tFsQcDKK/imodbonus.html

Installation:

Unzip all the files to your doom 2 folder and the 2 batch files load.bat and imod.bat

to play any addon for Doom 2, Final Doom, or Doom 1 type zdoom -file imod.pk3 <name of addon wad>

to play with the bonus content type : gzdoom -file imod.pk3 immus.pk3 imgfx.pk3 <name of addon.wad>  Leave Imgfx.pk3 out if you don’t have gzdoom and use zdoom. It requires gzdoom. To play with gzdoom just type gzdoom instead of zdoom. To play the music in zdoom type zdoom -file imod.pk3 immus.pk3 <addon wad to play>

To play doom 1 addons you need the heavy metal music pk3 (immus.pk3) loaded as well if you want  to hear the music. I could have put the music in but I no longer have The ultimate doom CD around.  I lost my ultimate doom and final doom cd’s years ago.  That’s why I made the ability to play ultimate doom and final doom requiring addons part of it.

Some Doom 1 addons cannot be played in doom 2, like KDIZD for instance will not work.. But most should.

Nov
17

Over the last few weeks, I’ve been working HARD on insane Doom, my latest Doom 2 megawad for the gzdoom Port. I finished mapping this morning and fixed a shitload of bugs as well…. It like agony will have 33 maps (1 really unplayable one, unfortunately, more on that later), and extremely difficult gameplay, in vein of Hell Revealed X10, very similar to a insane megawad in progress called sunder.

But unlike those, this features custom guns and enemies.  The short prerelease of maps 1-11  shows off what this could have been, but a lot has changed since then. For one there is only a few custom weapons left, and custom enemies, aren’t as numerous now. Still it is a great final Doom 2 mapping project for me, the last I will release that contains new maps…

I had to cut out most  of the enemies and weapons because infighting was making the game slow to a crawl and I would rather have less custom stuff then cut down on enemy count.  It is too bad too, because some of those guns were cool. But a few have remained. Custom enemies have been taken out. A LOT of them…. Most of the stuff from agony remains but all the realm667 stuff that didn’t make it into agony is gone… A pity. All the new guns can be selected with the 9 and 0 keys on the keyboard. Press them multiple times to cycle through them….

A word of warning…. This megawad is quite intense… A good system capable of playing modern games is recommended. Even on mine on UV in certain maps it slows down when 500+ enemies show up in one room…  This addon has 1000+ enemies in many maps so keep that in mind. Not so much early on in map1-11 but in maps 15 and later, much more common.   It also is a huge mod, weighing at around 400 MB. Sorry… But the stuff included such as the textures and heavy metal music could not be compressed more….

Many of the maps have hundreds of hard enemies per room… This is NOT meant for beginners or Doom people who hate stuff like Hell Revealed or other Doom “Slaughtermaps”. It doesn’t start  this way but becomes this way around 7 maps in… Some of the maps had so many enemies that reducing them was required to get a good framerate!!! Can you believe that?!     There are lots of new custom enemies and some are insanely hard. One called  the “Darkvile” is a spectral archvile that is hard as hell to kill (like 10x cyberdemon difficulty).  There are also meticulous mutated, supermutated and spectral cyberdemons that make normal cyberdemons look piss easy. Watch out!  To even up the odds the new super weapon (available to switch to with  with the 0 key) is a minigun speed BFG9000 called the BFG69000. It is required to beat later levels. Originally conceived as a joke weapon in torture only available in 2 maps, it was never so hard that you needed it then… Well… NOW you do!   Pure difficulty wise, this may be the hardest damn doom2 megawad ever. I am warning you. It is so hard that I had to reduce enemy damage to the player to make it fair.  It outdoes sunder.wad quite easily overall and map33 is the record breaker here… Not that it is playable…

Map33 is dubbed “the hardest Doom level EVAR!” and has nothing short of 19,768 enemies! You heard that right. 3023 of these 19,768 are cyberdemons! 99% of the other enemies are Revenants. That’s right, over 18,000 Revenants in one map. MWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAH!  Playing it is like having a tooth removed without being numbed first.  It runs at something like 0.05 FPS at first and slowly gets a teeny bit faster as you kill enemies. You get the BFG69000 and tons of cells and invulns but stilll…  It is so heavily infested that even when you kill all enemies with the console it still runs at 1.5 FPS! It was made to be a record breaker but the fact that it is utterly unplayable really doesn’t phase me at all.  Before this one map in SF2011 (slaughterfest 2011 megawad) and the infamous NUTS.WAD had the title of Most enemies per level. Not anymore!!!! This also has more cyberdemons per map in one room than any other WAD in Doom History. Some guy on youtube showed off his blood filled map that he used to kill 3000 cyberdemons with the stupidly retarded Superweap.deh patch that makes all guns in Doom fire at minigun speed. Of course he could do that in that map if it has a built in cheat mode like that… But can he handle this…. Probably not… If you like playing totally unplayable slow motion maps go ahead, but if not you might not want to go out of the secret exit in map32.  A word of warning… This megawad WILL slow down to a crawl at least 1 section of one map outside this level as well! You have been warned!

On my youtube channel (here), I will be posting me playing demos of the levels tonight and all this/next month till New years. Some maps aren’t guaranteed to be beatable on UV but I will give it my best try.. I will also upload all the demos in a zip file to this blog because some will undoubtably be too big for my capturing software to capture them.. Once it hits 12 minutes it crashes on my system so…

This mod is for gzdoom so hardware acceleration is required… Since skyboxes are part of it and gzdoom can’t do them outside hardware acceleration mode… If it can run in normal Zdoom I don’t know…   There are 2 downloads for this mod.. Download 1 is the the mod itself, available from here. Unzip all the files to your doom 2 folder and run the idoom.bat or type gzdoom -file idoom.pk3 to run it… Download 2 (available here) contains optional 3d models and high-res bump mapped textures for all the original doom and doom 2 textures.  Though, I found that Insane Doom runs much faster without the models and textures installed. If you want to run this without the batch file (the .bat will load the models and textures if they are present) type this command in the run box instead:

Gzdoom -file idoom.pk3 idmodels.pk3 idtex.pk3

Enjoy!!!

Nov
06

Behold…. The hardest Doom megawad ever made… Being worked on by me…..   I’m calling it Insane Doom… So Far Maps 1-11 are done, capping off episode 1..   And what an awesome project it is….  It features 3d modeled enemies, guns, and decorations, dozens of new enemies from realm667, same thing with weapons, and 11 really intense levels, that get worse through time. It doesn’t start insane, but boy does it end that way… Like Agony before it , expect Hundreds or even Thousands of enemies per level.  Also expect TONS of cyberdemons… Especially near the end…. Early levels don’t overuse hard enemies, but the later ones do…. It’s only gonna get more insane in later episodes…

New features:

High-res textures / 3d modeled enemies, weapons and decorations  / heavy metal renditions of the original doom soundtrack used for music…. / Dozens of new weapons and enemies, as well as magical weapons dropped by demons that can only be found on their bodies.

Requirements:

Doom 2, and Gzdoom, due to the dynamic lighting and 3d models features used…

A good gaming computer capable of running intensive levels using Gzdoom.

Mine is a Pentium Dualcore 3.0 GHZ, 2 GB ram, Nvidia Geforce gt 520. Not that a machine with those high of specs is needed to play this, but hardware acceleration is required.  Download it here…. 

Unzip into your doom2 folder and type the following command in the run bar in windows to run it…:

Gzdoom -file idoomep1.zip idmodels.pk3

Enjoy..

Oct
22

Back in 1995, me and a friend came out with an awesome idea for a FPS game.  In it you played as a cybernetic mercenary who happens to be a die hard metalhead/heavy metal music fan.  You started down in cape cod, MA or in a prison in outer space (in later drafts of the game idea).  A mercenary guild called the Anti-Social Services (or A.S.S. for short) would contact you and offer to hire you to do work against the main villains of the game, a mad cult called the Cult of the Serpent Church, which was in total control of at least the US and Canada during this time (the game took place around 50-60 years from now, in post apocalyptic ruins of cities). This cult was attempting to exterminate humanity, for whatever reason. They nuked washington DC and Paris a few months before the game started. They had total control of every major countries militaries. The Anti-social services were fighting them and losing. So they hired you, the cybernetic mercenary to help them out. You would be whisked off to many different cities along the whole east coast of the US, the move to the west coast, then Canada, then Antarctica, then finally the ruins of DC for the final level to fight and kill the mad cult leader. We named the character you played as as bastard at the time. He was really a badass, Duke3d like character, with BAD one liners, etc. My friend wanted the character to be a real anti-hero. Not a goody too shoes. The plan fit. For the next 6 years from 1996 to 2002  we kept on thinking of enemy, weapon, and level ideas. We had hundreds of each. The plan was getting so ridiculous that we eventually stopped updating it and scrapped it. We wanted it to be  given to a game company, and get paid. It never happened… But that doesn’t mean Onslaught is not being made.. MWAHAHAHAHAHAHAHAHAHAHAHAH!

Using Gzdoom you can easily make standalone games without using anything from the parent game (doom 1/2 etc). I’ve been doing just this to make onslaught as a standalone Game, using Freedoom as a base. Freedoom is a free Doom IWAD, and allows anyone to play any doom addon without the full game even installed. Using resources from realm667.com I have managed to recreate many of our old ideas for monsters, cult soldiers and weapons. Only thing left was levels. Not a big fan of doing my own maps for Gzdoom I decided to use a really good Doom Random Map generator that does really well designed urban levels (for that time anyway). I used these levels as a base and simply retextured them with free Photorealistic urban textures, and added enemies here and there and tweaked other thing. The project is almost done, after almost 15 years of developement time! I plan to release it by midnight on Halloween 2012. Some things need to be changed though… Not major changes mind you, but some minor issues. But most of it has been completed, including all 32 levels.

Gameplay wise, onslaught is quite different from normal shooters. Number 1 it is excruciatingly difficult on higher skill settings, and even has heart attacks simulated in it’s scripting library for low health. Number 2, since you play as a cyborg (now being called Asshole), you get to use cybernetic powers with the f1,f2,f3,f4 and f5 keys. F1 gives you a temporary cloaking ability. F2 heals you. F3 gives you nightvision that allows you to see invisible mutant enemies. F4 puts up an impenetrable force field around the player for at 10 seconds at the default level.  F5 is the best though. It’s called Metal rage, and is aptly named. After screaming out a metal related phrase at the top of his lungs, our character gets 2x boost to weapon fire rate for quite some time.  Using Forcefield and Metal Rage make the game much more bearable because you do 2x fire speed and are invincible.  F2 can save you from some bad situations. In this game you get punished for low health a lot more than others. Once your health drops below 75 you start bleeding, making your health drop slowly over time. The lower your health gets, the more health is subtracted per 2 seconds.  It’s important to keep your health above 75.  Good thing that there are many ways to heal you. Health kits are everywhere but you can use them any time you want… Also killing enemies gibs them even with light weapons. You get health by eating gibs in this.  The more gibs you create per kill the more health you will get.  Using machineguns is advisable because you cause more damage per second. Adding metal rage doubles it so always hit f5 to make it more gory. More guts, more health. In this game enemies are around every corner at the start and you eventually run into 200+ per level later on. It becomes like serious sam, enemy concentration wise. Combine that with the difficulty and you get a mix of tactical and twitch shooter gameplay aspects. I think it’s quite cool.

In terms of level progression, this is quite different from most FPS games. Each level is linear for the most part but the progression from level to level is not. You start the game in your HQ. Once you go into the computer room, you get to flip a switch that selects what mission you want to do. Flipping it again selects the next one, till you reach the last, and flipping it then will select the 1st again.  Flipping another switch warps you to that mission. Once you finish the level the mission is in you return to the HQ with your guns stripped from you to ensure you start each level from scratch. There are so many guns in this game that carrying them over from level to level will make it too easy. 25 guns is a lot. You can replay all the levels multiple times and more levels will be made later to make it even more fun, so that you get not 32 but 64 levels to explore. 32 more bonus levels… This in scope is closer to something like Skyrim then a normal FPS game. although each level is totally linear (the random level generator has no option to remove locked doors, etc to make it nonlinear), it is still fun. In a bonus pack down the road you will get an option to go on a “vacation” and explore a randomly chosen map from the 32 bonus ones…. Something to make the game more replayable.

You also get money in this game to use on spending on new guns to start new missions with. Once you visit every room in the first HQ map you will run into buy and sell switches in another room.  Pressing one selects the item to buy. Pressing it again selects the next one, etc. Pressing it once you reach the end makes it select the 1st. Pressing the second switch buys the selected item for the mentioned cost.  The difference in Onslaught is that the money comes as a bonus for good performance 5 minutes in in any level. The more monsters you have killed by the 5 minute mark, the more money you get.  So in harder levels, you get better rewards, money wise… The game has innocent civilians who are all big assholes but are not hostile… You get generic male civis, female civis, teachers, violent video game protestors and idiots from doomworld.  They all count as enemies to kill so killing them will get you more money..  Each is a parody on idiots of real life.  Male civilians, and female civilians are based on idiots I dealt with in real life. Teachers are based on the idiots we had for teachers in many schools I went to.  The video game protestors were a semi-joke making fun of real life anti violent game activists. Killing them is optional and often time they get killed by the enemies by accident… There are at least 10 per level in most levels..

In terms of how easy it is to use stuff to make a game, you really have to be careful what you use. I had to change sounds for 99% of the enemy cast, and had to cut many enemies and weapons because idiots on realm667 were uploading custom monsters and weapons that used sounds from other games. This is something that can get you sued as a game developer, for distributing copyrighted sounds from another game, even though you weren’t the one who ripped the sounds from the other game in question. I had to cut out a LOT to get around this and it pisses me off. You’d think the people in charge of that site would add a stipulation that says (non-infringing content only!) but they don’t. It isn’t my fault that half of that stuff steals content from other games and it pisses me off.  I had to get rid of 40% of the old stuff due to this. Not a small %.

The textures I used come from many sources, but none come from other games. Most are from a photorealistic texture pack released on half-life forums years ago. Since gzdoom supports hires textures this was the obvious choice for good looking GFX. Add the dynamic lighting around torches that you can boost by setting the max size and intensity of all lights,  and you can make the old gzdoom engine look as good as HL2 graphics wise, maybe not architecture wise, but it looks almost that good.  Some textures came from free texture download sites which don’t exist anymore. I altered many to get them to tile and bump mapped every single texture in a painting program to make them look even better. The sheer amount of graphic detail the environment has in it is insane in Onslaught…. Here is a trailer I uploaded to youtube today…

Check that out… I plan to release it soon, within the next 2 weeks or so…. I plan to release the game as a free download in 2 week or so. It won’t require any doom game to play.. Completely standalone. It WILL require hardware acceleration though because it uses lots of dynamic lighting and high-res textures and skyboxes.Stay tuned…

Oct
18

In my last post I mentioned a new game by anarchy software called Onslaught Zero.  That was planned as an open world prequel to my Onslaught game that never got released. In a last minute change, I’ve decided to completely remake the old onslaught game instead of doing a prequel. The game, simply entitled Onslaught, and is based on an idea me and a friend came up with for a FPS game way back in 1995. The story in this, is is quite dark for FPS stories. It is 2075, and a massive secret cult with advanced weapon, cyborg, and other technology starts nuking cities and bombing others in a insane attempt to eliminate mankind.. They also use experiments gone wrong to eliminate more people. Only one person can stop them…. “ASSHOLE!”. That’s you. Asshole is a cybernetic mercenary who is a metalhead. He has super powers that allow him to survive the endtimes.  He gets a job to stop the cult’s plans from a mercenary guild and starts doing missions for them just to earn money.  Like Duke3d and Shadow Warrior, our character says horrible, offensive oneliners, blows up stuff, and generally is a complete asshole.  Back in 1995 we planned this idea, filled with 100′s of weapon ideas, 100′s of levels, all to be the size of cities, and lots of really bad over the top content, to be given as an idea to a gaming company. We had so many ideas in 2002, that we just quit. But now I am making the game standalone for Gzdoom. It does not require Doom or Doom 2. It’s completely standalone. And I am releasing it online soon.

It will be open world with 20 levels with  missions to do in them,  and 12 areas that have no missions associated with them.  In total there are 32 levels. Each level takes you back to the home base where you start the game when it gets finished.  This home base allows you to visit any of the other 31 levels in the game at any time. If you visit a level where your next scheduled main quest mission is in, that starts and you can then play the subsequent mission afterwards. Revisiting another level that your next mission does not take place in allows you to explore it before you take the mission. Revisiting levels makes it so enemies respawn so don’t expect to be able to clean it out in the first visit and complete the mission without combat on the next, etc.

Most of the enemies and weapons are already done. Some are still being worked on. I’d say the project is around 70% complete now. Levels will all be done with random map generators to speed up development time. These random map generators can make competent, but not super levels, in terms of architecture, and give the user total control of what enemies are allowed in the map, etc.     This has been my prefered way of doing maps for games for a while and this particular one does good urban settings, so I’m sticking with it. Maps 1-15 are done. Maps 11-15 still need to be tested…

In terms of new features, this game will be excellent in the way it refuses to use copycat FPS mechanics. Number 1, health, although in the level, is quite rare, and the use of the 5 cyborg powers (cloak, heal,nightvision,forcefield,metal rage),  is important to beating the harder levels on higher skill settings. You will take tons of damage without the forcefield power on and lots of traps lay around, visible and invisible landmines, etc. Also mutants are very scary and deadly and will be harder than mere human soldiers, which are no picnic themselves. Forcefield is required for beating some enemies. Nightvision allows you to see invisible mutants and is a must in certain areas. Cloak is ok, heal is very useful, and metal rage, is quite good for it heals you, after asshole (the players character) screams out “AAAAAA. Metal up your ass!”, a tribute to the original title of the first Metallica CD, before the label rejected it.  Since your character is a cybernetic mercenary who listens to metal, it fits. All the music in the game was written by me, as an old soundtrack that went unused, it’s also metal, being underground melodic death/thrash type stuff.

The level progression in this is not like typical shooters. Nor is it open world. Somewhere in between. You start at your home base, and have the option to buy items and weapons with money you earn later. A mission computer allows you to select a mission to play out of 19. 12 bonus areas are also selectable that have no missions. these are levels but lack objectives like the others, but are completable. They are the levels that took place in the cities onslaught doesn’t use as main missions. From day 1 when onslaught was simply a video game idea to give to companies, way back in 1995, the game’s plot started you in Boston, MA, then made you take a mission in hartford, then NYC, then Newark, NJ, then Savanna, GA, then finally as a boss fight, Miami, FL, where you fought the cult general in charge of their nuclear attacks. The game continued as you fought in a secret lab in death Valley, then went to Las Vegas, then to Minneapolis, then to Chicago, then to the west coast, where another boss fight happened. Then you were sent to antarctica then to the nuked ruins of Washington DC  to fight the cult leader.  The game has these same missions in it. I wanted levels to take place in different cities as early as this, and they still do.

After the player completes a mission, they are brought back to the home base, with all weapons stripped from the player. This is done because the character would not want to walk into the home base with his guns out. Here you can use the money you earned, to buy guns to start the next chosen mission with. The money  is given to you 5 minutes in in each mission, and the amount is based on how many enemies you’ve killed by then.  You can do any mission and bonus area in any order and even multiple times. The items and weapons are quite expensive, but making you loose all guns after each mission is complete makes the player get more incentive to stock up, also it makes the game a little more interesting because certain mission require certain weapons from the get go, and your choice does matter when you stock up, a little strategy is needed there. The money system also gives the player incentive to kill as many enemies as possible in 5 minutes to get more money.

Currently the game is about 75% done. All that needs to be done is more levels. I expect to release this within the week, or next week at the latest… Stay tuned… Here are some screenshots taken of the game, BTW.

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