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TwinBeast

Are you Dmscent?

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Are you Dmscent? is sort of a combination of Doom and Descent.

It will feature a Dehacked modification that makes weapons and monsters faster. They have a bit more health too.. and there's of course a Reactor Core that spits out hundreds of projectiles at player, which player must destroy to proceed to the next level.

I've been thinking that maybe the levels shouldn't end immediately when player has destroyed the Reactor, but it would open the exit door and player would have some 30-60s time to run to it, or die. But I'm not sure how that would work with just Dehacked or in cooperative mode...

Here's screenshots of the first level which is very loosely based on Descent II first level:

Start:


End.. not sure if I want to use the Cement texture in the Reactor area.. Gray might work too.. and probably there should be a bit more detail, etc here, like the Reactor Core spot could be more distinctive:


Some other area:
http://koti.mbnet.fi/jeejeeje/doom/dmscent_0102.jpg
http://koti.mbnet.fi/jeejeeje/doom/dmscent_0103.jpg

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Never played "Descent" but I am familiar with it. I played a lot of "Terminal Velocity" and "Fury 3" back in the day if that counts at all. Screenshots look awesome and I think the concept sounds fun.

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Oh man, I used to love Descent way back in the days! Is this gonna be a full megawad or just the first episode or so?

Either way, this is already pretty damn exciting. I'll be keeping an eye on this.

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I've been thinking that maybe the levels shouldn't end immediately when player has destroyed the Reactor, but it would open the exit door and player would have some 30-60s time to run to it, or die. But I'm not sure how that would work with just Dehacked or in cooperative mode...


Voodoo doll crushers?

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Though I've played Descent, I'm more familiar with its clone - Forsaken - on the N64.

This looks like a lot of fun.

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You would need to make custom scripts to simulate the descent level ending sequence. It actually wouldnt be that hard, just make the core run a script when it dies. The script would open a door where you want the exit to be. Then you can add the mine getting ready to blow up effect. Then whenever you wanted the script to kill the player you do so. If the player gets to the exit before then he wont be killed.

Keep in mind you would need to use zdoom or gzdoom for this all to work.

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Alwaysdoomed said:

Keep in mind you would need to use zdoom or gzdoom for this all to work.


Lot's of ports have map editing features similar to ZDoom ACS.

http://doomwiki.org/wiki/Comparison_of_Doom_source_ports#Comparison_by_features

Jimi said:

I've been thinking that maybe the levels shouldn't end immediately when player has destroyed the Reactor, but it would open the exit door and player would have some 30-60s time to run to it, or die. But I'm not sure how that would work with just Dehacked or in cooperative mode...


With Dehacked, for Singleplayer, one might be able to have the reactor call the keen code pointer on death. The code pointer opens a door and unleashes a 'fake monster' with extremely high health, that proceeds to walk into a crusher.

The 'fake monsters' high health means it takes something like 30 seconds to be killed by the crusher. The 'fake monster' has a_explode in it's death states, that hits a load of nearby barrels causing them to blow up and hit and kill a voodoo doll next to them.

Could also have a ridiculously long chain of barrels that takes 30 seconds to reach the end of, instead of the 'fake monster' having extremely high health.

No way to prevent the players respawning in Co-op though.

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Well, I sorted out the end of level issue by that KeenDie, and some indestructible explosion objects that are teleported into the level after a while. The explosions then move around in the level, exploding, chasing player and shooting fireballs at player.

So it's possible to complete the level after the explosions have started, but it might be difficult... I also teleport some explosions to the exit corridor, to have some effect that player just made it before the whole place exploded, though I think those explosions should teleport into the level a bit faster, so player could at least hear their sounds. Now he needs to move backwards in the corridor to see them... http://koti.mbnet.fi/jeejeeje/doom/dmscent_0109.jpg

Well, I think I've pretty much finished the first level. I think it became a bit bigger than I initially thought.



http://koti.mbnet.fi/jeejeeje/doom/dmscent_0105.jpg
http://koti.mbnet.fi/jeejeeje/doom/dmscent_0106.jpg
http://koti.mbnet.fi/jeejeeje/doom/dmscent_0107.jpg

And here's the first level for testing: http://koti.mbnet.fi/jeejeeje/doom/dmscent_v001.zip

It also includes a feature demo level, which contains all the new enemy types, etc, so it's a bit of a spoiler level. Then there's also Doom Builder configs.

Should work in Doomsday, ZDoom, GZDoom, Skulltag. Use normal transparency, so NO "Predator Fuzz" or some other colourless shadow effect. Jumping is semi-ok.

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