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What's your favorite Silent Hill title?
Silent Hill
Silent Hill 2: Restless Dreams
Silent Hill 3
Silent Hill 4: The Room
Silent Hill Origins
Silent Hill Homecoming
Silent Hill Shattered Memories
Silent Hill Downpour
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PhantomTMac
Junior Member


Posts: 128
Registered: 10-12



vinnie245 said:
Guess Pyramid Head can be a final boss or show up when you dont want him too :P


I'd like to at least incorporate the Bogeyman (Pyramid Head's look-alike from both the movie and Homecoming) some way into this wad.

However, the Pyramid Head from Silent Hill 2 is a punisher only meant for James Sunderland, so it probably wouldn't be that PH.

Old Post 10-21-12 07:12 #
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PhantomTMac
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sector666 said:
Bloody Mary? That's all I got.

Might be a good idea to name it after some defining trait. How does it attack? What kind of sounds does it make?

I'm surprised no one's suggested an asylum.

Some kind of cathedral that was converted to/made for dark purposes could also be good. Maybe that's even where the monsters are coming from or where the worst ones can be found.



I just saw this post now, for some reason I had missed it. That's actually another good name suggestion. Although, I wonder if people would think that it would be related to James Sunderland's wife Mary from Silent Hill 2.

An asylum would be a WONDERFUL idea! I can't believe I didn't think of that...

Oh, by the way, everybody. I'm thinking about making this wad nonlinear and somewhat open-town (a smaller type of open-world). By that I mean, you can visit different buildings in Silent Hill at any time you want, instead of going in a certain order. Should I do it this way, or should I keep it linear like most Silent Hill titles?

Old Post 10-21-12 07:15 #
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vinnie245
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If you wanna include a plot then a linear playthrough would be the most logical answer, would also be more like silent hill in general.

Old Post 10-21-12 13:14 #
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PhantomTMac
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vinnie245 said:
If you wanna include a plot then a linear playthrough would be the most logical answer, would also be more like silent hill in general.


I guess that'd make it easier on me, as well, since I'll be able to know where the player should go next and place items accordingly.

Old Post 10-21-12 15:55 #
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PhantomTMac
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Still looking for feedback! Thoughts and ideas would be greatly appreciated! Thanks!

Old Post 11-25-12 05:07 #
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Egregor
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Find a way to disable run. Doomguy has always been a badass because he can out-maneuver every enemy, and even projectiles! slaughter-maps are only possible because of constant running. Contrasting this, Silent Hill is a survivalist game, where the main character has always felt weak and clumsy. How do you create that vibe in Doom? Weak weaponry, and most importantly, disabled run.

Oh, and I like the idea of this WAD being 2 or 3 very large 'open world' maps, with the 1st key hidden somewhere in the town. Make each 'dungeon' building (ie hospital, school, etc.) have main access through a key door(s). the first two dungeons would have the other 2 keys, while the last dungeon had a level exit. if you did this each 'world map' could have 3 of those dungeons. use walk over warping to make the 'darkness dimensions'. Using this setup would make the maps more linear-ish, which would match the Silent Hill theme.

Last edited by Egregor on 11-25-12 at 11:09

Old Post 11-25-12 10:56 #
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Agentbromsnor
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Egregor said:
Find a way to disable run. Doomguy has always been a badass because he can out-maneuver every enemy, and even projectiles! slaughter-maps are only possible because of constant running. Contrasting this, Silent Hill is a survivalist game, where the main character has always felt weak and clumsy. How do you create that vibe in Doom? Weak weaponry, and most importantly, disabled run.

Oh, and I like the idea of this WAD being 2 or 3 very large 'open world' maps, with the 1st key hidden somewhere in the town. Make each 'dungeon' building (ie hospital, school, etc.) have main access through a key door(s). the first two dungeons would have the other 2 keys, while the last dungeon had a level exit. if you did this each 'world map' could have 3 of those dungeons. use walk over warping to make the 'darkness dimensions'. Using this setup would make the maps more linear-ish, which would match the Silent Hill theme.



Is there a script for disabling running? I could use that script myself if there is one! Also, is there a script for disabling jumping?

Old Post 11-25-12 11:38 #
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Cacowad
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here you can disable jumping: http://zdoom.org/wiki/MAPINFO/Map_definition

with this you can reduce player speed: http://zdoom.org/wiki/SetActorProperty

Old Post 11-25-12 12:18 #
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Agentbromsnor
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Cacowad said:
here you can disable jumping: http://zdoom.org/wiki/MAPINFO/Map_definition

with this you can reduce player speed: http://zdoom.org/wiki/SetActorProperty



Can you make an example of how I need to script that?

I'm sorry, I suck at programming.

Old Post 11-25-12 12:26 #
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Cacowad
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no problem.

to disable jumping just create a "mapinfo" lump with slade3 or xwe and type:

code:
cluster 1 { hub } defaultmap { fallingdamage nojump cluster = 1 }


NOTE: this code will affect all the maps in your Pwad, it set a little fallingdamage (the hexen one), and set all the levels to act like the hexen's hubs. you can also add any other thing you have in mind here, like a custom enter\exit text.

using a script editor you can change any properties of any in-game actor, this example will halves the player speed:

code:
#include "zcommon.acs" script 1 enter { SetActorProperty (0, APROP_Speed, 0.5); }


NOTE: 0 refers to the activator of the script, for a singleplayer map when you begin a script with "enter" the activator is the player.

from zdoom wiki, regarding the "APROP_Speed" keyword :

"For players, this is multiplied by the player's class speed to determine the final speed the player will move for each tic that they have a movement key held down. Consequently, the standard APROP_Speed for a player is always 1.0, not what their actual speed is. "

so setting it to 0.5 will cut to the half the maximum speed a player can reach.

hope i was clear enougth...

Old Post 11-25-12 14:24 #
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fullmetalvaran33
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I, for one, am really excited about this WAD. I love the Silent Hill games, and combining them with Doom is ultimate, epic win for me :)

Old Post 11-25-12 20:14 #
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Agentbromsnor
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Posts: 422
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Cacowad said:
no problem.

to disable jumping just create a "mapinfo" lump with slade3 or xwe and type:

code:
cluster 1 { hub } defaultmap { fallingdamage nojump cluster = 1 }


NOTE: this code will affect all the maps in your Pwad, it set a little fallingdamage (the hexen one), and set all the levels to act like the hexen's hubs. you can also add any other thing you have in mind here, like a custom enter\exit text.

using a script editor you can change any properties of any in-game actor, this example will halves the player speed:

code:
#include "zcommon.acs" script 1 enter { SetActorProperty (0, APROP_Speed, 0.5); }


NOTE: 0 refers to the activator of the script, for a singleplayer map when you begin a script with "enter" the activator is the player.

from zdoom wiki, regarding the "APROP_Speed" keyword :

"For players, this is multiplied by the player's class speed to determine the final speed the player will move for each tic that they have a movement key held down. Consequently, the standard APROP_Speed for a player is always 1.0, not what their actual speed is. "

so setting it to 0.5 will cut to the half the maximum speed a player can reach.

hope i was clear enougth...



Thanks alot! Gonna try this out when I have time!

Old Post 11-25-12 21:12 #
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PhantomTMac
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Just saw your posts, guys. **

Guess what? I already had run disabled before you guys suggested it. :P

All I did was set the player property so that if the player's health is below 501, he can't run.

(His max health in this wad is 500)

Old Post 11-27-12 23:57 #
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Agentbromsnor
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PhantomTMac said:
Just saw your posts, guys. **

Guess what? I already had run disabled before you guys suggested it. :P

All I did was set the player property so that if the player's health is below 501, he can't run.

(His max health in this wad is 500)



You didn't specify this, but since your opening post mentions 3D floors, my guess is that this is going to be a ZDoom / GZDoom TC?

Old Post 11-29-12 10:07 #
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PhantomTMac
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Agentbromsnor said:


You didn't specify this, but since your opening post mentions 3D floors, my guess is that this is going to be a ZDoom / GZDoom TC?



It's being created with "Doom in Hexen" Format, but I do all of my testing and replaying with Skulltag's engine.

Old Post 11-30-12 01:52 #
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PhantomTMac
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What weapons from previous Silent Hill games do you want to use in first person? What monsters scared you in the series? What locations give you psychological tension? Help me make this wad a true Silent Hill feeling experience!

Old Post 01-16-13 21:40 #
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Agentbromsnor
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PhantomTMac said:
What weapons from previous Silent Hill games do you want to use in first person? What monsters scared you in the series? What locations give you psychological tension? Help me make this wad a true Silent Hill feeling experience!


The axe and the lead pipe (not sure if I'm naming that right) should be in there I think. But regardless of weapons, you should use authentic looking sprites and not crappy sprites from 15 year old games IMO. :P

Old Post 01-16-13 22:16 #
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PhantomTMac
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Agentbromsnor said:


The axe and the lead pipe (not sure if I'm naming that right) should be in there I think. But regardless of weapons, you should use authentic looking sprites and not crappy sprites from 15 year old games IMO. :P



Like I said, I don't plan on using any stock objects, so I can definitely try to make the weapons look good.

Old Post 01-17-13 02:54 #
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Agentbromsnor
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Thankfully! **

Old Post 01-17-13 07:25 #
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Lippeth
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It must have the iconic pipe as a weapon. Definitely my go-to weapon in those games.

This might be an unpopular one, but the ghosts in SH4 scared the shit out of me because they wouldn't die and made the screen go crazy when in the same room. It was also a thrill to run back into a room to remove a sword from the ghost to use it on another one, only to have the pinned ghost come after me again. If any of that is possible in a Doom mod, you would be my hero.

Old Post 01-17-13 23:28 #
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_bruce_
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Nice shots.

Old Post 01-18-13 12:58 #
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