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[complete] gorescript - modern day Doom clone


timeinvariant
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gorescript is a free and open-source modern day Doom clone.

 

In other words, it's a retro first-person shooter with an abstract aesthetic, featuring old-school, non-linear, secret-filled 2.5D level design and voxel-based enemies, items and weapons.

 

It's basically my do-it-yourself way of making a Doom WAD, one that involves building your own Doom-like engine first. :)

 

Play link: http://timeinvariant.com/gorescript/play

More info: http://timeinvariant.com/gorescript

GitHub repo: http://github.com/timeinvariant/gorescript

 

New since pre-alpha build:

  • 2 new levels
  • Ranged attack monster
  • Automap
  • Performance improvements (still lags in Firefox, but should be quite playable in Chrome)

 

Trailers:

 

http://www.youtube.com/watch?v=K-TJn5Mo_8I

http://www.youtube.com/watch?v=_LGkWrLExWY

 

Enjoy!

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This is great! - I love the player movement, it feels exactly right to me. The level design also feels just like I've woken up in 1994, just like it says.

 

I did not like was how weak the starting weapon was. It takes so long to kill a room full of enemies that it feels like a chore - I ended up running past most enemies until I got some better weapons because it was so slow.

 

(For comparison: In doom the pistol can kill a trooper in less than 1 second. In Gorescript the triangle enemy takes more like 3-4 seconds to kill with the starting weapon. It really adds up in rooms with lots of enemies.)

 

Apart from that little gripe, it feels perfect.

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Thanks for the feedback, it's much appreciated. :)

 

The level design style I tried to emulate is from John Romero's levels in the first episode of Doom. Those large twitching light panels in particular are a reference to that.

 

As for the pistol, I probably spent way too much time playing Doom on Ultra-Violence difficulty, where it normally has very little use.

 

A counter-argument to this is Brutal Doom's starting weapon: it replaces the pistol for an assault rifle (with aim down sights, of all things), which actually remains relevant throughout the entire game.

 

Ultimately I went for the first option, but indeed I can see the benefits of the second.

 

My take on the pistol was to make it deliberately weak in order to entice players to look for upgrades (the shotgun is very close to the starting location on each level, while the hyperblaster is usually more hidden). I feel this is a bit counter-balanced by the fact that it has infinite ammo, so that you're never in a position where you can't attack at all. It's much more similar to Quake II's starting weapon than Doom's.

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  • 2 years later...

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