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Off-Topic Discussion => General Discussion => Topic started by: Unknown Target on August 26, 2004, 06:44:48 pm

Title: New Doom 3 mod idea---Beyond the Prism
Post by: Unknown Target on August 26, 2004, 06:44:48 pm
Reposted from the ModDB (admins, if this is allowed in the Hard Light forum, could you put it there?)

Wanted to see what you guys thought.


Hi all, this is a mod idea that popped into my head earlier. I think, well, it's pretty unique. If you're interested, PM me for the real unique part of the storyline...unfortunately the entire game is the storyline, there's no real backstory (a rarity I believe in this day and age of game modding, no offense to anyone Happy).

NOTE: This is the actual beginning of the game, not a backstory. You play through this.

Anyway, the game starts out with you, the player, as a space marine (keep reading). You're ship, while on it's regular patrol route. picked up a large object on radar, located in deep space near its location (please keep reading, I promise, it gets interesting).
It turns out to be a collossal ancient battleship, the Flintlock one that had been assumed lost during abnormal solar activity....your team boards the ship, attempting to find out what happened.....by the looks of things, everything's been dead for about 100 years or so. There are no remains of any human life on board, save for a few bleached bones. Your team's main mission at first is to restore lighting, full power, etc...however, once they get to the control room, they find the entire instrument panel is smashed. Nothing works, and it's impossible to start anything from the main bridge. The team is ordered to start everything from the auxilary control system near the main engines.
They continue down, down into the belly of the ship, searching for something, anything...faint glows from windows illuminate the empty, corroded and musty corridors.

Suddenly, a faint scream is heard....the team assumes it was nothing....but it keeps getting louder and louder, closer and closer. It sounds like it's coming from behind them, but suddenly it's from in front, then all sides. The shadows on the walls start to move, coming alive in the dim light. Dancing around, they move silently. Suddenly, one shoots a long, black arm straight at a soldier. He is slammed up against the opposite wall. Shooting wildly, his shrill screams of agony can be heard echoing down the hallway, mixing with the constant report of gunfire as he tries to kill whatever it is that has him. Suddenly, he straightens up, and his chest is thrown outward. Uttering one last scream, a blue light explodes from his body, and the shadow recedes into the wall, leaving him to slump silently to the floor.

Shocked, the team is gven order to open fire. They (and the player) begin to fire off at the walls, trying to kill whatever it is that hides upon them. Howveer, it soon proves that the shadows are impossible to hit, because as soon as a round approaches them, they dart off to another corner.

A shadow of a hand passes over a marine's pistol hand. Grunting, he's unable to resist it as his arm is pulled quickly over to a fellow marines, discharging a round into it, and doing the same to him soon after.
It continues on like this for some time, the shadows slowly cutting down more and more marines, either by controlling them or by killing them with the same black tentacle.

Eventually, all that's left is the player. Staggering, low on ammo and health, he is ordered to find his way back to the entry point. Running at full speed down a narrow corridor, his view shifts and staggers like the shadows on the wall (read: distortion effect). Suddenly, he hears the same screams approaching. They get closer and closer, until finally once again the shadows are on top of him. He fights desperately, but is soon overtaken, and falls. The view shifts as he falls to the ground, and when he hits the floor, the shadows slowly start to edge towards him, and his view fades to black.

It stays like that for a few seconds, until the blackness is broken by a bright white light. It's blurry at first, but grows brighter and brighter, until finally everything comes into focus. The light is moved away and replaced by a smiling face. The player is told that he/she had taken a nasty fall, and had been sleeping in the infirmary for the past few days.
The player is also informed (through small tidbits, like, here's your pistol, report to MP HQ as soon as you can), that he/she is a gaurd aboard....the Flintlock.
However, when the player is allowed to stand up, he/she sees that it is not the same Flintlock that they first boarded. At least, not exactly. The corridors and windows and everything else are all in the exact same place, but the ship is fully lighted with a pale, white glow reflecting off its white-painted corridors. Crewman walk smiling by, and everything is functioning normally...

And that's where the story that I can tell you ends.

Reason for doing this:
I want to scare people ****less.

Reason for using Doom 3:
It's advanced lighting techniques would be perfect for this.

Gameplay:

Actually very little combat until 3/4 of the way into the game (with the exception of the first fight, of course).

Sneaking and stealth.

Horror/Psychological gameplay.

A detailed and engaging storyline.

If you're interested in doing this, IM me on AIM (gbhunknowntarget), MSN ([email protected]), or e-mail me at [email protected]. You can even PM me here :D
Title: New Doom 3 mod idea---Beyond the Prism
Post by: Eishtmo on August 26, 2004, 07:32:22 pm
Read this (http://www.caltrops.com/article0015.php) and this. (http://www.caltrops.com/article0017.php)

No criticism, just as you continue to work on your idea, remember all of those, and don't do anything remotely like that.
Title: New Doom 3 mod idea---Beyond the Prism
Post by: Unknown Target on August 26, 2004, 07:53:39 pm
Lol, thanks for the links. I got quite a couple good laughs. :) Hey, I need some help with fleshing out the story, would you be interested in helping out?
Title: New Doom 3 mod idea---Beyond the Prism
Post by: Triple Ace on August 26, 2004, 08:40:25 pm
Almost any mod for Doom 3 is good so hire some people and get to work. I'm three quarters through on nightmare.:D
Title: Re: New Doom 3 mod idea---Beyond the Prism
Post by: Ransom on August 27, 2004, 08:03:06 am
Quote
Originally posted by Unknown Target
...but it keeps getting louder and louder, closer and closer. It sounds like it's coming from behind them, but suddenly it's from in front, then all sides.

This is the bit where I started wanting to play this mod.

Quote
Originally posted by Unknown Target
Grunting, he's unable to resist it as his arm is pulled quickly over to a fellow marines, discharging a round into it, and doing the same to him soon after.

This is the bit where I decided it's the best D3 mod idea I'd heard yet.

Quote
Originally posted by Unknown Target
However, when the player is allowed to stand up, he/she sees that it is not the same Flintlock that they first boarded. At least, not exactly. The corridors and windows and everything else are all in the exact same place, but the ship is fully lighted with a pale, white glow reflecting off its white-painted corridors. Crewman walk smiling by, and everything is functioning normally...

I must play this mod.

I'd very much like to help out, but I have no skills in anything regarding Doom 3 besides storytelling and conceptual stuff (which isn't anything to do with the D3 engine anyway) and a vague idea of mapping.
Title: New Doom 3 mod idea---Beyond the Prism
Post by: Unknown Target on August 27, 2004, 08:12:19 am
Heh, thanks for the support guys :) If I can get some people to help me with the coding, texturing, and mapping (I can do conceptual, modelling, and storylining), well, I'd love to start this :)

Is anyone interested?
Title: New Doom 3 mod idea---Beyond the Prism
Post by: Anaz on August 27, 2004, 10:33:39 pm
this is rather tentative, but if I can get a hold of the doom 3 map editor, figure out how to use it, and have some time, I'd love to help with this. I most certainly want to play this, and I'm reasonably good with level editors, as long as someone else makes the concept.
Title: New Doom 3 mod idea---Beyond the Prism
Post by: Unknown Target on August 28, 2004, 10:51:23 am
Great! That'd be awesome! If I can get enough people for this, I could probably draw a deck layout of the whole ship! :)

(I'm thinking about 10 main decks, 3 service decks, the engine compartment, and the bridge).
Title: New Doom 3 mod idea---Beyond the Prism
Post by: Corhellion on August 29, 2004, 10:47:59 pm
Day-um...That actually sounds like a freakin good mod!...maybe even a movie...hmmm...I must get D3...

...anyone know where I can get a demo...or...if there is a demo?
Title: New Doom 3 mod idea---Beyond the Prism
Post by: Ransom on August 30, 2004, 12:05:57 am
There's no demo, at least not yet.
Title: New Doom 3 mod idea---Beyond the Prism
Post by: Quickshot14 on August 30, 2004, 12:33:53 am
Auctally a freespace mod in doom3 would be pretty sweet. Maybe as you playing a special ops or something? Can you just see it now? Being a marine for the GTVA with vasudan teamates or finding a ship infested by shivans or something, if done right would be damn sweet! And the doom3 engine would probley be the best engine to use cause well 1 lighting effects (see beam fire out a window or something damn cool) and 2 the way the have the gui panel interfaces and video (anyone played doom3 will see this, one of the neast things i liked about d3) defintly would be cool.

I can see one of the weapons now a proptype handheld beam cannon *heh* Just a thought, still sounds intresting give it a shot, if I had a better pc i'd probley take a shot at d3 modding but I wasn't even suposed to be able to run the thing *thou I did ;)* so I doubt I can mod it well *heh*
Title: New Doom 3 mod idea---Beyond the Prism
Post by: Flipside on August 30, 2004, 01:35:36 am
My only problem with a Freespace 2 RTS, is you are either going to be fighting Terrans, Vasudans or Shivans, and that's about it, and it's unlikely you'll meet a mixture of any, so personally, I think I'd end up getting fed up with encountering the same enemies over and over. To be honest, Doom 3 didn't have enough variation in enemies for my tastes.

My own wish would be to Mod a return to Hell mod though, you didn't spend enough time in there ;)
Title: New Doom 3 mod idea---Beyond the Prism
Post by: Ransom on August 30, 2004, 03:13:25 am
Quote
Originally posted by Quickshot14
Auctally a freespace mod in doom3 would be pretty sweet.

http://mods.moddb.com/834/

Although it's on hold for now since the mod leader's working on a different project at the moment.
Title: New Doom 3 mod idea---Beyond the Prism
Post by: pyro-manic on August 30, 2004, 02:13:08 pm
Groovy idea. :yes: I like the sound of it a lot. I have no modding skills, so I can't help, but good luck with it. :)
Title: New Doom 3 mod idea---Beyond the Prism
Post by: Unknown Target on August 31, 2004, 02:16:20 pm
I'm gonna post a help request on modDB. I'm gonna rename the mod "Prism". :)

Why? 1) Because it sounds cool, and 2) Because I'm considering this world as white light, and once you pass beyond it, you seperate light into it's basic elements, hence what this game is made of, life and consciousness's basic elements. What do you guys think? :)
Title: New Doom 3 mod idea---Beyond the Prism
Post by: Stunaep on September 01, 2004, 03:50:42 am
Quote
Originally posted by Anaz
this is rather tentative, but if I can get a hold of the doom 3 map editor, figure out how to use it, and have some time, I'd love to help with this. I most certainly want to play this, and I'm reasonably good with level editors, as long as someone else makes the concept.


Same thing.
Title: New Doom 3 mod idea---Beyond the Prism
Post by: Grug on September 06, 2004, 08:17:59 am
Wow, for once, that sounds like an actual in depth storyline.

I certainly hope you finish this mate.

I have a few abilities that could help but not a terrible amount of time...
But it still sounds like a killer mod, and I'd love to help anyway I can. Textures, effects, character design, level concepts etc...
I might PM you...

Definitly hope this mod lives to see the light of day...

:D

-Gruggles
Title: New Doom 3 mod idea---Beyond the Prism
Post by: Black Wolf on September 06, 2004, 08:35:24 am
Quote
Originally posted by Flipside
My only problem with a Freespace 2 RTS, is you are either going to be fighting Terrans, Vasudans or Shivans, and that's about it, and it's unlikely you'll meet a mixture of any, so personally, I think I'd end up getting fed up with encountering the same enemies over and over. To be honest, Doom 3 didn't have enough variation in enemies for my tastes.


I'm not so sure about that. Assuming you were a Terran fighting vasudans, you'd have more than one type of Vasudan, just like there're more than one type of human enemy in modern day FPSs. There's also the possibility of fighting in/against vehicles.
Title: New Doom 3 mod idea---Beyond the Prism
Post by: Setekh on September 07, 2004, 02:41:11 am
Mmmm, spooky. :) Oh and yeah, moved. This is pretty borderline stuff, so it's not a problem.
Title: New Doom 3 mod idea---Beyond the Prism
Post by: aldo_14 on September 07, 2004, 03:09:55 am
Quote
Originally posted by Black Wolf


I'm not so sure about that. Assuming you were a Terran fighting vasudans, you'd have more than one type of Vasudan, just like there're more than one type of human enemy in modern day FPSs. There's also the possibility of fighting in/against vehicles.


you'd have at least 2 different colours of body armour!
Title: New Doom 3 mod idea---Beyond the Prism
Post by: Grug on September 07, 2004, 03:19:22 am
hehehe.

Or maybe, just maybe someone could do some 'character concepts' and create some new, never before seen badguys.

btw, on a side note: How come the badguys in just about every space movie / game are bug like? Obvcourse there are some exclusions but a great deal use insects as bad guys.
Is this because of some primal fear we have of bugs?
Or do bugs worship the devil and this is why they are badguys...?

:p

strange don't you think...?
Title: New Doom 3 mod idea---Beyond the Prism
Post by: aldo_14 on September 07, 2004, 03:35:24 am
Quote
Originally posted by Grug
hehehe.

Or maybe, just maybe someone could do some 'character concepts' and create some new, never before seen badguys.

btw, on a side note: How come the badguys in just about every space movie / game are bug like? Obvcourse there are some exclusions but a great deal use insects as bad guys.
Is this because of some primal fear we have of bugs?
Or do bugs worship the devil and this is why they are badguys...?

:p

strange don't you think...?


Cos everyones seen Alien.......
Title: New Doom 3 mod idea---Beyond the Prism
Post by: Gloriano on September 07, 2004, 06:18:12 am
I like this idea :yes:
Title: New Doom 3 mod idea---Beyond the Prism
Post by: Unknown Target on September 07, 2004, 06:21:14 am
Moved to HL? Oh well, lol. Anyway, so does anyone else wanna help out? :)
Title: New Doom 3 mod idea---Beyond the Prism
Post by: Ransom on September 07, 2004, 06:59:53 am
Quote
Originally posted by aldo_14


you'd have at least 2 different colours of body armour!

Ever played Starcraft?
Title: New Doom 3 mod idea---Beyond the Prism
Post by: aldo_14 on September 07, 2004, 08:21:51 am
um.....no?
Title: New Doom 3 mod idea---Beyond the Prism
Post by: .::Tin Can::. on September 07, 2004, 09:03:53 am
The only thing I have ever been able to do, and do well, is map editing, and after working with VHE and its lack of ability, I have gotten a grip on what looks nice and what looks like crap. I would have to get Doom 3 and the map editor (learning to use it, of course)
Title: New Doom 3 mod idea---Beyond the Prism
Post by: Unknown Target on September 07, 2004, 11:04:52 am
Well, it'd be great if we could do this for even an old game with updated graphics. Maybe like Tenebre or something :) I just wanted Doom 3 because of it's lighting model, which would help create the scariest atmosphere :)
Title: New Doom 3 mod idea---Beyond the Prism
Post by: Ransom on September 08, 2004, 02:34:08 am
Quote
Originally posted by aldo_14
um.....no?

It had Terrans in it. And they were definitely more complicated than different body armour colours. They even had different unit types :p

I find it hard to believe the GTA would have spent all their resources on building ships and not developing ground weapons and things.
Title: New Doom 3 mod idea---Beyond the Prism
Post by: Kosh on September 08, 2004, 03:34:40 am
Quote
The shadows on the walls start to move, coming alive in the dim light. Dancing around, they move silently.


That sounds exactly like a Predators cloaking device.


And Aldo, you really should play Starcraft. It's still a sweet game despite its age.
Title: New Doom 3 mod idea---Beyond the Prism
Post by: aldo_14 on September 08, 2004, 03:49:41 am
Quote
Originally posted by Ransom Arceihn

It had Terrans in it. And they were definitely more complicated than different body armour colours. They even had different unit types :p

I find it hard to believe the GTA would have spent all their resources on building ships and not developing ground weapons and things.


:rolleyes: :sigh:

No, I honestly believe that over 1000 years of weapons development will lead to 2[/size] colours of armour and uniform.  And hair.
Title: New Doom 3 mod idea---Beyond the Prism
Post by: Ace on September 08, 2004, 04:09:52 am
...and a hat. Don't forget the hat ;)
Title: New Doom 3 mod idea---Beyond the Prism
Post by: aldo_14 on September 08, 2004, 04:17:27 am
(http://www.roy.hi-ho.ne.jp/art2c/game/doom/monsters/human.png)(http://www.roy.hi-ho.ne.jp/art2c/game/doom/monsters/sergeant.png)
Title: New Doom 3 mod idea---Beyond the Prism
Post by: Unknown Target on September 08, 2004, 06:30:04 am
:rollseyes:

What the hell is everyone talking about? Doom?
Title: lol, YEAH!
Post by: Grug on September 08, 2004, 08:49:35 am
Hahaha!

Man, how old are they! :p

Making the mod for an older engine might be easier to do, because there would be more utilities available and also more tutorials out there to assist in the creation.

But I stand by what I said previously; that even if you don't make it into a mod, you definitly should still type the story out. :)

- Grug