everennui Posted April 7, 2016 UPDATESTED: http://www.mediafire.com/download/39svq6sco5yprq5/Castlevania85.wad There are currently 6 UDMF Doom 2 levels in the works and I am looking for some constructive criticisms and any kind of help that anyone would be willing to lend. Texturing is not my strong suit and this is emphasized by the way that 3D Floors work. It's difficult to multi-layer textures without dummy sectors and doing that is a lot of work. I originally wanted to be done with this project by my birthday in late July, but I'm thinking that it's going to take much longer than that. I don't feel like it's Castlevania without a whip and I don't have the patience or artistic skill to accomplish this task, so I may drop the Castlevania theme and shoot for something in a similar vein. The map order is a little backwards. Map06 is actually Map01. 1 = 2, 2 = 3, 3 = 4, 4 = 5, 5 = 6. I have either two or three or four more maps to make depending on how I can get things to flow. Currently most levels are connected to one another, so there should be some familiarity with new maps from the previous. Play with lights.pk3 and Gamma 1.0 Screenshots: Map 03 More Spoiler Map 05 Map 05 Map 04 Map 04 Map 03 You will need the Gothics Texture pack from Afterglow. http://www.doomworld.com/afterglow/textures/zips/gothictx.zip [THANKS TO REALM 667 for custom monsters] also to Scifista42, Gez, Gemini09 and others for the coding help. Thanks to everyone who has helped me learn. Chubz, SublimelyElogant... Thanks, Skizzlers (Twitch)https://www.twitch.tv/skizzlerzz/profile, John Suitepee (Twitch)https://www.twitch.tv/johnsuitepee/profile for playing my wads. Input is clutch. Seriously. Big thanks. Please offer suggestions. Maybe I can even make a whip. I'm excited. Edit: (5/9/2016) I was going to do this at the end, but I think I better start keeping track of my sources. I'm sure people would appreciate it anyway and it'll make my .txt all the easier. Credits: Spoiler Code: Scifista42 (big help) Sprites: Monsters: Name: Azazel Difficulty: Very Hard Connection: None Summon: Azazel Melee: No Distance: Projectile Type: Demon Decorate: DBThanatos GLDEFs: Ghastly Dragon Sounds: Blizzard (Diablo) Sprites: Vader Sprite Edit: DBThanatos Idea Base: Classical image of Baphomet Name: Bat Difficulty: Very Easy Connection: Part of Imp Warlord Summon: BatFamiliar Melee: Yes Distance: None Type: Animal, Critter Submitted: Tormentor667 Decorate: Espi, Popsoap Sounds: Raven Software Sprites: Raven Software Name: Female Scientist Zombie Difficulty: Very Easy Connections: None Summon: FemaleScientist Melee: Yes Distance: None Type: Human, Undead Submitted: scalliano Decorate: scalliano Sounds: DavidRaven, Id Software, Konami Sprites: Id Software, the Skulltag Team (Illucia, Player II), DavidRaven Sprite Edit: scalliano Idea Base: The UAC's apparent lack of staff Name: Flying Imp Difficulty: Easy Connection: None Summon: FlyingImp Melee: No Distance: Projectile Type: Demon Submitted: Maelstrom Decorate: Maelstrom GLDEFs: Dreadopp Sounds: Id Software Sprites: Id Software, Raven Software Sprite Edit: Maelstrom Idea Base: Enjay's Flying Imp front angle from Nightmare's "Beastiary" Name: Former UAC Scientists Difficulty: Very Easy Connections: Zombieman, Shotgun Guy, Female Zombie Summon: ZombieScientist3, ZombieScientist4, FemaleScientist3, FemaleScientist4 Melee: Yes Distance: None Type: Human, Undead Brightmaps: No Added States: No ACS: No Submitted: scalliano Decorate: scalliano Sounds: Id Software, DavidRaven, Konami, Valve Sprites: Id Software (Zombieman), JoeyTD (Player 6, 7 & 8 frames), The Skulltag Team (Illucia, Player II), DavidRaven (Female Zombie), Marty Kirra (Diaz, Alt Female Zombie), NMN, Tormentor667 (Rapid Fire Zombie), Woolie Wool (SMG Zombie), Vader (Chaingun Major), Mike12 (Revy Skin), solarsnowfall (Steam Sprites) Sprite Edit: scalliano Idea Base: The UAC's apparent lack of staff Name: Imp Trite Difficulty: Very Easy Connection: none Summon: SpiderImpHead Melee: Yes Distance: None Type: Demon Submitted: Tormentor667 Decorate: Neoworm Sounds: Id Software Sprites: Id Software Sprite Edit: Neoworm Name: Terminator Difficulty: Very Hard Connection: None Summon: Terminator Melee: No Distance: Projectile, Hitscan Type: Demon, Cybernetic Brightmaps: Yes Submitted: Vader Decorate: Vader GLDEFs: Dreadopp, Sandypaper (Brightmaps) Sounds: Id Software, Blizzard Entertainment, Vader Sprites: Vader, Eriance (cannon base) Thanks to everyone who has played my maps and given me feedback. ...and many more. You'll get your name etched in stone. 0 Share this post Link to post
everennui Posted April 7, 2016 Du Mhan Yhu said:screenshots? Added. Thanks. 0 Share this post Link to post
PseudoGold Posted April 7, 2016 I really like the architecture in this and the use of the GZDoom assets were well done. However, I did notice that one switch was right up on the ceiling rather than being in plain sight, though I guess that was deliberate. The door looks a bit funny to me though. I also came across a HOM effect with one door in the bit after you get the red keycard. I'm guessing you haven't finished this bit? Finally, this console was a pain. I felt the fiddly buttons were unnecessary. Also, there was one error with a door. On one side I'm guessing it was marked to execute script 8, but it couldn't find said script. The gameplay I thought was pretty solid, though ammo was a bit plentiful towards the end. Some of the encounters were nice, though the one where the four pillars lowered down was rather lacklustre. The bathroom one was nice though. If you fixed up some of the stuff mentioned above, I'd say you have a real nice map. 0 Share this post Link to post
everennui Posted April 7, 2016 PseudoGold said:I really like the architecture in this and the use of the GZDoom assets were well done. However, I did notice that one switch was right up on the ceiling rather than being in plain sight, though I guess that was deliberate. The door looks a bit funny to me though. http://i.imgur.com/7G5AvlJ.png I also came across a HOM effect with one door in the bit after you get the red keycard. I'm guessing you haven't finished this bit? http://i.imgur.com/U3mPxVP.png Finally, this console was a pain. I felt the fiddly buttons were unnecessary. http://i.imgur.com/FvdN4ho.png Also, there was one error with a door. On one side I'm guessing it was marked to execute script 8, but it couldn't find said script. The gameplay I thought was pretty solid, though ammo was a bit plentiful towards the end. Some of the encounters were nice, though the one where the four pillars lowered down was rather lacklustre. The bathroom one was nice though. If you fixed up some of the stuff mentioned above, I'd say you have a real nice map. That switch is for a secret that requires a little bit of timing and good accuracy. (It's how you get the health kit. The door is off center on purpose. (I just like how it looks.) I haven't quiet figured out how to write the script. I just want it to say, "This door cannot be opened from here." Thank you for looking at it. How do you feel about the texture variety? 0 Share this post Link to post
PseudoGold Posted April 7, 2016 everennui said:That switch is for a secret that requires a little bit of timing and good accuracy. (It's how you get the health kit. The door is off center on purpose. (I just like how it looks.) I haven't quiet figured out how to write the script. I just want it to say, "This door cannot be opened from here." Think I have a solution for that script 8 (void) { print(s:"This door is oddly stuck"); } This should compile hopefully. I've just altered something I've done in a wad I'm working on. The script should print the message in the middle of the screen in gold letters (seemingly the default for zdoom). EDIT: Yeah this will compile in GZDoom Builder. Since the ACS is the same for ZDoom no matter the fomat, this will work as intended. 0 Share this post Link to post
everennui Posted April 7, 2016 PseudoGold said:Think I have a solution for that script 8 (void) { print(s:"This door is oddly stuck"); } This should compile hopefully. I've just altered something I've done in a wad I'm working on. The script should print the message in the middle of the screen in gold letters (seemingly the default for zdoom). EDIT: Yeah this will compile in GZDoom Builder. Since the ACS is the same for ZDoom no matter the fomat, this will work as intended. Damn. I was so close. I forgot the "s:" Thanks! 0 Share this post Link to post
everennui Posted April 24, 2016 PseudoGold said:I really like the architecture in this and the use of the GZDoom assets were well done. However, I did notice that one switch was right up on the ceiling rather than being in plain sight, though I guess that was deliberate. The door looks a bit funny to me though. http://i.imgur.com/7G5AvlJ.png I also came across a HOM effect with one door in the bit after you get the red keycard. I'm guessing you haven't finished this bit? http://i.imgur.com/U3mPxVP.png Finally, this console was a pain. I felt the fiddly buttons were unnecessary. http://i.imgur.com/FvdN4ho.png Also, there was one error with a door. On one side I'm guessing it was marked to execute script 8, but it couldn't find said script. The gameplay I thought was pretty solid, though ammo was a bit plentiful towards the end. Some of the encounters were nice, though the one where the four pillars lowered down was rather lacklustre. The bathroom one was nice though. If you fixed up some of the stuff mentioned above, I'd say you have a real nice map. I think you are right about the buttons. In my next release I intend to make the background of the console have the tag, but retain the interactivity of the buttons just for an extra little touch. I find pushing them is not as easy as I'd've hoped. 0 Share this post Link to post
everennui Posted April 24, 2016 I've greatly reworked this map and I've decided to make it part of a 5-7 level mapset . I want it to have a feel of Castlevania. Sounds like a fun project and it might sharpen some of my skills. The maps will all be connected somehow - meaning that you will see repeated parts, but I think this gives it a similar feel to Castlevania. This map, (MAP 05) will likely be a level 4 or 5 in the finished product, so it is supposed to be hard. I've played it a ton and am at the point where I've far exceeded the learning curve that I suspect anyone will ever achieve. I would love another beta test if someone has the time. In return, I'll do the same for you. I will put in just as much or more effort in to my test of yours. If you don't map, you can choose someone else from the community for me to test. I know a lot of us have projects that we are working on that take up time and I really appreciate anyone who takes a minute or 10 to play my maps... so thanks in advance. Edit: I do intent to put lighting in. I should have just waited for that. Should be up soon. (ADDED) Edit (5/9/2016): I've completed "Map 04" (no monsters yet) (I'm sure they'll have to be moved around. I'd like to hear what people have to say. The link is updated above. 0 Share this post Link to post
everennui Posted May 9, 2016 Map04 up! New weapons! Flashlight! New monsters! New SECRETS! 0 Share this post Link to post
everennui Posted May 11, 2016 Hopefully it's not to esoteric for me to bring attention to the fact that there are to threads dealing with the theme of Castlevania. I did not know someone else was doing a project of this nature... I'm kind of at a loss for what to do. I've bumped xenoxols thread, asking if he'd like to collaborate. He's got at least a whip... so that seems pretty serious. Anyway... here's his thread. https://www.doomworld.com/vb/wads-mods/85690-castlevania-doom-wip/ 0 Share this post Link to post
everennui Posted May 19, 2016 Adding some platforming. https://youtu.be/jgQvnGKCyxU 0 Share this post Link to post
PsychoGoatee Posted May 19, 2016 Looks promising! And I don't think it'd be a problem to have more than one CastleVania themed project. I hope the combat itself remains Doom style though with shotguns etc in your maps. 0 Share this post Link to post
Jannak Posted May 20, 2016 Well since this is Castlevania.... I wonder if you're going to fighting actual Vampires, Werewolves and other Werecreatures, Ghosts, etc alongside the Doom demon cast? Also is Dracula himself the final boss? Well it be cool if someone made sprites of the Castlevania monsters to be FPS compatible... 0 Share this post Link to post
everennui Posted May 21, 2016 Jannak said:Well since this is Castlevania.... I wonder if you're going to fighting actual Vampires, Werewolves and other Werecreatures, Ghosts, etc alongside the Doom demon cast? Also is Dracula himself the final boss? Well it be cool if someone made sprites of the Castlevania monsters to be FPS compatible... Unfortunately I am not a sprite artist. I think I will have make a whip, but I'm putting that off as long as possible. There are some custom monsters now from various places, but no Dracula. :( If someone has the skills I would love to collaborate. I have a much more updated version to post soon. 0 Share this post Link to post
everennui Posted May 21, 2016 Newest update: (2016/05/21) Map02 is a platformer without an exit yet. Check it out. 0 Share this post Link to post
everennui Posted May 26, 2016 The first two levels are now playable and beatable, but with only one difficulty setting. Hint: Spoiler The flashlight is your friend. Find the flashlight. 0 Share this post Link to post
everennui Posted June 13, 2016 Come fill your computer with more of my files that don't replace the old ones (sorry). http://www.mediafire.com/download/39svq6sco5yprq5/Castlevania85.wad (Check top for update log). 0 Share this post Link to post
everennui Posted June 25, 2016 I've decided that I'm going to ditch the Castlevania theme and go a different route. I've been searching very hard for a whip and I've come across a few, but the one that stands out the most is definitely xenoxols' ... who actually happens to be the modder behind the OTHER Castlevania themed project here on Doomworld. I've recently contacted xenoxols' on zdoom through a private message and now also on his thread that he has recently bumped, saying, there was an update on the way. Here is that thread: http://forum.zdoom.org/viewtopic.php?f=19&t=47311&p=920475#p920475 He has not gotten back to me, but I don't think it should be an issue to make this wad with his assets in mind. People do that for Brutal Doom. That's legit, right? Addendum: Here is a direct link to the Indiana Jones mod he is working on: https://www.mediafire.com/?6fzbf2hc16cx76v Here is the most updated version of my project: http://www.mediafire.com/download/dnzcvn7d4ccziad/Castlevania85%282%29.wad ...and you will need gothic textures as well. 0 Share this post Link to post
kuchitsu Posted June 25, 2016 http://i.imgur.com/DRDOIP7.png I think you need to go for the other stone texture here (the one without that black hole). The repetition is just way too obvious. 0 Share this post Link to post
everennui Posted June 25, 2016 I'll mix them up. I've been experimenting with that in a new wad I started. I agree, totally. 0 Share this post Link to post
MrSkeltal Posted June 26, 2016 You should experiment with shadows and brightness differences more. Looking at the screenshot above and some in your first post, a couple of areas look too washed out due to the lighting being the same. Try placing some torches and lights around them to make things seem more lively. 0 Share this post Link to post
xenoxols Posted June 27, 2016 Hey, you are free to use anything in my indiana jones mod as long as you give proper credit. Though I must say it it is one of my older mods and I consider it subpar, but whatever. 0 Share this post Link to post
Koros Posted July 16, 2016 I know this topic is a few months old, but PLEASE tell me this is still being worked on. This looks great so far and would love to see a finished version. 0 Share this post Link to post
everennui Posted July 16, 2016 I haven't worked on it in a while. It's kind of on low while I'm working on other things, but I do think about it from time to time. After the 20th I'll probably give it a once or twice over. Honestly, it was more of an exercise to learn new things and get better at mapping. In retrospect naming it after Castlevania kind of limited me and put unneeded pressure that my limitations are unable to accomplish. If I name it something else, I'll garner a little more steam. It just doesn't have a Castlevania feeling to me. I do like the maps, but I am stuck at a fork in the road. 0 Share this post Link to post