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Qafqa

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About Qafqa

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    Warming Up
  1. Qafqa

    Strategy Doom Megawad

    Thank you impClaw! That looks very good! We can modify it later when we know the exact amount of buttons we need. I've been working on the standard script that would be used somewhat in every level, but I'm currently away from my own computer, so it will take some time before I can post it here. Vegeta, your ideas are good. I think those can be made level by level basis. I want to have different levels to raise the probability of having at least a couple of very fun maps. :) I'm probably away for a while, but I'll be back next year. Feel free to make any levels for this poject meanwhile. I'll try to do that too.
  2. Qafqa

    Strategy Doom Megawad

    Hmm, the textures... There are at least three possibilities: 1) Technical, futuristic, lab-like place. (Imaginary player sprites: Modern scientist) 2) Medieval look with wood and stone. (Player: Wizard) 3) Combination of both, medieval lab. (Player: Medieval scientist, "Dr. Frankenstein") I'm not sure if the textures matter that much at this point. Create what you like, we can modify it later if we need to. However, I believe this control room is very important part of the whole wad. It should be original in some way, so that when you look at it, the walls would tell you that NOW YOU ARE PLAYING STRATEGY DOOM!
  3. Qafqa

    Strategy Doom Megawad

    Thanks again for the tips. I'll look what I can learn from decorate. Now I really think that everything is possible. Ah, but it takes some time before this project starts to look promising. impClaw, if you enjoy making detailed stuff, why not try to create a room that would be used as a standard in every level, a "command center" or "laboratory" from where the player controls the monsters. Requirements: Small size, easy access to many buttons, very detailed. Please make any kind of monster arenas as well, if you want to. I want the final wad to have as many different levels as possible: 1) castle attack 2) castle defense 3) 500 pinky demons rushing towards an installation 4) survive for 5 minutes ---> reinforcements arrive 5) kill enemy leader 6) escort somebody somewhere 7) run for the exit... The basic idea how the game is going to be played is changing all the time. Currently the idea is this: 1) player spawns monsters to the playground 2) player activates monster hate relations 3) player watches the battle (Maybe pressing some buttons to give monsters some very simple commands, like changing the hate type between 5 and 6.) 4) player dies if all friendly monsters die (BTW, Apothem, those shields are damn cool.)
  4. Qafqa

    Strategy Doom Megawad

    Hey! Thanks! I'm just learning the basics of scripting, so please take a look at the SD-DEMO3.zip above for possible script improvements or anything. Currently, if I want to make the monsters change their targets spontaneously, I have no better idea than something like this: script 3 OPEN { Thing_Hate (1, 2, 6); delay (20); Thing_Hate (1, 3, 6); delay (20); Thing_Hate (2, 1, 6); delay (20); Thing_Hate (2, 3, 6); delay (20); Thing_Hate (3, 1, 6); delay (20); Thing_Hate (3, 2, 6); delay (20); Restart; } Quite a lot of code for hate relations for three monsters. How can I simplify this? (I would like to know even if this is not used in the project.) The arch-vile problem seems bad. I have absolutely no idea how to make resurrected monsters behave correctly. They either target the arch-vile or their own asses. (Quite funny to see imp performing suicide though.)
  5. Qafqa

    Strategy Doom Megawad

    Huge step forward again: SD-DEMO3.ZIP Have fun using that wad. :) It's an updated version of the previous wad. Now there's a room with switch for every monster type. I guess it might be good to make a nice switch room (war room/observatory), that would be used as a standard in every map. The friendly monsters seem to have a predefined hate order. They systematically repeat the same kill list every time. That's not good. Edit: Oh, there's no switch for the kind of monsters that won't work well in this map.
  6. Qafqa

    Strategy Doom Megawad

    Here are some nice demo fights and my 2nd wad: SD-DEMO2.zip This time I needed not to use any kind of additional command line parameters. I just did some scripting. ACS is just amazing! I have learned an awful amount of stuff in a few days. About DoomWars, it seemed to require quite a lot of player input, which is not what I have in my mind. Let's just have the stupid monsters beat each other, the entertainment value comes from the idea that people try to record a demo that completes the level with a very little amount of troops. As we can see from the replays (above), 12 imps are enough to win demo2.wad, but sometimes they get beaten pretty badly. Rarely, by pure chance, the monsters make semi-intelligent decisions, which is hilarious. You can just eat pop-corn and watch how your monster team gets doomed. I'll try to learn some more ACS stuff. Let's see what happens next. I'd like to hear what people think about those demo fights. Edit: I'm quite sure I'm going to do this using switches somehow like Vegeta suggested. Maybe like... 16-17 buttons for spawning friendly monsters + 0-50 buttons (depending on the level) to change where to spawn. ACS allows all hate relations to be set at any time, so there's no need for the thing_hate switches (as in demo2.wad). Does anyone know good textures for monster spawn switches? (Maybe one for each monster.) Or better, could someone make those? Edit: Yet another nice problem: I use only 2 different thing tags to determine who's friend/enemy. The problem with this method is that enemies stay hostile when friendly arch-vile resurrects them (and friendly monsters resurrected by enemy arch-vile are still friendly). I think using "Thing_ChangeTID" triggered by monster death won't solve this problem. Any ideas how to make the resurrected monsters be always on the resurrecter's side?
  7. Qafqa

    Strategy Doom Megawad

    I tested to record 2 simple battles: SD-DEMO1.zip Contents of the SD-DEMO1.zip: 1) demo.wad = simple test arena (The first wad I have ever created, yay!) 2) demowin.lmp = example replay 3) demolose.lmp = example replay 4) example.bat = shows what command line parameters I used (Zdoom version 2.0.98.0 was used to create these demos.) The problems are: 1) "notarget" command makes friendly monsters ignore their targets 2) enemy monsters don't target friendly monters spontaneously These are the first problems that need to be solved. I know this is not too hard to do. If anyone has solutions in mind, please let me know.
  8. Qafqa

    Strategy Doom Megawad

    Bastet Furry, I'll try to demonstrate some basic ideas soon. Vegeta, thanks for your ideas. I'm not sure if I understood everything you said, though. It would be damn cool if you made a simple demonstration map that shows your ideas in action. TheDarkArchon, thanks for being sceptical. Could someone tell me where I can find the "DoomWar" thing Bastet Furry mentioned? Just to see if there's something to learn from it.
  9. Qafqa

    Strategy Doom Megawad

    Mivalekan is right about getting stuck. Also, arachnotron might get stuck by trying to shoot some enemy that it can't hit. Good level design should minimize this kind of possibilities. I have no experience using ACS, but I think that we don't need very complicated stuff for this. Let's start very simply. 1) all monsters ignore player completely (I guess this is possible already?) 2) monsters wander randomly & seek enemies (if someone has ideas for good seek method) 3) monsters change their target if X (I have no idea what X should/could be.) It would be cool to have some amount of predefined routes for enemy monsters to add more strategy feel to the game. Overall, the level design is very important. Anyway, I suggest this project to be as experimental as possible, so that we find what really works. Any simple ideas are worth testing. Edit: Bastet Furry, you are also right, getting stuck is not THAT big a problem.
  10. Qafqa

    Strategy Doom Megawad

    The point is not to control the units. You only add your monster team to the level, then just watch. The only GUI related thing I'd like to have is easier/quicker way to summon monsters in the beginning of the game.
  11. Qafqa

    Strategy Doom Megawad

    Apothem, what do you mean? (Do you mean that there should be, for example, some clickable icons for "summon" and other (what other?) commands, or what?)
  12. Qafqa

    Strategy Doom Megawad

    Sure, sounds good.
  13. Qafqa

    Strategy Doom Megawad

    Thanks for the advice. Currently this project is only a bunch of ideas + 2 unfinished maps.
  14. Qafqa

    Strategy Doom Megawad

    Secret spawn spots? Maybe, but only after the basic stuff has been made to work correctly. Edit: Hey, there actually exists "freeze" command already! Is there a way to make the game start in freeze mode? We are closer to the final product than I thought. :) Edit: I tried to record a demo and use "summonfriend", but the demo recording stops when you bring down the console screen. Does anyone have an idea how to avoid this happening?
  15. Qafqa

    Strategy Doom Megawad

    Great! Shotgunmasacre2, you can make any kind of maps you like. Some basic guidelines would be: 1) Don't create huge maps. 2) Make clear start sector for friendly monsters. Let's use FLAT14 as a standard texture for start sector floor, to identify it. You can make more than one start sector. 3) Use monsters interestingly. Think a lot about the monster placement. 4) Use imagination 5) Have fun! Vegeta, you are right, we don't need any kind of scoring system.
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