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Jimmy

[v0.4] A Boy And His Barrel - A secret is revealed

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(Please get either QZDoom 1.3.0+ (or GZDoom 2.4.0+), which include ZScript, before trying this out.)

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What
Another crazy idea conjured up by Jimmy and the regulars of his Twitch stream.

Why
Because.

How (does it work)
You've befriended (and apparently married) a barrel full of blueberry paste named Violet Barrelgarde, but the demons don't understand your love.

Both of you must make it to the exit intact - if either of you dies, you must restart. Simply push her onto the exit gate to progress to the next map.

Features

  • To move Violet around the map, either push her from place to place, or pick her up with the altfire button.
  • Monsters will target Violet as soon as they see her. Defend her with the limited provisions you get!
  • You will be notified whenever Violet takes damage, or finds herself in hazardous material, or is left by her lonesome for a length of time. Basically it's impossible to abandon her. And besides, it's her who needs to reach the exit, not you.
  • Violet sustains continuous damage when placed in blood, slime or lava. Use caution! Bio spheres will protect both you and Violet from all hazardous floors except electric floors.
  • On the flipside, Violet can be gradually "refueled" in berry liquid flats, or by being pushed over medikits.
  • Any time you are low on health, you can press "use" on Violet to "drink" from her, 10 health points at a time. This will bump your health up but drain hers. Furthermore this is the only way you'll be able to heal as medikits and stimpacks will only affect Violet.
  • Violet can pick up items for you, transferring things like weapons, ammo and keys to you. She will take health and armor for herself, though, and certain powerups.
  • Your fist has been outfitted with 20 times more kickback than usual, and this becomes even more powerful with berserk. Use it to your advantage, but only if you must! Smacking your honey, even in the name of escaping Hell, is not a light matter.
  • You can reset the level by forcefully detonating Violet with the weapon in slot 0.

 

Downloads
Resource PK3 w/ maps (v0.4)


Old:
Demo (v0.1.7)
"Vinesauce Edition" (Essentially 0.1.6 with some very minor aesthetic alterations)

Comment away and please feel free to tell me I'm weird.

Full Credits

Spoiler

MAPS:
Jimmy - MAP01-03, SEC01
Dragonfly - MAP04 (planned)
Gutawer - Secret map (planned)

 

TEXTURES:
Casali brothers - Plutonia textures
TeamTNT - TNT: Evilution textures
JP LeBreton - Texture definitions from WADSmoosh
Cage - All Portal signs, electric shock floors
Turbo_Saber - Berry liquids
NiGHTMARE - Force fields
Gutawer - Blue + red force field texture, springboards

 

GRAPHICS:
Jimmy - Fonts, menu graphics
Kurashiki - Title pic/Bossback, Interpic coloring
Slax - Interpic
Earthquake & Eriance - Effect icons
Neccronixis - Hands used on "carrying" HUD sprites

 

SPRITES:
Captain Toenail - Bio sphere
Captain Toenail, Blue Shadow - Armor spheres
Eriance - Berserk sphere, Ghost sphere
FuzzballFox - Rescue sphere, Boom sphere
Jimmy - Battle sphere (edited from Armor sphere)
Xaser - Detonator sprites
Xim(?) - Heart medikits
Captain J, Gez, HorrorMovieGuy, Mike12, Skelegant - Fan costumes

 

MUSIC:
Bobby Prince & Lee Jackson - Original works
GeckoYamori - D_E1M5, D_E1M8, D_E2M2, D_E2M8, D_DOOM, D_IN_CIT
Gutawer - Additional major key conversions
Jimmy - Editing of D_E2M4, D_E3M1, D_VICTOR
Eris Falling - D_TNTINT

 

SCRIPTS:
Jimmy - General scripting
Gutawer - Carry feature, springboards, pressure plates, ZScript conversion, technical support
ygco - Rescue spheres
Gez, Kate, Kyle873, Marrub, Yholl - Technical support

 

Feel free to make user maps!
Yes. A map for this is super simple to make - heck, I threw together the map in the demo WAD in about 20 minutes. Everything is done through the ACS library so any format include Vanilla Doom 2 is viable - the level simply ends when the new barrel (actor name "Violet", editor number 30000) is discovered to be on a specific flat (named "EXITFLAT").

The final map order for this set is already decided upon so I'm not looking for submissions to this project directly, but I'm still incredibly interested in seeing what folks can come up with.

 

Edited by Jimmy

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I like this. Could there be any way to pull the barrel towards you, for example to get it out of a corner?

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I had that working initially and then the feature broke on me. Dunno if I'll put it back in. Really you just gotta be careful, that's kind of the nature of the mod anyways. :P

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Having to guide and protect an object is a cool concept on its own (for an action game), and having to plan your movements precisely or having to restart the level is also a cool concept in its own way (for a puzzle game), I just feel that combining the two (I mean these particular concepts, not action + puzzle genres in general) might be a little too much to not get annoying.

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I'll definitely be doing some form of map for this, I couldn't not make one after being in the stream where ideas for this were drafted.

Regarding the music for the wad, you might have noticed that the music is shifted into Major key, gotten from this thread on doomworld https://www.doomworld.com/vb/doom-gener ... -to-major/ - during the stream, we found a program which could convert MIDIs automatically, which unfortunately costed $15. So during the stream, I bought the program specifically for this wad. So, if anyone needs a MIDI converted into major, just ask me about it, give me the .mid and I'll give you the converted one back.

I should mention, please don't use any MIDIs that change key, the program is designed to work with one key throughout so it won't work if a key change is involved. Sorry about that.

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ACS + DECORATE, so ZDoom. Maps can be done in any format though, because the barrel uses flats to determine when the level ends.

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Updated to 0.1.2. Changelog:

- Violet's height is now 32. A better, rounder number than the previous 42. :?
- Violet now has the +SLIDESONWALLS flag.
- Player's MaxStepHeight is now 23. This makes it less easy for you to walk on top of the barrel accidentally.
- NEW BERRY FLATS and FALLS! Courtesy of DRL333. These HEAL Violet if you push her onto the berry slime.
- MAP01 is now UDMF, also updated so it's less able.
- Those force field textures lol. Recolored the blue ones to um, actually work in the new palette.
- Violet doesn't go flying when she dies now, her death state now calls A_NoBlocking so the projectiles spawned don't make her zoom off in a random direction.
- Violet no longer dies if the player gets themselves killed, instead her status is updated.
- Violet's health counter changes to a redder color if she's critical.

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CaptainManiac said:

Jimmy,how many times do you spend to make your maps?

This test map took me like an hour tops. Generally I try not to spend much more than a week on a single map because I get burnt out with it at that point. I have done frequent speedmapping in the past which has served to get my mapping speed to a level where I can comfortably make a (small) full map within 2-4 hours. Recommend the speedmapping thing for you, or my Joy of Mapping monthly tutorials, if you want to learn how to map quicker. :)

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Jimmy said:

- Violet's height is now 32. A better, rounder number than the previous 42. :?
- Player's MaxStepHeight is now 23. This makes it less easy for you to walk on top of the barrel accidentally.

Sorry for buggering again, but reducing player's step height sounds like a bad idea to me (as it might inconvenience both mappers and players), and I'd personally rather solve the issue by increasing the barrel's height at least to 33, or maybe 41, or if you want a good rounded number, 35 or 40.

EDIT: I like that now you can get the barrel out of orthogonal corners at least.

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Updated to 0.1.3. This is rather a big'un.

Changelog:
- MAP01 further updated.
- Violet now picks up items. She can be healed with health pickups and even wear armor! But has no need for weapons. If she runs over a key, that key will be transferred to you, as will the effects of computer maps and light goggles, and any ammunition she runs over too.
- There is now a "Detonator" weapon in slot 0. You can use this to blow Violet up and restart the level if you find yourself unable to reach her or get out of a sticky situation. It requires you to hold the Fire button for a few seconds so as not to make accidentally selecting it and wrecking your progress a problem.
- Violet now has +WINDTHRUST, +TELESTOMP and +CANPASS. For anyone wanting to have wind sectors affect her, or build in telefrag traps she can be a part of. :P The third flag allows her to stand on top of other actors.
- Violet no longer takes environmental damage if she's above the damaging floor.
- Player can no longer heal from Violet above 100% or if she's currently healing in berry liquid.
- There is no longer a ~1 second delay before the "mission accomplished" sequence.
- References to "barrel" now changed to "Violet" in all onscreen warning messages.
- You'll get yelled at if you hurt Violet now.
- Violet will start to sulk if you stand apart from her for too long.
- Violet's sprites are now paletted PNGs, so palettes in other WADs don't interfere with her purples.

----------

Also, Cage has done us some friggin' awesome Portal-esque signs! Check this out:


The numbers and sign icons are all included in the wad as individual graphics, and the one you see in the updated MAP01 is defined in TEXTURES. There is also a lump I've called TEXHELP which outlines precisely how these signs are composited.

If you wish to make your own, please do! But maybe define your sign(s) with a prefix, like "REX_####" for Rexen, etc. They'll eventually be included in the main WAD and compiling everything will ideally need to be free of conflicts.

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She doesn't, you've simply got to get her through the damaging segments quickly.

You can punch her over certain pits, though, which is actually possible to do in the section past the first elevator in the test map, but wasn't meant to be. :P

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0.1.3.5.

- Fixed the damaging floors problem that was prevalent in the test map.
- Can no longer heal from Violet if the mission is over. (Prevents drinking her to death after getting her to the exit.)
- If you heal from Violet when at a value between 91 and 99, you will only take 100 minus that amount from her.
- Randomised nag messages (i.e. hurting Violet, or leaving her alone for 40+ seconds) are now different each time.
- Added GAMEINFO (doom2.wad is autoloaded now).

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Update to 0.1.4.

Includes:
- New help sequence. Hit the flashing Read This! on the menu to see.
- New credit pic by Kurashiki which is fucking amazing.
- New medikit and stimpack sprites.
- Medikits and stimpacks now only heal Violet.
- All custom sprites now PNGs (now includes palette-corrected blur sphere - still need to make potentially heaps of repaletted graphics to account for the new purples).
- Violet has the +ACTIVATEMCROSS flag, and now triggers anything monsters can, which includes monster-activated line specials and sector actions.
- Violet now picks up weapons and gives you the exact amount of ammo from the pickup, as well as the gun itself. Auto-switching not implemented yet.
- Gutawer's aforementioned scripts for springboards (pressure-activated and remote-activated) and pressure plate switches are now available to the mapper in the following scripts: S_Springboard and S_Pressure. See his example maps for how to use them (to be posted).

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https://www.dropbox.com/s/lxu4bsccdpd24e7/ABAHB%20GutaStuff%20Demo%20Map.wad?dl=0

Demo map showing how to use the new scripts for springboards and pressure plates. If you have any questions, suggestions, bug reports or code improvements, please ask - ideally these functions should be as all-purpose as possible. I will eventually produce some documentation detailing their usage, but that will come later. For now, just take a look at the demo map.

EDIT: I should mention, you need to use UDMF to use these scripts - they rely on GetSectorUDMFInt for vital data about launch speed, pressure plate moving distance, and other important stuff. If you aren't using UDMF, you won't be able to edit the sector's Custom field, meaning that the scripts will not work.

DOUBLEDIT: Please do not use the pressure plates in their current form, I have just found they are very easily breakable, and will require a fix to be added to the main wad which will break backwards compatibility.

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Update to 0.1.5! Pretty significant one, this. Allow me to elaborate:

- A brand-spanking-new MAP01! This is NOT the one I did on stream yesterday, haha. I somehow made all of this new map during this evening in an incredible sudden bout of inspiration. It's now 6am and what am I even doing.
- The former MAP01 is still included, as "TESTMAP".
- Added a brand new item! The Rescue Sphere (pictured below) goes in your inventory when you or Violet pick it up. Using it will teleport Violet to your location instantly. Telefrag kills are possible with her with this. Telefrag suicides currently are too, so be careful. Sprites by FuzzballFox! Yay!
- Added a new set of flats, an electric floor. Basically acts the same way as all damaging floors currently do regarding Violet. Flats from HacX 2.0, used with permission from Xaser (project manager) and Cage (artist).
- Updated Gutawer's library for Springboards and Pressure Plates.
- Reverted to the old CREDIT pic and updated it with more names, bumped Kurashiki's (awesome) art to the BOSSBACK for now.
- Updated all the HELP graphics a bit.
- Status bar icon for player health is the standard medikit again, to prevent confusion.
- Detonator is taken from the player at map start, and given back only when Violet spawns.
- You now instantly swap to a new weapon received from Violet (as if you had picked it up).
- Recolored FLAT22 (which I use a lot) and the two glowing techlamps to fit within the new palette.

Known Bugs: For some reason the messages you get if you punch/shoot Violet are not showing on the new MAP01, but are on the TESTMAP. Evidently one of those vexing issues that I have no idea where to begin troubleshooting for. :(

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https://www.dropbox.com/s/lxu4bsccdpd24e7/ABAHB%20GutaStuff%20Demo%20Map.wad?dl=0

And a new demo map for my library, along with the new release - a few things have changed, I'll give a quick rundown.

Pressure Plates now require an anchor sector - this fixes a game breaking bug with the Pressure Plates, which previously used RaiseBy and LowerBy for animating - this could be abused by rapidly entering and exiting the sector, causing the pressure plate to go under the ground. This has been fixed by converting to an anchor based system, where plate movement is calculated as a fixed point based on the current floor height of an "anchor sector", using MoveTo. This also opens up possibilities for elevators controlled by pressure plates.

Speaking of elevators, the pressure plate will no longer activate while the plate is moving, fixing a few bugs that would have otherwise occured during testing. This also means that the pressure plate cannot be activated during it's animation.

Also, if either script argument supplied by the user is 0, that particular script won't be called, allowing for activate/deactivate-only pressure plates.

Now, onto your new map, Jimmy.

I really, really liked it. It looks great, plays great, and has plenty of interesting setups to show what the mod is about and how it works. I really, really liked the placement of the RescueSphere - you can either use it for a quick bit of convenience after Violet goes down the Yellow Key elevator, or you can be a bit more patient and use it to get Violet out of the Mancubus' way, making the fight a lot easier. I also do think that autosaves should be present in most maps in this mod - while obviously there is no way to stop user-saving, I feel for a puzzle mod, the mapper-controlled saves lend themselves to the genre far better.

On the technical side (relating to my scripts, heh), I noticed two little oddities that could stand to be fixed.

First of all, the pressure plates in the Rescuesphere area are meant to be usable by both the player and Violet, yet are using the script "S_Pressure". If the pressure plate should be usable by both actors, you should use the script "S_Pressure_PB", which has extra checks to make sure there is no actor on the plate, not just the activating actor. Also, the jump pad is set up a bit weirdly - there is noticeably a Block Players linedef preventing the player from picking up the Red Key themselves - I have to ask, why is this? One of the flags for the "Actor Hits Floor" thing is FRIENDLY, which sets the thing to be not activatable by players. Setting that flag instead of using Block Players lines would avoid a lot of potential confusion on why the player can't travel over a gap that the barrel clearly can. I'm pretty sure there are textures inside the wad that would signal to the player which bouncepads/pressure plates are usable by which actors.

I really should produce some documentation on this, huh. Either way, two little minor oddities don't detract from how good the map is at all, really. I know I'll be trying to make my map feel as interesting, and look as good as this one does, and I'd hope the mappers besides me doing stuff for this also do.

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Here's 0.1.6! Changes:

- Updated MAP01 quite a bit.
- Main menu now displays current version number.
- Added a sound effect to the springboard script per Gutawer's suggestion.
- Rescue Spheres no longer carry over to the next map. They can pretty easily break things.
- By default, Violet's status is shown as unknown ("???") until she's approached. When the player gets close enough, she now showers them with ♥s, and an onscreen message appears. The behavior of the status message can be disabled for user maps by adding the single line "BarrelSeen = FALSE;" to an OPEN script.
- I relented and provided player-only stimpacks and medikits as well as something for mappers to add into their maps if they want. These packs are denoted by green crosses instead of purple hearts.
- Added a few more textures, specifically, versions of GRAY1 each with one of Cage's portal-esque icons.
- Fist has gloved sprites now. Conveys a bit of visual difference along with the behavior.
- Palette-corrected the cacodemon fireball and the blue key icons. That took me long enough to get round to doing.
- Changed Violet's blood color to make it more closely match the actual color in GL.
- Moved some in-game strings over to LANGUAGE.
- Tweaked the Violet HUD obituaries a tad.

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Here's 0.1.7! Changes:

- Updated Violet's sprites. Bigger, cuter bow! She also no longer has a "slime trail" going down her side.
- Violet's bow now goes the same color as whatever armor she's wearing! :3c
- Reduced the volume of the springboard sound by 25%.
- Detonator now actually does enough damage to Violet to kill her under any circumstance. Yeahhh that was necessary to fix - the detonator actually made a sticky situation even more sticky.
- Mappers can now tag their sectors 999 and they'll receive a warning that Violet should not be there. Additionally, specifying the custom fields "user_teleport" and "user_nofog" for said sectors will teleport Violet to a mapspot, with or without fog.
- Added a new set of blue+red forcefield textures edited by Gutawer (N_FLDBR1-4). This texture should be used on forcefields that block both players/monsters! (Violet does count as a monster, hence why blue forcefields block her in the first place.)
- Rescue spheres improved a bit. In theory it's no longer too possible to screw yourself over with them. Mappers: use the monster line-of-sight blocking to forbid the player from spawning Violet beyond a certain point (such as force fields).



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