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Mr.Rocket

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Posts posted by Mr.Rocket


  1. The way I look at it.. the demonic invasion has taken over Mars or Earth or some other planet, I suppose.. 

    When Such things happen, this evil in which the demonic presence feeds into the realm of reality it is absorbed in what ever it sees fit.. be it non-organic, metal materials, electronics, or.. Organic plants, animals, humans, etc. 

    They "merge into one" if the material is around, and that's what they become. which in my eyes is what makes the Cyberdemon, Mastermind, arachontrons, etc, have partial mechanic abilities along with some human like features.

    ~ If your standing next to an air compressor, you become an aircompressorhumontron.. or something..

    The Arachnotron is kind of Hell-ish in a Tech kind of way. ~ give them red eyes. :P

     

    So I guess they could go anywhere, but if you're worried about the theme esthetics of the map, then that's different... are you think'n of making a conversion or a mod of some sort maybe?

    They are definitely tech, and i think they would best be fitting in a kind of tech based style circular arena, with maybe some new light textures that match the color of the plasma pellets they shoot at you. ;) On the side of a hell themed map.. I've always versioned Hell as being mostly organic, fire bricks, poor souls.. etc.. Arachotrons aren't as fitting in Hell, but by means of redrawing the sprite, you could even make them red/orange, give them muscles instead of hydraulics, etc. Yes, I suppose I like the idea of the Tech monsters slowing mutating into Hell spawn. :D

     

    Either way, spiders are creepy, it's nice to see them early though so we know of their presents. if we don't, then they're most commonly hiding out in the corners of the very room your setting in... mwahaha. :D

     

     

     


  2. I can't agree more, k8vavoom is an awesome port and I can't wait to see moar!

    I went to the trouble of fixing up a launcher for it, although not done.. currently working on a map at the moment..

    Will finish it soon.. and I and love what is already popping out of the woodwork!@Remilia Scarlet ;)

    You guys rock! ;)

     

    I did a little work on the D3Retro project, which a lot of it I did had to do with the brightmaps. I setup some sample maps as well so it would be somewhat easy to see what was what. It turned out ok, and I think we were on that thing for damn near a year. 

    I doubt that any map I make could hardly be as beneficial as Scarlet's, while I'm an artist of sorts (i like to venture into effects ~ in different games etc), Although don't be mistaken.. Scarlet IS the true artist here, and I can't wait to see it. ;)

     


  3. As ketmar had suggested in the other topic about DoomTree. I've checked and it seems Doomworld is currently out of straight jackets, so jval is in luck!

    Although, I'm sure jval could escape even if there was one, purely by mind control.  

     

    Again and as expected, Nice work @jval ;).

     


  4. I'm just working on a DM map atm but if I have anything to say for the start of a single player level, it would be.. "where am I?" and "what is to come?".

    If that helps?

     

    Which of course is a little different than a DM level, where  "you know where you're at" and "you know what's about to happen". ;)

     

    Single player levels tend to be story telling, at least to me, and everyone "should" want to read it a little first..(even if there's no actual story that's been told.)

    I think the beginning of the level should give the player an idea what's going on.. and maybe what has happened.

    I mean shouldn't there be a reason "Our Hero" has shown up? aside from the obvious? 

    Of course he could have always been oblivious to why he's there to begin with, so there's that :P

     

    The level its self, I think should gradually unfold with a pistol start and at least have the rifle after the first few monsters, or just earned the SSG if more are on their way. If higher ranking monster beyond the chain gunner pops out, then the rocket launcher should be handy. 

    Health should be scars but readily available when new waves appear. Or at least back in the starting area of the map when it likely wasn't needed. I'm no expert but ammo and health is most likely better off placed during play tests, I would think.

    Rocket launcher, plasma and BFG really doesn't seem as the weapons to start a level out with, but I see no reason not to have the RL around during SSG findings. I think large health bonus's/Soulsphere should be around only if there's higher tier monsters which is also when the more powerful weapons should make their way into the players hands.

     

    So I guess something like that.. it's been awhile since I've made a single player map though. :P

     

     


  5. Source port doesn't have a mind of its own, so it's not going to get confused. The action or script is either executed or it's not. 

    Looks like the map was tested under GZDoom v4.1.3 and Zandronum 3.0 and there is no mention of Lzdoom.

    Considering it was never tested with Lzdoom, that may be the problem.


  6. Makes sense, I assumed it was just that much more to draw, like having areas that are textured that don't need to be. 

    I suppose a whole car or truck could be completely mid-texture if the lines are close enough together it would look much like voxels.

    Just wouldn't be able to walk on it too much unless there's a sector hidden in the middle of the prop.

    Not that I was dismissing mid-textures previously, it's what I had in mind for finders btw. ;)


  7. 2 hours ago, Noiser said:

    They don't need to be boxy. You can make some nice slopes by using mid textures.

    Whether using mid-textures or not, it is still essentially a box or rectangle heh. ~ most cars and trucks tend to be this shape from top down view.

    I love the wheels on that though! If it's a shit ton of mid-textures, vanilla might not like it so much. :P

     

     

     


  8. In vanilla cars or trucks are going to be a box shape with a bunch of really small steps for the windows an such, other than that they are custom textures to resemble a vehicle.

    It will likely need several textures, one for each side of the vehicle and 4 to 6, 64x64 flats for the top. 

    Depending on the kind of car or truck you have in mind, you might want to make finders too.


  9. Is it possible to have DOOMROCK make an object with completely flat sides to it?

    For example a brick broken in half which would otherwise not be as easy to do in map editing. ~ maybe not the best example heh, we'll say it was a really over detailed brick fragment.

    Or is this something that could be done with the Seed variable? so 1 would be a cube and 2 would be an angled cube of sorts. 

    ~ maybe it could start as a cube and maybe gradually turn into a sphere shape as the Seed was increased to its highest value, or is it possible that it could even work that way?

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