NinjaLiquidator Posted April 14, 2015 Hello, I have 4 maps that want just final edits and they can go. I expect release in July. - tested as OK in Zdoom 2.6.1 and PrBoom 2.5. - Doom1 like non-linear gameplay - too much detail - too much triggers - total play time like 1 hour when you know maps Download: Version 1: http://uloz.to/xzM13mvo/stwalpha-rar Map01 finished: https://uloz.to/!LDA3UxvVJOF9/stwmap01-wad One screenshot for preview: http://tinypic.com/view.php?pic=r09vys&s=8#.VS0sg3k9KM8 0 Share this post Link to post
NinjaLiquidator Posted April 14, 2015 I want some people to play it :D thats why I am posting it. I will throw a release when done. 0 Share this post Link to post
Walter confetti Posted April 14, 2015 looks nice, but i don't get the sp_hot1 wall at the platform beyond the player: 0 Share this post Link to post
Gothic Posted April 14, 2015 Must be a WIP, or maybe a hellish side in the base, since there are more red bricks used on the right. 0 Share this post Link to post
NinjaLiquidator Posted April 15, 2015 That map is Episode 2-like mix of base and hell. Has like 24000 sidedefs, its the biggest one. :D Another one: http://tinypic.com/view.php?pic=2rxiem1&s=8#.VS8BkcmHC0s 0 Share this post Link to post
roadworx Posted April 15, 2015 Damn, that looks REALLY detailed. Hope it's fun, I'm looking forward to its release :P 0 Share this post Link to post
Walter confetti Posted April 15, 2015 NinjaLiquidator said:That map is Episode 2-like mix of base and hell. Has like 24000 sidedefs, its the biggest one. :D Another one: http://tinypic.com/view.php?pic=2rxiem1&s=8#.VS8BkcmHC0s I already love it, and awesome shot btw! 0 Share this post Link to post
darkreaver Posted April 15, 2015 walter confalonieri said:looks nice, but i don't get the sp_hot1 wall at the platform beyond the player: [IMG]http://i61.tinypic.com/r09vys.jpg[IMG] The sp_hot1 really makes the scene here imo 0 Share this post Link to post
40oz Posted April 16, 2015 It's neat in a way. Reminds me of Sandy Petersen. 0 Share this post Link to post
NinjaLiquidator Posted May 13, 2015 Hello, I wanna ask you a question - in my maps I have often triggers which cause crusher to crush barrel and it explodes. Works fine in Zdoom. But in Prboom barrels turn into crushed corpses. Plus the problem is a lot more complicated - cause it does only in some maps. I have map - base with autodestruction - where I did functional exploding walls with this, and works fine in Zdoom and Prboom both. In another map, I have similar thing except there is a moving train colliding the wall, and causes it all to explode and make the ceiling fall (I use classic triggers no Hexen X Y moving stuff). The mechanism is exactly same. I compared even details. So I dont know why it does only on one map and not on second. I any mapper knows, please reply. Yeah, it will be playable even without it. But its flaw on beauty :D 0 Share this post Link to post
scifista42 Posted May 13, 2015 Use the slowest crusher action, so that the barrels won't turn into gibs before exploding. "Crusher Start (slow)" is probably the best (it slows down automatically as soon as the crusher ceiling hits a destroyable thing under it). "Floor Raise to Ceiling (crushes)" is also usable, but maybe not 100% so. 0 Share this post Link to post
NinjaLiquidator Posted May 21, 2015 Hello, I finalized Map01. 163 monsters on UV, 4 secrets. Its a warehouse with platforms you can move how you want. Very puzzly. Takes 10 minutes to me, and thats a lot for somebody who knows where is what :D. Another idea I got is swapping plasma colors - now YOU shoot yellow-green and Arachnotrons shoot blue. Looks interesting :D I am working on finalizing Map02 now (50% of final edits done). But thats not what I am posting for. I wanna ask another thing - how to disable original ID software demos to be played on title. I dont want anything to play there at all. Zdoom is OK, PrBoom still does it. Thanks for reply 0 Share this post Link to post
Impboy4 Posted May 21, 2015 you can't. it's a feature that is hardcoded in all non-zdoom ports. 0 Share this post Link to post
Arctangent Posted May 21, 2015 I do believe you can record your own demos, however, and replace them by naming them appropriately ( DEMOx, with x being 1 - 4, I recall? ) 0 Share this post Link to post
NinjaLiquidator Posted May 21, 2015 ... and theoretically if they will have 0 tics and will be empty, it will not even start them. I will try it, thanks. 0 Share this post Link to post
scifista42 Posted May 21, 2015 Players mostly don't care about title demos in random wads they play, you as the author don't need to care either. The plasma recolor sounds like a random pointless change, I guess some people will like it and some won't. Be sober about random changes for the sake of random changes, they're not always cool (they only might or might not be good if they visibly 'improve' gameplay or aesthetics, but possibly not be for everyone). 0 Share this post Link to post
Memfis Posted May 21, 2015 Of course we do care about title demos in wads we play. It's a pretty lame sight when after the title screen it changes to a player doing nonsencial stuff. 0 Share this post Link to post
scifista42 Posted May 21, 2015 OK. I typically just want to play immediately, so I start the game before any demos can play. :) 0 Share this post Link to post
NinjaLiquidator Posted May 21, 2015 It was not random change, it was planned. Same as: - 2 pistols (Deus Vult II) instead of 1 pistol (thats already in it) - nuke launcher (Realm 667) instead of BFG, but that will not even appear in this 4-level demo (out of planned final 20 maps) - alternate chaingun (Skulltag) in addition to normal chaingun (will not appear there also) I was thinking even about dual rocket laucher like alternate weapon 5. And on slot 6 I think about 3 different plasmas - 3 colors, 3 intensities, same look. 0 Share this post Link to post
scifista42 Posted May 21, 2015 You do realize that DECORATE-based custom weapons/things/anything from Realm667 only work in ZDoom based ports and not PrBoom-plus, right? 0 Share this post Link to post
NinjaLiquidator Posted May 21, 2015 Yes I know. I dont know what I will do about it later. But for sure: THE FIRST 4-LEVEL DEMO WILL BE FULLY COMPATIBLE with PrBoom (if player will follow readme.txt settings - set exact trigger model to "no" because there is a lot of voodoo-doll-on-conveyor-belt effects). From the named weapons only dual pistols and plasma recolor will appear - and they are both already working. Even in PrBoom. 0 Share this post Link to post
scifista42 Posted May 21, 2015 You also cannot have "alternate weapons" in PrBoom-plus. All weapon slots are predefined. You can only redefine/replace default weapons via DEHACKED/BEX, and keep in mind that these script languages have limited possibilities compared to DECORATE. 0 Share this post Link to post
NinjaLiquidator Posted May 21, 2015 Thats probably the point where it will split into full "Zdoom version" and limited "PrBoom version" (cause I must admit that most players play on PrBoom even if its not the best port) 0 Share this post Link to post
NinjaLiquidator Posted May 27, 2015 http://uloz.to/xzM13mvo/stwalpha-rar 0 Share this post Link to post
NinjaLiquidator Posted May 28, 2015 And one more: Just download and play! 0 Share this post Link to post
Jaxxoon R Posted May 28, 2015 Uh. Interesting. I've never seen that way of taking screenshots before. You do realize that you can just hit the Printscreen key and PrBoom+ will make a telephone noise and save a screenshot to the same directory the executable is in, right? 0 Share this post Link to post
NinjaLiquidator Posted May 28, 2015 Originally, I wanted to put gameplay on Youtube. Thats why it is from Media Player. 0 Share this post Link to post