SPV999 Posted May 12, 2008 Someone might have already thought of this, I don’t know... I was just bored in study hall today and started drawing this. And for once, when I got home and tried it, it actually worked! It’s pretty neat (IMO) so I’d thought I’d share. Basic premises is that you have a continuously moving line of things on a belt system. It’s not individual belts activated with switches or walk-over linedefs, each belt feeds into each other using teleporters, so the belts don’t even have to be connected. You have to be careful when setting delay times, however. All of it is noted in the scripting (in the WAD). Here’s a copy of the map (hope this works, never done it before): http://www.mediafire.com/?ftz9zgwmtzt This could come in handy for warehouse or assembly line-type levels. You could even have a “Shut down the factory before the enemies new super weapon is assembled” theme, using an “if timer>## && switch==#” script. IDK, I was bored. >.> 0 Share this post Link to post
Creaphis Posted May 12, 2008 Sorry, but this has been thought of before, and this is actually all possible within the Boom engine. This is going to sound arrogant, but if you want to see an impressive Boom-compatible conveyor system, check out my wad: http://www.doomworld.com/idgames/index.php?id=15220 The conveyor belt in my level pulls monster corpses into a juicing machine, and shredded remains come out the other end. With nothing but Boom-compatible linedef actions, it has these features: 1. The fresh monster corpses and their squashed remains continuously - and silently - cycle through the conveyor system. 2. The juicing machine kills a baron of hell which "accidentally" walks into it - the player hears its death knell, which sounds instantly, and his corpse visibly leaves the machine's other side. 3. The conveyor system gives off ambient mechanical noise. 4. The player dies instantly if he enters the machine. 5. The whole system has off and on switches. When the system is turned off, all conveyor motion stops, the mechanical sound stops, and the player can enter the machine safely. 6. The machine can be viewed from above and below with no rendering difficulty in software. What I don't like about it is that the "new" monster corpses all end up travelling in single file, because of a peculiarity in how things move on scrolling sectors in the original Boom engine - they tend to get a small boost of speed when entering a new scrolling sector, and I had to make the corpses come out in single file to avoid them getting snagged on the belt's edges. Also, the baron's corpse reappears repeatedly, but I could have prevented this with a bit more effort. 0 Share this post Link to post
Csonicgo Posted May 13, 2008 I love conveyor belts. you can do countless effects with them. pretty damn good conveyor system. sooner or later I want to see a 6502 made from voodoo dolls and conveyor belts. :P 0 Share this post Link to post
esselfortium Posted May 13, 2008 Csonicgo said:I love conveyor belts. you can do countless effects with them. pretty damn good conveyor system. sooner or later I want to see a 6502 made from voodoo dolls and conveyor belts. :P But can it play Doom? 0 Share this post Link to post
Creaphis Posted May 13, 2008 esselfortium said:But can it play Doom? Ha, maybe not yet, but with UDMF and no sidedef limit, theoretically yes. I remember that question being posed when this level turned up: http://www.doomworld.com/idgames/index.php?id=14480 0 Share this post Link to post
GreyGhost Posted May 13, 2008 esselfortium said:But can it play Doom? Given the limitations of the 6502 I'll be happy if it plays Tetris. :P 0 Share this post Link to post
Infinite Ammunition Posted May 14, 2008 hey now, no need to be knockin' on the chip that lay at the heart of this baby: 0 Share this post Link to post
Creaphis Posted May 14, 2008 In which case, "Can it play Doom" is yes! http://www.youtube.com/watch?v=mqEEAzNxR2A 0 Share this post Link to post