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Venick

Level development Question.

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I am currently building a UAC themed doom wad in skulltag format and I was wondering if it is acceptable to submit a "alpha" unfinished level for people to try so they can provide feed back on anything I should change or perhaps improve. I am new to the community and complex level editing.

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Oh and I was wondering if you can script doom to preform a action when you kill a specific amount of monsters IE more monsters spawn, or door opens or platform lowers or something like that.

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Feel free to post a beta link if you want feedback. Bear in mind that some of the criticism you receive may be harsh, so it helps to have a thick skin. You might also want to use Zandronum, ZDoom or GZDoom instead, as Skulltag is pretty much a dead source port.

Also, here's a page that can tell you all you need to know about ACS scripting. Hope it helps. :)

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Obsidian said:

Feel free to post a beta link if you want feedback. Bear in mind that some of the criticism you receive may be harsh, so it helps to have a thick skin. You might also want to use Zandronum, ZDoom or GZDoom instead, as Skulltag is pretty much a dead source port.


How many times? Zandronum is a continuation of Skulltag, the port never died, the only difference is that Carn is no longer part of the team (pretty much the only difference, developers went one way, Carn went to continue Wrack and closed the official site). Also, skulltag actors and data may be of use to the OP I found this which I think has it. http://wiki.zandronum.com/Downloads

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I know how to do Teleporting traps for monsters but I want to have that Doom 64 effect where the monsters just come in from translucency.

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