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Shadow Dweller
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yeah, I will definitely try keeping a backup on flashdrive and a couple in a seperate directory on PC.

Old Post 07-17-08 16:13 #
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Shadow Dweller
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Map 23 is now re-built. Sorry it took so long. My guess is that it is roughly 10% complete overall.

Old Post 07-31-08 00:40 #
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Tango
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Awesome :D Good job dude

Old Post 07-31-08 04:49 #
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TheMionicDonut
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Hooray for you, and hooray for this map.

Old Post 07-31-08 05:10 #
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Shadow Dweller
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Quick question, is it possible to make a two way switch in Boom? For instance say you want one switch to perform two functions like off and on, raise and lower.

Old Post 10-08-08 23:52 #
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Dr. Zin
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Posts: 1072
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Yes, using conveyor belts and voodoo dolls.

http://www.doomworld.com/tutorials/boom6.php

See the "Pin Point Pushers/Pullers" section. The switch opens a door that blocked the voodoo doll from crossing linedefs with the triggers you want activated.

EDIT: Actually, I might have misunderstood what you wanted. I don't know how to make a switch that activates both functions.

Old Post 10-09-08 00:15 #
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esselfortium
A Major Doomworld Concern


Posts: 6625
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Dr. Zin said:
Yes, using conveyor belts and voodoo dolls.

http://www.doomworld.com/tutorials/boom6.php

See the "Pin Point Pushers/Pullers" section. The switch opens a door that blocked the voodoo doll from crossing linedefs with the triggers you want activated.

EDIT: Actually, I might have misunderstood what you wanted. I don't know how to make a switch that activates both functions.


It's much easier to make a voodoo-doll script using an actual conveyor belt instead of point-pushers. Put linedef special 252 on a control line, tag it to the sector you want to scroll/push in, and make its length and direction the speed/direction you want to scroll/push in. Then control the voodoo's ability to trigger lines either using doors, fast-moving raise/lower floors, or whatever else you want to block its path with.

If you need it to be re-triggerable, you'd need to put a line-to-line teleport that takes the voodoo from the end back to the start of the "script" path, crossing a trigger to close the "run script" door again before they teleport back there, to prevent them from just looping back through the script again automatically.

It should be possible to create a multiple-action toggling switch by combining two (or more, if you want more actions to toggle through) voodoo script setups, with two (or more) doors blocking their paths. One of each action's start-script doors would always open every time the switch was used, and and the other(s) in front of that door would open or close by triggers crossed by the voodoo to determine which action it would be able to take.

That probably sounds really confusing, but it's actually relatively simple. You essentially are opening/closing doors to set variables in the script to TRUE or FALSE, if you're familiar with scripting or programming at all.

Let me try to give a working example:

Player hits switch to set script-run to TRUE, by opening that door (which, due to the fact that the voodoo is always being pushed forwards, must be *behind* all the other doors).

Action 1 is TRUE (its door is open), so the voodoo on that path goes through the open door, crosses the trigger(s) to do the action you want.

Afterward, it hits four triggers: one to set script-run to FALSE (close the backmost door), one to set Action 1 to FALSE (close the door it just went through), one to set Action 2 to TRUE (open the second action's door), and a final trigger to silent-teleport itself back in the front, where it will now be stopped by the closed Action 1 (FALSE) door.

When the player hits the switch again, the script-run door opens (TRUE), so the second voodoo will be able to run through its action and then do the same four maintenance actions that the voodoo on Action 1 did, only swapping Actions 1 and 2 (Action 2 = FALSE/closed, Action 1 = TRUE/open.

The next time the switch is pressed, the Action 1 voodoo will be able to run through its script again, and so on.

This could be extended for as many different actions as you want to toggle through.

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Old Post 10-09-08 00:59 #
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Death-Destiny
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This is what I'd do: DOWNLOAD. This has a couple of maps I whipped up as demonstrations. The first map has two switches affecting a lift, one to lower it and another to raise it again using voodoo-conveyer scripts. I think you understand how to do that, but I thought I'd put a demo of it anyway. The second map has a single switch that performs both actions, which I think is what you're asking. As you can see, you can adjust the voodoo conveyer belt rooms to make delays and perform multiple actions at once and a bunch of cool things. Boom-style scripting is really a lot more powerful than some people give it credit for. Go ahead and look at that in an editor to get some ideas. It's more or less some variation of what Essel explained, but as he noted, it's harder to explain and easier to see for yourself.

Old Post 10-09-08 03:51 #
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Shadow Dweller
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Yeah, the voodoo thing sounds like what I was asking about. A switch with two functions. Thanks for the maps and the help guys!

Edit: just finished going through the first two maps. That said, it is very close to what I want if not a varient of what I looking for. Is there a way to make it so that when to press the switch it lowers a platform and when you press it again it raises it?

Last edited by Shadow Dweller on 10-09-08 at 05:39

Old Post 10-09-08 05:31 #
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justanotherfool
Junior Member


Posts: 200
Registered: 12-07


Alright, I've playtested the map. On the whole, it was very impressive. The starting area in particular was staggering, and the dark and ruined parts of the interior were very nice as well. Still lots of scope for improvement, though :P .

Anyway, the first major problem with the map is that as far as I can tell there's no way out of the lake in the starting area if you fall in. There should definitely be a teleporter of some kind down there. It's possible that you already put one in and I didn't notice, but if so it wasn't at all obvious.

http://img709.imageshack.us/img709/4697/doom85.png
The darkness of this sector here doesn't quite seem right, given that it's outside.

http://img718.imageshack.us/img718/4049/doom87.png
http://img651.imageshack.us/img651/3674/doom88.png
http://img203.imageshack.us/img203/8531/doom89.png
Not sure that I like the effect of the lake just disappearing off into nothingness, especially not with the weird effect of the sky texture in some of those shots. Not too big a deal though.

http://img194.imageshack.us/img194/6465/doom90.png
Something about this room looks ever so slightly askew. Maybe it's the height of the ceiling or the way the cone of light just cuts off suddenly.

http://img194.imageshack.us/img194/1694/doom91.png
Pretty much every door in this level has unpegged door tracks, a big pet peeve of mine. I guess this is a matter of individual tastes, but I'm probably not the only one who finds this extremely distracting.

http://img194.imageshack.us/img194/8602/doom92.png
This hallway here is too bland, I think, and the computer panels are too deeply set.

http://img709.imageshack.us/img709/8803/doom95.png
http://img718.imageshack.us/img718/5592/doom96.png
While the use of the blue bits to frame the computer panels is interesting, I think there are a few misalignments.

http://img194.imageshack.us/img194/9630/doom97.png
http://img651.imageshack.us/img651/5816/doom98.png
This room seems a little bare in places. I thought you could have come up with a much better trap here than two teleporting barons which are easily disposed of with the rocket launcher. Maybe have a bunch of smaller creatures teleport in behind the player as well? I expected something much worse than what actually happened.

http://img694.imageshack.us/img694/2570/doom100.png
http://img17.imageshack.us/img17/3483/doom101.png
I liked the invisible teleporter here, but the hallway looks odd. These library textures are not well suited for long walls like this, and the absence of any detailing in the walls or ceilings make the room look pretty dull.

http://img694.imageshack.us/img694/1088/doom103.png
This part is mostly nice, but I do think it looks too square (actually the level as a whole could be even better with fewer rectangular corridors and a bit more variation in shape).

http://img691.imageshack.us/img691/3779/doom104.png
http://img203.imageshack.us/img203/2784/doom105.png
http://img641.imageshack.us/img641/4746/doom106.png
I think this outdoor area would look a lot better if you added some height variations to the cliffs, and maybe some trees, grass, etc. At the moment they look too uniform and therefore artificial. Vary the textures, add some boats or piles of stone or what have you to the lake, etc.

http://img651.imageshack.us/img651/4215/doom108.png
HOM here.

As I alluded to earlier, you've done a great job with the outdoor/ruined areas, but some of the other parts of the base are too blocky or lacking in embellishment.

As far as the gameplay is concerned, I think the map is way too easy. I never came remotely close to dying on UV (might be a bit harder if you don't find the plasma gun) and wasn't really surprised by any of the traps. Try adding more chaingunners and pain elementals and revenants :P.. All these imps and sergeants are too flimsy. You included a few archviles but they were in no position to make use of their ability to resurrect the dead and it was easy to find cover. Consider trying to place them more dangerously. I'd also like some monsters in the final stretch between the archvile teleporter and the exit.

Old Post 02-10-10 01:27 #
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printz
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Shadow Dweller isn't here since November.

Old Post 02-10-10 08:31 #
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Shadow Dweller
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Gentlemen.

I would like to start off by saying thanks for the reviews and for catching all the errors in the map, thank you! I've been tending to the problem portions of the map and I believe I have fixed all the known problems thus far outlined in this change log. There's a lot to cover so bare with me on this one.


MAP 23 Detachment Change log :


Outside I

-Added more scenic cliffs to help hide that edge where the water cuts off and added an impassible linedef around the edge of the main cliff to prevent "escapes".


First Floor

Hallway
http://img810.imageshack.us/img810/5937/screenshotdoom201006150.th.png

-I changed the windows here to transparent SHAWN2 texture instead of the previous mid texture I was using. However, I do have one concern and that is that I cannot get it to block projectiles.


Caco Room
http://img3.imageshack.us/img3/5937/screenshotdoom201006150.th.png

-The split door has been changed. It now opens by pressing one of the switches on each side of the door rather than by automatically opening for the player. The reason for this is that the way the old door opened subjected it to a bug where only one half of the door would close (the bottom half). I've changed this so now the door is activated by a switch that toggles a pair of voodoo dolls to open and close the door, eliminating the bug entirely.

- The light on the floor emitting from the doorway of the first lab has also been fixed. I "rounded" the corners a little so it no longer has that awkward edge. It's also supposed to have a slight gradient that does work in PRBoom but not Skulltag which I used to take the screenshots.


Red Door Hallway
http://img34.imageshack.us/img34/5937/screenshotdoom201006150.th.png

- I added a couple details here but I didn't want to take it too far fearing that I might make the area too crowded. The first being a couple wall panels laying on the floor. The second being the leaking damaged pipe and pool of water on the floor. The third and last detail being the extend lower portion of the computers set into the wall. I did notice the comment about the computer panels being "set too deeply into the walls", I did move them outward a bit, but I hope the extended lower portion doesn't cause a problem with that.



Plasma Gun Secret

- I hollowed out some of the nearby crates in the plasma gun secret and rearranged the items into the now open crates.



The Control Room
http://img688.imageshack.us/img688/5937/screenshotdoom201006150.th.png__http://img535.imageshack.us/img535/5937/screenshotdoom201006150.th.png__http://img529.imageshack.us/img529/5937/screenshotdoom201006150.th.png

- I added a few small details and changes here. In fact, I think most of the changes happened in this room. First being that the computer monitors that used to be set in the wall are now entire computer panels placed on the wall, along with similar ones placed on the walls adjacent to either computer console in the middle of the room. I also added some techno pillars on the stair pedestals.

- the second big change is the bars diving separating the player from the switch that opens the door back in the Lobby. The bars have been changed so that they now lower into the floor instead of raising and magically disappearing into the second floor. Also they no longer close when the player retreats up the steps.

- I should also mention that this room is now subject to change without warning. Heh heh heh...


The Stairway

- just some extra details added to make the room more interesting and less boring.

Outside II
http://img444.imageshack.us/img444/5937/screenshotdoom201006150.th.png

-More variation in the cliffs to avoid that "artificial" look.

-A multi-purpose hole in the wall to aid maneuverability and in some cases difficulty

-Added a more obvious plasma rifle. Just in case the player doesn't find the previous plasma secret it should offer a fair advantage.

Second Floor

-Most of the monster tweaks occurred here figuring that this is that point where the map's difficulty should be increasing. I'm not going to go into too many details about the monsters because I don't want to spoil all the surprises.

Hallway

-Added a constantly moving crusher door that continually moves up and down a short distance. Added for atmospheric effect.

Second Floor Ruins
http://img4.imageshack.us/img4/5937/screenshotdoom201006150.th.png

- My only question thus far : Two Spider Masterminds, or one Cyberdemon? There definitely should be some sort of boss battle here but I'm not sure how I should go about it.

Teleporter Room

- I added a cage to the Teleporter to prevent the player from being able to rush passed the Arch-vile trap. Thought you could pull a fast one, did you?

-more ammo and a supply crate containing a stimpack.

-More monsters

The Floating Islands
http://img249.imageshack.us/img249/5937/screenshotdoom201006150.th.png

-Added monsters by request

-Supply crates with health and ammunition

Overall

- I increased the difficulty quite a bit I think from what it was previously, or if anything made it more fun to play through. I tweaked the ammo health and monster layouts a little which should have fixed any problems regarding ammo and health being too scarce. If it still is let me know. I'm hoping that I didn't make it too difficult. Personally, I think if your quick with switching weapons and are observant you shouldn't have too much difficulty with the map.

-Also I took into consideration the overall squareness of the level, HOWEVER, due to my amount of progress in the map I think it would be difficult to do without having to redraw entire sections of the map. I may have been able to do something about it if I caught it while I was still building the basic layout of the map. I just hope it's not too big of a deal.

-I also fixed the issue with the unpegged door tracks, let me know if I missed any.

::UPDATE::

-I didn't really do anything with the parts of the map deemed too dark, because if I were to brighten them the "not-software" mode(s) would be too bright and it would ruin the atmosphere. BUT, I did add Light Amp Goggles if a player should find the area too dark. You still have to navigate in the dark to get to them though. You're not getting off that easy!

-Fixed one portion of the map were the player could get stuck in a damaged area of the map.

-Fixed a bug with a couple Hell Knights trapped outside that map. They now teleport in with the Barons of Hell.

-I replaced the two Spider Masterminds with a single Cyberdemon and added three spots of cover that the player could cycle between while taking potshots at the Cyberdemon

Last edited by Shadow Dweller on 06-23-10 at 20:05

Old Post 06-15-10 18:10 #
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