Rayman DOOM (new video showing 4 levels)

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Phoenixan
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Re: Rayman DOOM (now with video)

Post by Phoenixan »

Hell no, don't drop the guns. Otherwise, it wouldn't be Rayman DOOM. :pascontent:

Cool stuff with the texture rips though. :D

Oh, and by the way, awesome sprites too.
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Re: Rayman DOOM (now with video)

Post by Joshua822 »

I have a little remark. In the video of the game you posted, it seems that when a robo-pirate is killed it turns into dead organic matter. To make it more realistic, the dead robo-pirate should turn into a pile of old iron.
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Re: Rayman DOOM (now with video)

Post by spiraldoor »

The game looks great. You should definitely use Rayman enemies – putting Doom enemies in the Glade of Dreams would just come across as laziness. I’m sure there are some people here who would be willing to help you with the sprites if the workload gets to be too much.

I don’t think the Robo-Pirates should turn into heaps of scrap metal. They should just explode and disappear, like they do in Rayman 2. Maybe they should leave Red Lums behind for you to pick up and restore your health.

I’m not sure if you should replace the gun with a magic fist – it could easily end up looking stupid.

I really like how you’ve integrated the Rayman 2 and Rayman 3 locations so far, but what about the Rayman 1 environments? I admit that it would probably be more difficult to use them, since we’ve never really seen them in 3D before, so you would have to be a bit more creative when trying to get them to look right.

In case you weren’t aware of this, you can get the Rayman 1 sprites here and the backgrounds here.
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Re: Rayman DOOM (now with video)

Post by PowerPatrick »

spiraldoor wrote:I’m not sure if you should replace the gun with a magic fist – it could easily end up looking stupid.
I've already suggested energy spheres, if you look at my post in the first page.
spiraldoor wrote:but what about the Rayman 1 environments?
Not too fitting in my opinion...
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Re: Rayman DOOM (now with video)

Post by spiraldoor »

PowerPatrick wrote:
spiraldoor wrote:I’m not sure if you should replace the gun with a magic fist – it could easily end up looking stupid.
I've already suggested energy spheres, if you look at my post in the first page.
I know. I was questioning whether your suggestion was a good idea.
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Re: Rayman DOOM (now with video)

Post by MMMorshew »

Wow, thanks for all those comments. :D
I now have a complete collection of the enemies of I have finished so far:
Image
(and yes, the blue chaingun pirate does have very bright colors in that picture. But ingame, because of the color palette, he looks a lot darker and more purple-ish)
I will upload a video soon in which you can see me fighting those enemies, because I totally LOVE how all the animations turned out. Prepare for raging Hoodlums going SPLAT :bad: )

@DingoDile
Thanks. Yes, I really hope that I finish this. At the time it`s going along very nicely. :)

@Phoenixan
No no, I won`t drop the guns. Slaughtering pirates and hoodlums wouldn`t be as fun without them. :wink:

@Joshua822
Actually, they DO turn into a pile of old iron. But due to the low quality of the video and the outdated sprites (which looked very red) they look like meat. But now I have made new sprites which look a looooot better. 8)

@spiraldoor
Thanks for this long comment. :D
I actually get along very nicely with all the enemies. I finish one enemy every day, so I should have the entire DOOM monsters replaced with rayman enemies in a few days.

At first, the death animation showed the pirate exploding and vanishing. But it looked very lazy and also a bit weird, so I added a pile of scrap metal at the end of the animation. Two days ago I updated the animation again - now you can see little pieces of the exploding pirate fall to the ground, which looks a lot better. I will most probably keep it that way. :wink:

You will be able to collect red lums to gain health, but it is not possible to make red lums appear after a pirate was killed with the modding tools I use. There are source ports for DOOM that provide all kinds of modding tools without limitations. If I would use those, my game would only be playable in that single source port, which I don`t want. Right now my project runs in every single source port and even with the original DOOM executable. Also, I don`t really need more modding possibilities, because I can create all the things I had planned with those I use. :D

I would probably only replace the plasma gun with raymans fist. I think that it actually wouldn`t look that stupid if I change the sounds and lower the fire rate.

I don`t know if I should add Rayman 1 locations. Many graphics wouldn`t be very useful as textures and drawing them completely from scratch would be a huge undertaking. However, I thought about using that jungle guy with the green skin, the moustache and the hat as one enemy. Also, rayman 1 backgrounds could be VERY useful as skies.

Also, thanks for the link. I will have a look at those sprites. :D
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Re: Rayman DOOM (now with video)

Post by Skaarj »

wow this is epic and i wanna know who they substitute and why the blue robot have spikes in his back?

ps=the daemon tool lite worked?
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Re: Rayman DOOM (now with video)

Post by MMMorshew »

The next enemy is also finished now - the Hoodstormer. :D
Image

@thebrazilianskaarj
The enemies replace the doom monsters, and even if I want them to be as close the the real monsters as possible, their behaviour is changed a bit to fit to the animations and the behaviour of the real enemies out of the rayman games.
Right now they replace:
Red Pirate - Shotgun Zombie
Ninjaws - Revenant
Slapdash Hoodlum - Demon
Hoodoo - Archvile
Blue Pirate - Chaingun Zombie
Hoodlum - Imp
Green Pirate - Pistol Zombie
Hoodstormer - Cacodemon
The blue pirate has spikes on his back just to look cool and different. :wink:

I haven`t tried out that tool until now, but I will today. :D
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Re: Rayman DOOM (now with video)

Post by Skaarj »

heres a hint make the rayman 2 final boss to make him replace cyberdemon (that demon that shoots rockets)
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Re: Rayman DOOM (now with video)

Post by spiraldoor »

MMMorshew wrote:I don`t know if I should add Rayman 1 locations. Many graphics wouldn`t be very useful as textures and drawing them completely from scratch would be a huge undertaking. However, I thought about using that jungle guy with the green skin, the moustache and the hat as one enemy. Also, rayman 1 backgrounds could be VERY useful as skies.
I think the tiles could also be useful for floors and walls. You can extract them very easily from the Rayman Designer PCX files.
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Re: Rayman DOOM (now with video)

Post by Adsolution »

^eg the band land bongo loops as walls for platforms.
MMMorshew
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Re: Rayman DOOM (now with video)

Post by MMMorshew »

That is a good idea, but I should try to fit the style a little bit to the other textures. :wink:

Here is a new enemy. He isn`t animated, but I just wanted something to show. :D
He looks similiar to the heckler hoodlum in rayman 3, but he shoots two huge rockets simultaneously at the player.

Image
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Re: Rayman DOOM (now with video)

Post by Skaarj »

wow thats awesome,hey heres a idea,remenber that skull monsters,why not replace them with the antitoons
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Re: Rayman DOOM (now with video)

Post by MMMorshew »

thebrazilianskaarj wrote:wow thats awesome,hey heres a idea,remenber that skull monsters,why not replace them with the antitoons
You mean the lost souls that fly around and bite the player? I have already replaced them with black lums that go SPLAT when you shoot them. :twisted:
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Re: Rayman DOOM (now with video)

Post by Skaarj »

MMMorshew wrote:
thebrazilianskaarj wrote:wow thats awesome,hey heres a idea,remenber that skull monsters,why not replace them with the antitoons
You mean the lost souls that fly around and bite the player? I have already replaced them with black lums that go SPLAT when you shoot them. :twisted:
sounds better,some boss you could replace with mr dark and rayman 1 enemies too
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Re: Rayman DOOM (now with video)

Post by Chilly Willy »

This looks like an awesome TC. Especially for Doom fanatics like myself. :D

While I think that keeping the regular weapons is better, there is something to the idea of replacing the rockets with Rayman's fist. :hinhin:
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Re: Rayman DOOM (now with video)

Post by ParadoxJuice »

Are the levels just edits of existing levels, or are you going to make new ones? Recreations of the R2/3/M levels would be awesome.
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Re: Rayman DOOM (now with video)

Post by MMMorshew »

@thebrazilianskaarj
I still have no idea if I am going to add Rayman 1 enemies and which one it should be. Maybe I mainly focus on pirates and hoodlums. :?

@Chilly Willy
Thanks. :wink:
Maybe I am going to do that. But I also thought about replacing the plasma gun with raymans fist that throws energy balls.

@ParadoxJuice
I want to make my own levels when I am finished with all the enemies. The levels however will be pretty short, maybe a bit longer than the first level of DOOM I. Recreating existing levels would be cool, but it is very hard to do with the doom engine and the textures I have. I wanted to make a little, doom-like storyline, in which Rayman gets totally pissed about the sudden return of all his enemies and starts going an a rampage with all kinds of weapons. The levels should be new places in familiar settings (forests, pirate strongholds, hoodlum hideouts, caves and so on) and I will try to connect them with each other, so that you see the end of the previous level when you just have entered the new level (I hope you know what I mean :wink: ). This should give the player the feeling that he is actually traveling trough raymans world.
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Re: Rayman DOOM (now with video)

Post by Chilly Willy »

Those kinds of levels would be awesome, but a lot of work. I can see why you'd put it off. :wink:

I just think of Rayman's fist doing the same kind of damage as the rocket. :twisted:
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Re: Rayman DOOM (now with video)

Post by ParadoxJuice »

Cool idea. You couldn't just rip all the textures from R2, I suppose? Oh well, original levels are pretty cool. Also, R2 levels wouldn't work when you can't jump or helicopter hair.
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