
This page is intended to give information related to my old personal projects.
If you are interested in one of my projects, send me an e-mail (see the "About me" section).
"Italian DooM - Episode 2: The Singularity": It should have been the sequel to the first cruent episode and this should have been even bloodier, more frightening, more adventurous and better-looking. After the few bugs in the ACS Scripts, which ruined the gameplay a little, the "Italian Team" was working more carefully on ACS Scripts, in order to create a funny gameplay without any bug or flaw... and with new simple puzzles, deadly traps and much more...! But that's not all: to improve gameplay, the "Italian Team" was using the last version of the "Monster Resource .WAD" and some monsters from the "Boss Monster Resource .WAD", to ensure more variety and fun. New weapons should have been used too, without replacing the classic ones, by exploiting the latest ZDoom features! About graphics, levels would have featured great-looking architecture, more detail, lots of different styles and themes; we are using new resources too, such as Nick Baker's, NMN's and Tormentor667's resource packs. Here is the story:
After spending ages in the interdimensional trap, somebody sets you free! You are in the arena of your last battle and, without finding any other exit, you use the teleport beneath beneath the platform. You go back and, at last, you arrive to the surface of the colony, where you find a space-port, owned by demons ("Infested Starport"). You have no other choice: push your way through demons to a spaceship and come back to Earth! But during yor journey, a Chaingunner, hidden in the ship, damages the engine! Fortunately enough, your spaceship is still near a planetary system, where search for spare parts and fuel. In the first planet ("Air Demons Temple") you look for and find spare parts, although resistance of Cacodemons and their flying brothers. In the second planet ("IMPerious"), you have to clean out an imperious building, populated by every kind of Imp, and find some fuel. In the third planet ("Hellish Hierarchy") you end up in a sort of hell, looking for other fuel. Then you continue your trip, but you are suddenly sucked in by a Singularity or Black Hole! So you get to another dimension, unconscious: in fact, you think you are arriving on Earth and so you decide to land. But those, whom you consider your fellow soldiers of UAC, quarantine you. But soon you discover that you are prisoner of evil beings, who have gone back to your origins and dimension, by studying you, and now plan to invade your dimension! So you escape from the hospital-laboratory-jail ("Quarantine") and get to a big compound ("Arachonphobia II"), where you'll find enormous powerful machines, which the inhabitants of this parallel Earth want to invade ours with.
The sequence of maps should have been:
"Infested Starport" by Toranaga;
"The Planetary System Hub":
"Air Demons Temple" by Toranaga;
"IMPerious" by Ismaele;
"Hellish Hierarchy" by BuzzBomber;
"Quarantine" by BuzzBomber;
"Arachnophobia II" by Ismaele;
"DooM Castle" by Ismaele, Toranaga, BuzzBomber (secret map).
You would have expected more action, more thrilling gameplay, more tricks and traps, more puzzles, better coding, tenser ambience, catchier music, harder challenges, more beautiful graphics than the first episode: ...it should have been "Italian DooM - Episode 2"! After a long period of abandon, now the project is close, because Buzzbomber left the team twice without a word and without finishing and sending us his maps.
"Italian DooM - Episode 1: The Lost Colony": It is a "Doom 2" project developed by the so called "Italian Team": me (Ismaele), Toranaga and BuzzBomber, who all are Italian obviously. The .WAD is ZDoom oriented and contains new 8 levels (one of which is a secret map!), made completely from scratch, new graphic resource and new background music, but it also features ACS Scripts and ZDoom features, which ensure an interesting and funny gameplay, a new boss monster, the CyberMasterMind from the "Monster Resource .WAD", and another monster from the same .WAD, the Arachnophyte. Here is the story of the first episode of "Italian DooM":
Demons on Hell have nearly been defeated: there are just some interdimensional pockets of resistance. The Terrestrial Government decides to send a Cargo StarShip towards a far colony, that we lost contact with since the monsters' invasion. Unfortunately monster suddenly attack the Space Center and the Cargo Spaceship at the same time! Now you need to clear out the Space Center ("UAC Rocket Base"), the Spacecraft ("Cargo StarShip") and pilot the latter to the colony, where you find an invaded UAC facility ("They Reign Again"): monsters came out from the bowels of the planet and attacked the base from inside! You need to cover the monster's route in the opposite direction, to find other infested UAC bases ("Dictorobitary" and "Tech Temple"), where marines were making awful experiments of interdimensional trips and whence the monster started their attack, exploiting the big central gate! Then you use it too, in order to stop the invasion from the other dimension, but the alien outpost you reach is possessed by hellish deities ("Infernal Deities"), who want to stop your journey. After defeating last guardians, you get the MegaSphere, whose mysterious powers lead you to the last rampart of monsters ("Arachnophobia")!
The sequence of maps is this:
"UAC Rocket Base" by Ismaele;
"Cargo StarShip" by Toranaga;
"They Reign Again" by BuzzBomber;
"Dictorobitary" by BuzzBomber;
"Tech Temple" by Toranaga;
"Infernal Deities" by Ismaele;
"Arachnophobia" by Ismaele, Toranaga, BuzzBomber;
"DooM MuseuM" by Toranaga (secret map).
In this special sub-section, "Italian Screenshots - First Instalment", you can find some shots from all maps of the .WAD, apart from the final level. The final work can be different from what the screenshots show. Download the .WAD here! You can post your feedback and comments about this project in the relative board of the forum of this site. Wait for the next episode...!
"Dimensional Gate: Not Another Doom": I've broken working on it, in order to work on the forementioned project with the help of two Italian Doomers. It should be a new Total Conversion (T.C.) with completely new graphics, music, monsters, weapons and (maybe!) sounds, characterized by a very deep story, developed through ZDoom effects and ACS scripts, an intense gameplay and a challenging difficulty. I am using some new resources, such as: Daniel Tormentor667 Gimmer's "Blood Resource Pack Build 1" and the "Gothic Resource Pack" for new textures and flats; Xaser's "[B][O][M][B]" (bomb_x.WAD) for new weapons; various authors' "Monsters Resource .WAD" and "Boss Monsters Resource .WAD" for new monsters. Obivously all the authors of the resources I am using will be credited. All these resoruces have been merged into one .WAD and made compatible, merging some of their lumps among them. The "Intro" scene and the first two levels are completed and are to be tested. I am currently working on the third map. The first levels of the project will be released in a hub as soon as possible. I'd like somebody to help me, since the work is hard and long. Level designers, with some years of editing experience, are required. See the "About me" section to find how to contact me.
"Outpost of Hell": It is an abandoned project, that I may recover later perhaps. I thought to do a complete levels replace of Doom 2, a kind of Partial Conversion only with new levels, though I'd like to use new textures, sprites and other graphics. I'm releasing it level by level, not episode by episode or the whole series at once. Why am I doing this? Because probably I may not finish all the levels by myself and in a short time; so I hoped to publish at least six or nine levels, i.e. a normal Doom 2 episode. If someone is interested in helping me with this project, I am searching for a good graphics designer, expert especially in textures featuring ruins, an average level designer, with at least two years of editing experience (see the "About me" section), and an expert in ACS scripts, who can teach me something about them. I have already published two levels and a third one would have been on study, but I decided to abandon it!
"Outpost of Hell 3": I started to work on it on September 2002 for few weeks, then I stopped and I continued working on it again at the beginning of July 2003. I hoped to finish it before September, but I had to face too many problems, the main of which is WadAuthor limitation, and they forced me to abandon this project! Originally, it was intended to be a big level, set in a citadel, inspired by some levels of "Return of Castle Wolfenstein". It should have been filled with houses, restaurants, hospitals, casualty wards, Churces, Cathedral, cemetery, TownHall, Major's house and a lot of other things, which should have made the level very realistic. I thought to make this level very detailed (with great lighting effects, nice architectural elements and a high detail level); but the length of the map and its detail made its editing very difficult. I had to face a lot of problems: first of all the sidedefs limitaion of WadAuthor, which many other problems came out of. This unexpected problem upset all my plans: I had to split the level I have in my mind into various maps, to delete some lighting effects and areas, to resort to special ACS scripts in order to avoid gameplay problems, which occurred anyway. Before abandoning the project, I nearly completed the first map, which included the big TownHall, the main square and some houses, a pub, a restaurant, a warehouse and a casualty ward. But I had several problems with ending this first map and starting the next, because of gamplay problems.
About graphics, I decided to abandon the GSTONE and MARBLE textures and their relative themes, because of their monotony, and I thought to change them with better-looking textures and themes. I thought I would have inserted them, in order to create a link between this new level and the prequels. I was also inserting some ACS scripts, in order to improve the gameplay of the level and to solve some problems of playability, due to the division of the level I have had in my mind! But I know very little of ACS scripts and so I couldn't fix some of the problems, which I hoped to solve.
Here are some statistics of the level. They refer to its latest version (20th August 2003):
| Vertexes | 14486 |
| Linedefs | 16133 |
| Sidedefs | 29089 |
| Sectors | 2597 |
"Alien": This is my first project completed. It is a simple series, composed by three .WADs-episodes:
Alien 1 - The Alien Invasion: its story is based on the invasion of your UAC station by aliens. It is a simple level, with poor graphics, poor detail and a simple architecture (see my personal review in the "Download" section); it is my first decent .WAD.
Alien 2 - The Revenge: after the last battle, aliens are preparing a new weapon (the CyberDemon) to take their revenge, but you are designed to destroy it before a new invasion. Another level with a simple architecture, but with a funnier and more challenging gameplay. (See my personal review in the "Download" section)
Alien 3 - The Last Challenge: This shows all my improvements in level design of my last years. It is the best of the series: it has better architecture and graphics, a more carefully studied lightness and more challenging gameplay (with ZDoom features!) than its prequels. It contains ZDoom features, not implemented in the previous episodes, modified monsters, new weapons, new sprites and textures. It is made of four levels, three of which are set in an alien spaceship and one in a cave invaded by aliens. Your mission consists in clearing the first two alien spaceships sent in scouting, save the Earth from an imminent invasion and eliminate the last alien weapon (the Big Boss) located in their mother ship. The three levels set in a spaceship are inspired by "Vrack" and "Vrack 2" by the great Fredrik Johansson.
This project shows my whole story in Doom 2 editing and all my efforts made to improve myself in it. Originally it was intended to be a 5-levels series, but, while I was beginning to work on the third, I decided to modify the series story, closing it with that episode, and to start a new project ("Outpost of Hell"; see above). Should I ever decide to continue the series, I would create a story linked with the previous published episode, but I would like to use more ZDoom features and new graphics, weapons and enemies. The following may be a new story:
After the destruction of the alien bases and spaceships, you thought the nightmare was over; but a monster survived: it was the Arch-Vile! He saved himself thanks to an emergency space capsule and came back to his planet, where he resurrected all the monsters you had eliminated during your last but one mission. The new monsters army is preparing new weapons and a massive attack, more dangerous and more organized than ever!
If you are interested in continuing my project, you are free to do it, but on the following conditions: 1) follow the original story; 2) contact me, so that I may know your idea and verify it, before its publication; 3) give me credits.