BloodRayne@Posted: Wed Jun 09, 2010 7:25 pm :
Well, the Alpha is finished!

I'm releasing this to test the waters and see if there is any interest in more maps, enemies and puzzles and to see how it runs for people.
The gameplay is a mixture between combat and puzzles. This contains the first fully playable map.

All models, textures, scripting and music are done by me. Most of the sounds are vanilla Doom 3 sounds.

Introduction:
The earth is shattered by wars and famine. Only the strongest have remained in underground sietches. They cannot reach above ground and use handmade remote controlled robots to explore the world to gather resources and increase the chance of survival. You are part of an elite unit sent out to unlock the mysteries of the 'Energy Ribbon'. From within the control center of humanity you control some of the most advanced combat Droids in the world. You search for a mythical energy source that is said to make the world habitable again. If you succeed, humanity might one day go back to the surface and reconquer the world!

Download link (42 MB, zip file)

Instructions
As usual, download zip. Create folder in your Doom3 directory. Name that 'sanctity'. Unzip the pk4 file into this directory. Start up Doom3 and choose the mod from the 'mods' menu.
If you find glitches, errors, funny stuff. Let me know in this thread and I'll take it along in the next build.

Screenshots:
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Even more screenshots: :mrgreen:
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I hope you enjoy!



David_020@Posted: Thu Jun 10, 2010 9:16 pm :
Very interesting. I like the approach you took to make something totally different aesthetically from Doom 3.



BNA!@Posted: Thu Jun 10, 2010 10:17 pm :
Great work!



Hexen Terzo@Posted: Fri Jun 11, 2010 3:28 pm :
looks good, in download. :D



The Happy Friar@Posted: Fri Jun 11, 2010 8:54 pm :
neat! Is jumping useful though? If not it should be removed.

The GUI fonts are to small to read in 1440x900 mode. The player status fonts (ammo, armor & health) can be read but could be ~1.5 - 2x bigger. the other fonts (looks like player xyz location & something about whatever I'm looking at) I can't read at all. They should be as big as the player status fonts are currently.



BloodRayne@Posted: Fri Jun 11, 2010 10:07 pm :
The Happy Friar wrote:
neat! Is jumping useful though? If not it should be removed.

The GUI fonts are to small to read in 1440x900 mode. The player status fonts (ammo, armor & health) can be read but could be ~1.5 - 2x bigger. the other fonts (looks like player xyz location & something about whatever I'm looking at) I can't read at all. They should be as big as the player status fonts are currently.


Thanks for the feedback!
Yeah jumping is not useful and needs to be taken out. I also play on 1440x900 and had no problems with the font. I'll enlarge them a bit! :)
There's many other stuff as well. The mainmenu was just a quickly slapped on logo, the sound for the ID logo got borked and I need to restore it.

The scanner font is intended to be too small to read, the coordinates are jibberish in any case (just the endposition coordinates of the trace I use to identify entities with).



adasdasf@Posted: Fri Jun 11, 2010 10:08 pm :
It's awesome! Great Work! Hope you will do more maps;
Anyway, before the release, i thought you are in some kind of Mechanical Suit (just like this http://img351.imageshack.us/img351/4075/mechwarrior4rl.png but you are in some kind of HoverShip. And a hovership already flies so then the lifts do not makes much sense.

Anyway , you did an awesome job in a small amount of time, looking for a version with more maps, maybe dialogs, cutscenes etc.



BloodRayne@Posted: Fri Jun 11, 2010 10:21 pm :
Thanks! :)

It's actually a robot that has very limited lift capabilities, much like how a hovercraft can't fly. I was hoping to add some kind of particle effect to the SP model, will do that perhaps.



The Happy Friar@Posted: Sat Jun 12, 2010 3:55 am :
Go figure... I reloaded the mod to get a screenshot of the hard-to-read fonts & they're just fine to read. No clue why I couldn't make them out before. Yes, I had my glasses on then. :D



BloodRayne@Posted: Sat Jun 12, 2010 11:47 am :
Did they look different, the first time? Think it's a bug?



The Happy Friar@Posted: Sat Jun 12, 2010 2:50 pm :
They looked different, yeah. Small, very blurry. I was at 1440x900 Ultra Quality, 4X AA, all advanced FX enabled. Same settings now. I don't think it's a mod bug, I think if it was a bug it would be doom 3.



Douglas Quaid@Posted: Sun Jun 13, 2010 11:21 pm :
Nice work, I especially enjoyed the ambience!



BloodRayne@Posted: Tue Jun 15, 2010 4:37 pm :
Thanks guys! :D



vertex007@Posted: Thu Jun 17, 2010 5:20 pm :
just fired it up the other night and played a bit and I must say very cool little game you made !
kudos to you and many thanks !

I very like the environment/architecture and the atmosphere, the interactive panels are very well designed, simple but with style (same can be said for the whole thing, actually).

only thing I wasn´t that convinced with was the jumping, either remove it or take it to the next level, making higher jumps and playing with inertia and maybe add some gravitational pull, like a temporary jump boost or something, adding flying platforms you can jump on, etc... might be cool...

the firing sounds is also a bit cheap imo, I think even the vanilla plasmagun sound would be better, but thats just personal taste and can be easily "modded"... :)

keep it up !



reko@Posted: Tue Aug 10, 2010 4:18 pm :
I dunno...I might be the only one but I'd love to see 2-3 new maps :D
Personally enjoyed this very much.



BloodRayne@Posted: Fri Aug 13, 2010 2:45 pm :
I've gotten some pretty good response on this as it's different than most other stuff you see around. Right now I'm focussed exclusively on Hexen, as we're nearing a first release. After that I'll most definitely get back to this.



BNA!@Posted: Fri Aug 13, 2010 8:57 pm :
BloodRayne wrote:
...as we're nearing a first release


Oh, that's good news.



reko@Posted: Fri Aug 13, 2010 10:04 pm :
BNA! wrote:
BloodRayne wrote:
...as we're nearing a first release


Oh, that's good news.


Indeed!

Oh, a demo release? Or full?



RangerMcFriendly@Posted: Sun Aug 22, 2010 8:07 am :
I played your mod and I thought you did a beautiful job! Very good use of func movers. I liked the shield walls, they look like jelly :P and the robot monsters were pretty cool. The cylinder ones acted very robotic like, good job with the animation. Anyways, everything was nicely done and you seem very talented.