gggmork Posted February 10, 2013 2 demos for zdoom 2.6.1: zdlightcrap uvmax and whiteroom failed tyson They'll desync later probably but I don't care. http://filesmelt.com/dl/zdlightcrapAndWhiteroomDemos.zip 0 Share this post Link to post
schwerpunk Posted February 11, 2013 Did you do all that without using mouselook? That is, only using the keyboard? o_o;; Anyway, first one played fine until the end, but the tyson run was desynched, yeah. Fun! Anyway, Work on my second map is well underway now. I hope you guys like enabling vsync, flashing-light induced seizures, and damage floors without rad suits to protect you! :P On the up side, I have included healing sectors. The only catch being that they eat up cell ammo, which also fuels your primary weapon on this level. Outside of secrets, these healing sectors will likely be your only means of recuperating health. >:) I like how it feels so far, but I just want to see how you guys think it plays. Also, I have changed all the scripts to numbers, for compatibility reasons (so give it a whirl, mork!). [linky-winky to the download] (Recommend UV difficulty - anything below is way too boring. I'll be tweaking this later, of course.) ==================== As an aside, here's my script for the healing sectors. Maybe there's a better way, but I thought it came out alright. Just thought I'd share if anyone wants to incorporate something similar into a map of theirs (doesn't have to be for this project).//Autodoc script SCRIPT 6 (void) { int health = GetActorProperty(0,APROP_HEALTH); if (CheckInventory ("Cell") > 0 && health < 75) { Print (s:"Healing..."); ActivatorSound ("player/male/gibbed",16); Sector_SetColor (14,0,255,0); Light_Glow (14,255,32,8); TakeInventory ("cell",1); DamageThing (-1); DELAY (8); if (CheckInventory ("Cell") > 0 && health < 75) Restart; } if (GetActorProperty (0, APROP_Health) >= 75) { Print (s:"Bah! You're fine."); Light_Glow (14,255,100,32); } else { Print (s:"Insufficient funds, please come back with power cells!"); Light_Glow (14,255,100,32); } }Oh yeah, and you need to but a "Script Terminate" linedef on the exit of the healing sector, or it'll keep draining until the player runs out of cells, or hits max health. 0 Share this post Link to post
gggmork Posted February 11, 2013 That's a really cool concept and well executed. Sounds cool when lots of imps are getting hurt at the same time. Could maybe have the appropriate pain sound play depending on which enemy is in the damaging sector, like a damaging cyber could play cyber pain sounds etc. And it played fine in 2.5.0 and 2.6.1 for me. Yeah, I still use keyboard only and will try to tyson your map again whenever its finished if I remember. 0 Share this post Link to post
schwerpunk Posted February 12, 2013 Thanks a lot for the feedback. It's probably my slickest map so far. Re pain sounds in SectorDamage sectors, doesn't it do that already? It's not obvious but, for instance, when a Mancubus goes through them it definitely makes the Manc pain sound. Maybe I'll look into getting more recognizable pain sounds playing when I'm putting the finishing touches on... Also, I'll keep in mind that you might be attempting a Tyson run at some point, so I'll make sure to throw in the odd Former Human here and there for ammo. 0 Share this post Link to post
schwerpunk Posted February 16, 2013 Inadvertent bump. Got some more work done. If anyone wants to check it out I'm looking for feedback on the difficulty (currently got HNTR, HMP, and UV about where I think I want them...). I've been playing my own map for so long that I've lost the ability to look at it with fresh eyes, though. Unnamed - about 60% complete. Port: ZDoom Format: UDMF (Uses named scripts, so requires ZDoom 2.6.#.) iWAD: DOOM2 [download] Presently it ends shortly after you get the Red Card, and you'll notice the detail and monsters drop pretty drastically. This is, of course, temporary. Anyway, there is an exit, and I tried to throw in a fun fight near it as a way of saying 'thanks' for testing out my map. :) New pics: [pic1] [pic2] [pic3] [pic4] Of course, if someone happens to spot a bug or other mistake somewhere, that's good, too. 0 Share this post Link to post
FractalXX Posted February 17, 2013 Another idea: What if we make another project after it, where we'd modify our maps with normal textures? Just imagine. schwerpunk said:Inadvertent bump. Got some more work done. If anyone wants to check it out I'm looking for feedback on the difficulty (currently got HNTR, HMP, and UV about where I think I want them...). I've been playing my own map for so long that I've lost the ability to look at it with fresh eyes, though. Unnamed - about 60% complete. Port: ZDoom Format: UDMF iWAD: DOOM2 [download] Presently it ends shortly after you get the Red Card, and you'll notice the detail and monsters drop pretty drastically. This is, of course, temporary. Anyway, there is an exit, and I tried to throw in a fun fight near it as a way of saying 'thanks' for testing out my map. :) New pics: [pic1] [pic2] [pic3] [pic4] Of course, if someone happens to spot a bug or other mistake somewhere, that's good, too. I'd test it, but i have problems with my connection atm, so i can't download it. 0 Share this post Link to post
Jaws In Space Posted February 17, 2013 Another idea: What if we make another project after it, where we'd modify our maps with normal textures? Just imagine. Control Center image When making my levels I made them with normal textures first and then converted them to monochrome. In fact Support Storage was almost released with blue textures until I saw that CorSair was making his map blue. 0 Share this post Link to post
FractalXX Posted February 17, 2013 Jaws In Space said:Control Center image When making my levels I made them with normal textures first and then converted them to monochrome. In fact Support Storage was almost released with blue textures until I saw that CorSair was making his map blue. I see. Just an idea, but it wouldn't be hard to convert them to regular textures. 0 Share this post Link to post
schwerpunk Posted February 17, 2013 FractalXX: I like the idea. In fact, we've already got a section in the OP for just these kind of WADs: "Reupholstered Entries" (Scientist is presently the only one with a submission under this header). P.S. Post more screenshots! I need some inspiration over here - starting to hit a creativity wall. 0 Share this post Link to post
gggmork Posted February 17, 2013 schwerpunk said:Unnamed - about 60% complete. Yeah, that plays great and is well designed (might have been tricky to balance health/cells but it works). And yeah I guess the monsters already do make appropriate pain sounds. 0 Share this post Link to post
Phendrena Posted February 17, 2013 Go on, i'd like to have a pop at creating a level!! Here's a couple of screenshots, as for the name.... mmmmmmm... Monochromatic Nightmare is what I am going with (so far anyway!!!). I'm trying to keep the textures minimalist as you can see!!! 0 Share this post Link to post
schwerpunk Posted February 18, 2013 gggmork: thanks for the test. I'm always worried something is horribly broken somewhere and I just haven't noticed it. Phendrena said:Go on, i'd like to have a pop at creating a level!! Here's a couple of screenshots, as for the name.... mmmmmmm... Monochromatic Nightmare is what I am going with (so far anyway!!!). I'm trying to keep the textures minimalist as you can see!!! http://farm9.staticflickr.com/8375/8482906607_8e74f2ec19_n.jpg http://farm9.staticflickr.com/8380/8483998638_4358a15edf_n.jpgAdded to the OP under 'pending.' Your map looks promising. Textures remind me of Da Werecat's The Primitive, and the prisoner stripes remind me of Scientist's Dada. Haha, I don't mean to say your work is derivative, because the gameplay design looks quite unique. Can't wait to play this, and don't be afraid to share unfinished entries for us to test (I certainly haven't been shy in this regard). 0 Share this post Link to post
FractalXX Posted February 18, 2013 Abuse completed. Quite short, but I didn't want to make it long. Please delete the previous screenshots about it. Download: http://www.solidfiles.com/d/fecb389fb6/ 0 Share this post Link to post
schwerpunk Posted February 18, 2013 Here's my FDA. (I don't really do anything exceptional, but it's always good for map diagnostic purposes.) Also, pardon the mlook, as I use GZDoom primarily for playing Hideous Destructor. I liked it - very atmospheric. A little claustrophobic, and 'snaggy' (got caught on scenery several times). My favourite part was probably the Sergeants walking over that jagged, windowed walkway. Too cool. The labyrinth with the patrolling lost souls was great fun, and tense, too. Although a bit snaggy as well. Also, thank goodness you didn't hide the lines of the third button from the automap in there, or I would've taken about twice as long finding i. Health and ammo seemed about right on HMP, although could've probably done with a little less ammo. P.S. the OP has been amended, bringing us to update # 10! 0 Share this post Link to post
FractalXX Posted February 18, 2013 schwerpunk said:Here's my FDA. (I don't really do anything exceptional, but it's always good for map diagnostic purposes.) Also, pardon the mlook, as I use GZDoom primarily for playing Hideous Destructor. I liked it - very atmospheric. A little claustrophobic, and 'snaggy' (got caught on scenery several times). My favourite part was probably the Sergeants walking over that jagged, windowed walkway. Too cool. The labyrinth with the patrolling lost souls was great fun, and tense, too. Although a bit snaggy as well. Also, thank goodness you didn't hide the lines of the third button from the automap in there, or I would've taken about twice as long finding i. Health and ammo seemed about right on HMP, although could've probably done with a little less ammo. P.S. the OP has been amended, bringing us to update # 10! Thanks for the feedback. :) 0 Share this post Link to post
Guest DILDOMASTER666 Posted February 19, 2013 screenshots dunno if I'm gonna finish it but here's some shotz made entirely with flat19, ceil5_1, black, and white 0 Share this post Link to post
Phendrena Posted February 20, 2013 schwerpunk said:Your map looks promising. Textures remind me of Da Werecat's The Primitive, and the prisoner stripes remind me of Scientist's Dada. Haha, I don't mean to say your work is derivative, because the gameplay design looks quite unique. Can't wait to play this, and don't be afraid to share unfinished entries for us to test (I certainly haven't been shy in this regard). I procrastinate, I mess around, and it takes me ages to get anywhere, I map slowly!!! Anywhere, here's a minor sample. Totally unfinished, no details, no a great deal - not much to do tbh. Still comments on the styling are what I am after. so fire away! ZDOOM - Uses 3D sectors and slopes. http://sdrv.ms/UIfnwF Dave 0 Share this post Link to post
Da Werecat Posted February 20, 2013 I like it so far. Especially the Soul Sphere moment. 0 Share this post Link to post
Phendrena Posted February 20, 2013 Da Werecat said:I like it so far. Especially the Soul Sphere moment. Thanks! I started with your B&W textures and flats and went from there really. Trying to create interesting contrasts and optical tricks. It's probably going to be more of a concept map than a proper map, but we shall see!!! Dave 0 Share this post Link to post
gggmork Posted February 20, 2013 phendrena: I thought it was quite clever how the lines at the start are completely verticle, not sure if intentional. But it gives a weird vertigo feeling when you first start out. Cool map, looks like you used multiple textures, but they're all black/white ish (monochrome) and look good and this project has loose unrestrictive requirements so who cares. On the first play I went in the soulsphere room and couldn't warp out or leave. On 2nd play I couldn't ever enter it seemingly. Maybe cuz its unfinished. If I remember the 3d stuff worked in zdoom 2.6.x but not 2.5.x. FractalXX: Cool map. Feels like a modern first person shooter complete with regenerating enemies and 3d structures. I like the glass wall part. For gzdoom it seems (maybe the title screen could say which maps are for which source ports or something if these are ever put into 1 wad). 0 Share this post Link to post
Phendrena Posted February 20, 2013 gggmork said:phendrena: I thought it was quite clever how the lines at the start are completely verticle, not sure if intentional. But it gives a weird vertigo feeling when you first start out. Cool map, looks like you used multiple textures, but they're all black/white ish (monochrome) and look good and this project has loose unrestrictive requirements so who cares. On the first play I went in the soulsphere room and couldn't warp out or leave. On 2nd play I couldn't ever enter it seemingly. Maybe cuz its unfinished. If I remember the 3d stuff worked in zdoom 2.6.x but not 2.5.x. The odd start room wasn't entirely intentional but I left it as it looks confusing until you move! As for the soul sphere, you shouldn't be able to get it as the slope should get too narrow to let you pass. I'll look at that and stick a blocking line in just to be sure as well as making the passage narrower! Thanks for the feedback. Dave 0 Share this post Link to post
(empty) Posted February 20, 2013 I also approve of that start room, was amazing. I really liked the little animated-texture message thing too, don't think I've seen that before. 0 Share this post Link to post
gggmork Posted February 20, 2013 Actually I crouched, and by doing so fit through one time somehow. 0 Share this post Link to post
Phendrena Posted February 21, 2013 (empty) said: I also approve of that start room, was amazing. I really liked the little animated-texture message thing too, don't think I've seen that before.[/B] Thank you!! I'm trying to add a little humour along with some jibes aimed at the player :) gggmork said:Actually I crouched, and by doing so fit through one time somehow. I forgot about that!!! Latest update is available from ::: http://sdrv.ms/135YxeJ ::: You can not get the Soul Sphere (in theory), but go on and try, i've expanded the map some and added a couple of secrets. Best played on UV, but wimpo mode and HmP are available :) Keep the feedback coming :) BTW, all updates will posted via the link in this post as it just links to a Skydrive directory. Dave 0 Share this post Link to post
schwerpunk Posted February 21, 2013 Fisk: I hope you do finish it. The screenshot you posted certainly makes good use of two-tone stencil-type lighting (of which I'm a big fan). Two questions: Does it have a name yet, and would you like me to add it to the OP under 'pending?' Phendrena: Wow... I can tell this is going to be great when it's done, because it's already a blast as short as it is. You play around with the binary palette so comfortably, as if you've been doing this for ages. Makes me want to do something with Da Werecat's textures, too. :) 1) Like mork said, the view from spawn is really disorienting and made my brain do a somersault as soon as I moved forward. 2) The animated texture 'moment' made me jump! I turned the corner and took the opportunity to grab a sip of my coffee - I should've known better. Great, great moment. Are you planning on using more animated textures? 0 Share this post Link to post
Phendrena Posted February 21, 2013 schwerpunk said:Phendrena[/b]: Wow... I can tell this is going to be great when it's done, because it's already a blast as short as it is. You play around with the binary palette so comfortably, as if you've been doing this for ages. Makes me want to do something with Da Werecat's textures, too. :) 1) Like mork said, the view from spawn is really disorienting and made my brain do a somersault as soon as I moved forward. 2) The animated texture 'moment' made me jump! I turned the corner and took the opportunity to grab a sip of my coffee - I should've known better. Great, great moment. Are you planning on using more animated textures? Thanks for the feedback! I suppose growing up in the 80's and having a ZX Spectrum helps the mono eye! I spend many many hours messing with the Freescape Construction Kit (see Driller & Dark Side for graphical examples). I do plan on adding more jokes and jibes at the player, the hero, not all of the will spring surprises as, I'm sure you'll agree, it would get predicable. I have avoided looking at what other people are doing to try and avoid being influenced by others design style. I'm not a great mapper but I enjoy it and this project has made me look more at how I'm structuring the level. Being a minimal colour palette I though right angles would work best, although as you can see there are some arcs and the massive circle at the start. I'll keep adding and maybe look at more detail as i get to the end of the project. Dave 0 Share this post Link to post
Phendrena Posted February 21, 2013 Oh, did you get both secrets? If you did find them did you also get the chainsaw.......... 0 Share this post Link to post
FractalXX Posted February 23, 2013 Back with a mini map! It's a very simple map. Almost everything is controlled by script, since i wanted to make an invasion like conception. http://www.solidfiles.com/d/d5484eb668/ Name: Tessel Dose 0 Share this post Link to post
schwerpunk Posted February 23, 2013 Phendrena said:Oh, did you get both secrets? If you did find them did you also get the chainsaw.......... Hm, I did not... FractalXX: Here's my FDA. Played on HMP. I almost bit it a few times, but managed to survive to die in the long, dark corridor. Alone. Anyway! It was some good, straight-up fun - made me realize why people like these kinds of maps. I enjoyed the design; reminded me of the Baron room at the end of E1. Lost souls seemed a bit glitched. Got some "unknown line" errors, but didn't notice anything amiss. Music was perfect. Played on GZDoom 1.7.0, although seemed to run fine (minus dynamic light, obv) in ZDoom 2.6.1. Going to update the OP with this entry now, which bring us to update #11! :D P.S. FractalXX, Jaws in Space, and Membrain are all tied at three entries each. Now taking bets on who'll be the first to five! 0 Share this post Link to post