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Everything posted by HLTV Proxy
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Hello again everyone. I am currently typing up this post from work, so when I get home I will upload some screenshots. Basically, I am remaking the first set of heretic levels in doom (UDMF Format). I have ripped all the textures and some of the props, put some of them in decorate, etc. The first level is done, so I will give that out when I get home. I'm aware that there are some minor texture misalignments, but not too many. You'll be fighting your standard doom monsters in these levels, I've included difficulty settings from easy to hard. I've borrowed some resources from R667 (But not much), one thing I did borrow was the particle effect that I will be using for the teleport pads and such. I might need a hand in getting the water to splash like in heretic and such. If you'd like to help, just let me know. Before I forget, this will only contain the first levels of heretic, E1M1 - E1M8, which is technically LEGAL to make as a shareware version exists. So before I get anyone posting that I should scrap this project or I shouldn't be making it, my answer to those people is "lolno, feels good man". Post away.
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I don't mind remaking this with doom textures, I just need to know which doom textures to use where, that's all. Will the normal doom/doom2 textures be enough? For example, "Woodwal" texture from heretic, what could replace that? As it's a very commonly used texture. Same with that bricky one outside and inside the start area of E1M1. Thoughts?
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Is that supposed to be a clip of some kind? It's not loading. Regardless, I'll still upload what I have anyway. (it's not very big) I would still be stumped when it comes to finding the correct textures to suit all the places.
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I could actually do that. Go through and remove all the heretic textures and then try and find specific textures to replace the appropriate heretic ones on different things. But that's where I get stumped, I actually attempted this, however the problem being, is that I don't know which textures to use in place of the heretic ones. For example, in "The Docks" the textures for start area, what could replace that commonly used texture that's in the doom textures?
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"Wind" meaning not only sound effects, but the floor that scrolls the player in a direction, "Wind west (Medium)" for example.
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I would have to port all the ammo types, all the weapons, sprites and monsters and THEN code their behaviors. (I wouldn't even know where to begin then) What I've done, takes less effort as all I need to do is get textures and a small amount of sprites. All I need to do is retexture the levels, if props need making, find ones on R667 or other sites that behave in similar nature to the props I am after, remove the custom sprites and then add sprites from heretic to those, and assign those names in the gldefs and decorate. If credit is needed, credit will be given. That's practically it. I just need to get the water splashing working.
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Now we're just splitting hairs, so this is no longer open to debate. As for your other question, If you can tell me how I'm supposed to achieve the ambient sound effects, plus the wind effects in a vanilla environment, then I'll be more than happy to scrap the UDMF format and redo the entire thing in a vanilla approach.
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I'm not just 'porting' the maps. I am giving people a blend of heretic and doom. You get to play your favorite heretic levels within the doom engine. With all effects taken into consideration. You get the heretic levels, with a bit of a doom feel. My style is trying to mimic levels from other games and see if I can redo them into doom and see if people will like the idea, if not, that's fine.
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Oh I don't know.. maybe because I wanted to try something different? You know, something that doesn't seem to exist yet? (I've looked for this and it doesn't exist, so I am making it) What's wrong with having levels from other games, except having your favorite doom monsters to blast in them? It's something different.
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Because some of the features will be necessary in the future maps, such as "Wind", which is used in heretic, and also ambient sounds which I hope to use as well, and many other features.
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Reakon you could get that verified? I don't want this project to follow the same route as that Duke one I made.
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There's nothing in the fine print that tells me that I cannot take from the shareware version and use it's resources. It's free, anyway. Plus, I am giving full credit, so don't worry. Anyone who contributes and anything I've borrowed, gets credit. I'm just making the maps and hopefully getting some takers :)
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:< Did they lose the game too?
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My last project was a duke nukem 3d remake in doom (Got about 3 levels done too) which was fully scripted and everything, which also got binned because apparently, that was "illegal" according to some people. Even though I was only making one episode, I just thought I'd see if it was possible remaking it in doom. But no, of course not. Hopefully, this one goes a bit better. : |
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I've run out of ideas because I simply do not know how to continue, I need some sense of direction. And I'll do my best to get the game play worked out. Ok, so my choice of textures don't really phase you, fair enough. I was trying to go for a tech base look, so what textures would be recommended? Also, where would you have the heights? I love hearing other peoples ideas, so if you have a suggestion that may make my map look more decent, feel free to drop a comment.
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Hello again! This is a WIP single player map. I said that I would work on a single player map, and I am going to give you some screenshots of what I've done so far. I'm lacking ideas of how to continue past the Administration room, so maybe some people can help me out? Where players will spawn, this is the starting area: http://img291.imageshack.us/i/screenshotdoom201005221.png/ Here, you can see that the spawn pads have a power source of their own. http://img99.imageshack.us/i/screenshotdoom201005221.png/ An armor dispenser that is part of the starting area. http://img684.imageshack.us/i/screenshotdoom201005221.png/ And finally, the admin area. Tried to emulate some dynamic lighting there. http://img413.imageshack.us/i/screenshotdoom201005221.png/ Hope this sparks someones interest. Edit: Forgot to mention, it's for skulltag.
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Hello Doomworld Community! I'm new here and I thought I'd release my first map. It's only one map, and it's mostly about choice. It uses 3D bridges and some dynamic lighting and various other effects. It's for Skulltag and has only been tested in skulltag. Link: http://www.mediafire.com/?zznvdmm5qgy I am open to criticism, if there is something you like/dislike, I would like to hear about it. I always have room for improvement, so if you have any advice on how I can make my levels better, feel free to let me know. Note: Jumping is needed, crouching may be needed and maybe freelook, it also requires OpenGL.
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Run the map again, and this time, crouch into one of the white lights in that small door frame behind you when you spawn. The chaingun can be used for sniping purposes, it's very accurate if you don't hold down the fire button. I guess the rocket launcher is just a filler weapon, but it has splash damage and if it hits, it's very damaging. I guess I could have put some high pieces of land coming out of the lava to provide cover at certain angles. (Why didn't I think of that? -.- ) And yes, I will bring out a single player map. I have the spawn room completed so far, and I'm still thinking of how to approach the administration room. I'll make another thread after I upload my screenshots.
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@Deeforce: The bridge is damaged for a reason, I made it that way, so it's not overly easy to just run to the upgrade place. I tried to give it the look as if it was still being constructed, which is why you need to jump over to the other part of the bridge. And yes, I'll do my best to make a single player map for you guys to enjoy. I just thought I'd make a deathmatch map first and see what you guys think of it. @40oz: I appreciate the reply, however, since you made the effort to reply, then I'm going to ask you to make the effort to actually try it, before just dismissing it. According to the comments I've received over at Skulltag and the comment before yours, it isn't actually too bad. But it's your choice. If you don't have Skulltag, then don't worry about it.
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68 views, but no one has anything to say? Come on guys, it can't be THAT bad :D