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Stabbey

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Posts posted by Stabbey


  1. 2 hours ago, Novaseer said:

    In UDMF you don't even need a script - you can attach an action to a thing and it will trigger when that thing dies. I'm afraid I don't know how to do this in UDB as I don't use it, but it's pretty easy in SLADE's map editor.

     

    If there is only the one enemy of that type, then yes, using an action on a thing tagged the same number as the sector. But that method will go off if any monsters with that tag are killed. If you want the action to occur only after two or more enemies are killed, then a script is required.


  2. I don't see any point in doing that. I promise you that literally no human being, will ever, for any reason, keep your level running for four years.

     

    So all you need to do is put a linedef the player cannot avoid in the path of your Berserk which lowers some kind of wall which blocks off your exit permanently. There is no practical difference between that and "wait four years for Berserk to wear off."


  3. This depends on the experience you want to give the player.

     

    I will say that I do not enjoy mandatory use of Berserk for substantial portions of gameplay. Doomguy's primary defense is high mobility allowing them to evade demons, and having to get up close and personal often makes that more difficult. Particularly because it is not something I practice often. In addition, when all you have is a fist, combat gets very repetitive and monotonous, and I don't have the patience for long stretches of forced berserk gameplay.

     

    I definitely lean on the side of "provide more ammo than is required" side.


  4. 1. Never join MIDIs or anything to a map between the start of the marker and the blockmap. It's fine to have all the MIDIs together at the end, as neither MIDI nor sound effects need to be inside any pair of start/end markers.

     

    Are all 32 maps in one WAD, or do you mean you have 32 individual maps? If the latter are they all in MAP 01 or are they set as the correct levels? Because you can change the map slot of a map in UDB and also save maps into another WAD to join them together that way.

     

    2. As for permission, it depends on the artist. Some artists put tracks out for players to freely use as long as they're properly credited. Others you may need to ask directly, which is the best approach to use in general.

     

    3. Putting a crusher in a room triggered by your "Exit" which crushes a barrel, which in turn detonates a bunch of barrels (next to both a Romero Head and a Player 1 start will do it.


  5. There is an option to make lines not appear on the automap, but setting that flag means that they never appear, ever, so if you only want the lines hidden until, say, going outside, then blocking off the area with a sector with 0 height is what you need to do. There are even ways to make it see-through so it doesn't obstruct your actual line of sight (search "self-referencing sector").


  6. What you want is possible, many projects have done it. See Selaco and Supplice, for instance.

     

    There are topics on how to import 3D models, as well as a tutorial on how to do so.

     

    Obviously, though, the more experience you have with making an FPS, coding, making models, making mods - especially for Doom II - the easier a time you'll have. If this is your first foray into those areas, then I would suggest you start out slow and grasp the basics, do one thing at a time until you understand it. It's a lot of time and work.


  7. 4 hours ago, Not Jabba said:

    Really neat map, loved the atmosphere and the steady slow burn, and the satisfaction of hunting down all the bits of resources. This is the type of project where untagging secrets is truly useful, since the whole map is an exploration puzzle with lots of different layers of secrets (or layers of "finding things"), and giving the "secret found" feedback on some of it (or worse yet, all of it) would feel dissonant. Plus it just kinda interrupts the "silence," so to speak.

     

    You could keep the silence by replacing the sound effect of DSSECRET with an audio clip of a few seconds of silence, so only the counter and the pink lines on the map indicate a secret.

     

     

    4 hours ago, Not Jabba said:

    I was expecting a bit more to come at me at the end--after I cleared out the initial wave of opposition in the final structure, I switched over to my plasma pistol with all its hoarded ammo for the final wave I was expecting to trigger, only to realize there wasn't much left in the map at all. The current finale does fit the rest of the map, so it's not a critical issue or anything, but it's something to think about--the suspense of the map feels like it's building up to a bit more than what we end up getting.

     

    Yeah, the final fight has a ton of open space but not much which is threatening.


  8. Speaking of kill count, that's the thing to mess with to really keep the player uncertain how much more map there is. For instance, if you stick 223 zombiemen in an isolated room somewhere, the player who sees the number of enemies remaining on the automap screen will never be able to relax. Then once the player gets close to the end, trigger a crusher to flatten them all so 100% kills is still achievable.


  9. Interesting map. Challenging because of the way you start, but I got a foothold.

     

    I stopped at about 20 minutes both because I have other things I need to do today, but also because I seem to have run out of progress to make without finding any keys. I do have two of the four orange switches pressed, though, and found some of the non-secrets (including the backpack), but at the moment I'm stalled and just trying to see if I can make an awkward jump across pillars to a place I'm certain I need a switch to reach properly anyway.

     

    EDIT: The way I was about to try required only a simple jump, and it led to progress.

     

    I finished the map. It was interesting how the atmosphere made me so nervous for what was ultimately not very difficult combat wise. It does take a lot longer to feel secure than normal, but after that, you get stronger and the amount of enemies never increases to the point where you're in danger. You eventually start handing out the plasma rifle and rocket launcher, but with the amount of room you get for the small amount of enemies, there's not much to worry about. I only missed one kill somewhere.

     

    I am confident that I got all the (untagged) secrets. Personally, I think hiding the number of secrets by not tagging them so as to not spoil how much more there is to the map doesn't make sense. There IS only a finite amount of content to the map, and a failure to tag the secrets does NOT change that there's only so much content to see. All not tagging a secret does to someone who wants to find them is to make them look harder and/or use cheats. When I reached the end and double-checked using a cheat code, I didn't seem to have missed anything.


  10. You need space on the other side of a portal line in order for the player's center to be able to pass through it. However, what you want doesn't require the ability to change a line's tag at all. You can just use more, different lines. Such as instantly lowering a floor where the switch was to reveal a portal on a different line behind it.


  11. I am not entirely sure what you are doing, so I should get some clarification.  If you made a new WAD in GZDoom Builder, using Doom2.WAD as your resource, that's fine*. If you are making your project by actually editing DOOM2.WAD (or a copy of it), that should be avoided for both legal and practical reasons.

     

    *A new WAD made using Doom 2 as a resource can be created with just the things you add or change and will run alongside Doom2.WAD. That is fine for a free project which expects the user to already own a copy of Doom 2. However, making a commercial project which will be sold for money is a little more complicated, because it will have to stand alone, even for users who do not own Doom 2 (People would be unhappy to buy a game which they may not have realized required them to own an entirely different game to run). id released the source code, and you are allowed to use the source code, but you are not allowed use the commercial resources from Doom 2 in a game you are selling. Instead of just being able to "piggyback" your changes onto Doom 2, you might have to get a little deeper into the source code to build a base for your stand-alone game.

     

    It's doable, other games have done it (Selaco, Supplice), but it will likely be more work than a mod designed to piggyback on top of Doom 2.

     

    I hope that clears things up a little.


  12. - An option for a small crosshair element on the HUD. Which would tie in nicely with...

    - The pistol always has perfect accuracy and fires 33-50% faster.

    - The chaingun takes a short amount of time to spin up before it fires, but has a faster fire rate once it gets going, chewing through ammo faster. (Thus giving the pistol a niche use.)

    - The Plasma rifle has to reload every 40 shots to give it SOME kind of significant drawback. (If you have ammo, it's just plain the best weapon for nearly every situation.)

    - The Baron of Hell has an attack which is more interesting and threatening than just being a more damaging, differently colored Imp fireball. (The Hell Knight can stay the same as the current version.)

    - Remove the "leaky" radsuit "feature"


  13. I'm sorry that you got that far altering an IWAD without asking this crucial question. It's far simpler to just start a brand new, empty WAD archive using Slade 3, then add in the new or changed elements than it is to remove all the illegal-to-distribute stuff from the commercial wads.

     

    If you want this to be a commercial project, presumably it must be stand-alone, which is slightly more complicated than a mod which expects the player to already have a full copy of Doom 2. For a stand-alone commercial project, you can't just overwrite the existing doom2 definitions with your files which are renamed to match the Doom 2 ones, because there will be no doom executable with definitions to replace  (since you cannot legally include them).

     


  14. 1 hour ago, SgtPappas said:

     

    But if is will use this second time 

    int numPresses = 3;
    int counter = 0;
    int mod = -1;  

    i will got errors with notice that this is already exist in the script.  
    Like here: 

     

     

    Is it really that difficult for you to figure out what it's trying to say? "int numPresses" is a declaration of a new variable "numPresses" with the "int" data type. You cannot declare a global variable which has the same name twice.

     

    There are two possible approaches - adding code after the event is triggered that prevents the first script from running again, and setting the existing global variables to the new values... but the simpler solution is making new variables ones with new names for the second set of switches "int numPresses2 = 2".


  15. I believe that it's because Doom 2's maps 1-6 are by default considered part of Cluster 1. If you haven't otherwise told this WAD to use a different clusterdef number for the early maps, it'll use the default one. Exiting Cluster 1 (by going from cluster 1 to cluster 3) will show the default exittext for cluster 1, which is what you're seeing.

     

    I'm not sure what the ideal fix is, but perhaps if you put map definitions for the other maps (even if the other maps don't actually exist) so you can give them correct clusterdef numbers that may solve the issue.


  16. That seems very useful. I made a UDMF map which had a city street and sidewalk, with a slope connecting the driveway to the street. Somehow I managed to make a sloped sector which perfectly connected the sidewalk with the driveway ramp without knowing about that feature, but knowing about this seems like I should be able to understand how to do that consistently.


  17. 1 hour ago, CherubCorps said:

    The "+" and "-" arrows to adjust screen size.

     

    I already tried that and it doesn't work, at least not with GZDoom 4.11.3; it doesn't display the new graphics, but it does move the original graphics elements over to the side like they are in your screenshots.

     

    1 hour ago, CherubCorps said:

    This is not a vanilla 1 for 1 replacement of doom. This is an gameplay mod that drastically changes gameplay and balance from vanilla doom. If you want intended balance or to experience the mapper's original intent, don't attach a gameplay mod. Simple as that. You're basically a person who wants to eat a ham sandwich, then orders a turkey sandwich and then complains he didn't get a ham sandwich.

     

    This is an example of why the Doom modding and mapping scenes don't like eachother.

     

    In the year 2024, most people who are still playing Doom are probably playing more custom maps than they are the original maps from 30 years ago.

     

    EDIT: Shotgunners drop tomes, which give ammo for the wand (chaingun replacement), Chaingunners drop cards, which give ammo for the Cards (shotgun replacement). This is obviously going to mess with the ammo balance of every single map.

     

    Considering that the super-shotgun is replaced by the cards as well, I think it would make more sense for you to have the cards replace both the pump-action and super shotguns, since the cards fill a similar role to both shotguns. Conversely, an offensive tome should replace the chaingun - both the pre-placed and ones dropped by chaingunners, because the tomes tend to modify the more rapid-fire wand to have an alt-fire, thus the rapid-fire role of the chaingun pickup is more likely to be preserved, and so are the shotgun's roles. EDIT 2: For instance, replace the chaingun with the "Triple shot" tome, that's a very chaingun-like tome. This makes even more sense considering that the wand operates on "Moonstone" ammo, not "Cards", and so there's usually Moonstone ammo near where a chaingun would be. Shotguns are "Cards" type ammo, but right now you're getting a weapon which uses the "Cards" ammo instead - the ammo type of the weapon you actually pick up no longer matches the ammo type which is usually placed with that weapon. And the single-barreled shotgun is placed with Cards ammo, but as it's replaced by a time, it actually provides moonstone ammo and often modifies the wand more strongly than the cards.

     

    Anyway, some rocket ammo no-clipped through a wall and (EDIT: no, that's wrong, there was a rocket pre-placed) wandered over a monster-only teleport line and was whisked away (to a monster closet to be released later, but it could just as easily have gone into an inaccessible crusher).

     

    ***

     

    Having the pre-placed shotgun default to the "Defensive Tome" is probably not ideal, at least because I can't tell what that does for some of the weapons. It's replacing a firepower increase and should probably default to something offensive. EDIT: See above.

     

    Having shotgun guys drop tomes instead of shotguns means that in groups - which they often come in - the ground gets flooded with tomes so it's hard to keep a tome you want to be using, or else they'll constantly shift. Perhaps they should have a much larger chance of dropping nothing to reduce the clutter.


  18. I gave it a short try but had to quickly stop.

     

    I find the default HUD to be unreadable. This is important information for survivability, it needs to be clear with just a glance. I know the fancy two-tone numbers might look good, but they're impractical for hectic gameplay situations. Please reconsider all uses of two-tone numbers (even in the specially designed HUD the screenshots have). I also find the "curtains" as part of the status bar borders to be too bright and eye-catching, which again, hurts readability. You want the player's eyes to drift off the unimportant parts of the HUD, so it should be dull or muted.

     

    It might be better with whatever the HUD displayed in the screenshots is, but I'm not sure how to enable it.

     

    I'm also not a fan of ammo (rockets) deciding to just roam all over the map whereever the fuck it feels like. Authors - at least, skilled authors - usually take great care in placing ammo in fixed locations for a reason. This messes with that placement and therefore messes with the intended balance of combat. I think it might also give away secrets.

     

    EDIT: WOW. You replaced the rapid-fire chaingun with a slow-firing super-shotgun thing. That absolutely DESTROYS intended balance, especially because there is also simply no single-barreled shotgun. This seems like it should not be a stand-alone mod, but part of a specifically-created level set.

     

    Showtime-Ureadable HUD.jpg


  19. It's been close to three years, but I finally decided to revise the map with a new version. The main change is that the map has less time spent going around the outside. Instead of needing to go 3/4 around the circle four times, instead that's cut to going 1/4 around four times, with one climactic full revolution to punctuate the trip. I also gave the SSG sooner, and removed most of the tougher enemies for the first loop to make it faster.

     

    I highly recommend using freelook for this map with auto-aim off, it'll be less frustrating.

     

    Download:

    https://drive.google.com/file/d/1YuumxexyGORbxOAp6axe4r5HRh68fJNx/view?usp=drive_link

     

    Complete changelog:

     

    Version 3.00
    - Drastic change in map flow.

    • Now each room is entered in ascending order around the tower. This both increases the threat level for a more consistent difficulty curve, as well as having a consistent increase in the "corruption level" of the tower. It also reduced the number of trips needed around the tower from 4 to 3. That made some enemies redundant, and they have been removed.

    - New Music: "Primed for Destruction (Intermission)" by Jimmy!
    - Moved Super Shotgun to 1/4 mark of first circuit.
    - Added a one-way "air vent" shaft linking the two elevators.
    - Slightly moved some of the starting area enemies back.
    - Removed all Lost Souls from the map.
    - Slightly increased brightness in blue key area.
    - Changed all Cacodemons and Hell Knights from the first loop to "Multiplayer only" to make progress faster.
    - Changed chaingunners in dark area to shotgunners.
    - Decreased amount of rocket and cell ammo on outer ring.
    - Added additional monster closets.
    - Revised caco closet encounter to make it more fair.
    - Some outer doors now close after progressing along the loop to prevent monsters from roaming inside.
    - Added an additional "tell" for some secrets.
    - Made a gore decoration non-blocking.
    - Revised how certain monster closets discharge enemies (speed and/or location)
    - Adjusted ring health bonuses and standardized at 2% each for all difficulty levels.
    - Added an alcove at the start containing a Red Key Door.
    - BUGFIX: Corrected orientation of Cacodemon facing the wrong way.

     

    Download:

    https://drive.google.com/file/d/1YuumxexyGORbxOAp6axe4r5HRh68fJNx/view?usp=drive_link

     

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