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Wraith777

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About Wraith777

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  1. Wraith777

    DooM: Action Board Game

    Yes, that's why I want to have 2 options - either one of players is a bad guy (some people like it still), or the game having an automatic monster behavior (which need to be developed). That's another option - to make a map tiles set that can be combined different ways (much like in other board games). But first I want to transfer all KDitD levels to card boards.. just for *you know what )) By the way, you don't need to print level board on A1, you can divide it into 9 A4 pages and print it with little overlaps.. As is said before, it's actually intended to represent maps from DooM1 (and, later, DooM2) and the setup is faster than ever, (excluding printing and cut-out time, of course). But that doesn't mean it can't have completely custom map tiles combinable in different ways. Overall, if anyone likes the idea, here it is DooM-ABGv03.zip There are All basic rules, descriptions and E1M1 board with assets. I've tried it myself, and.. it just needs a lot of polish, yeah))) But i REALLY need to hear opinion from someone who like board games and played a lot of them (as well as from anyone else who doesn't)...
  2. Wraith777

    DooM: Action Board Game

    Sorry for mad skillz, this was intentional.. So, this looks like yet another DooM board game, does it?. Before doing such a stupid thing I've done some research and I know that aside from TWO official board games there are great examples of fan-made stuff (like this one). But still those games are leaning more towards classic RPG, and I've always imagined a DooM on a card board to be all about ACTION. I was really caught on the idea when saw things like this: Yeah, it sounds like a joke.. which.. isn't that far from true, but.. if those games where made like this, why DooM can't receive one (let's not raise the question of whether it needs to be). So.. Main purpose here is to create a board game that is directly based on and represents (to possible extent, of course) gameplay experience, game mechanics, map layouts, art and design of Original Game. Unlike existing board games this one should be a lot simpler, faster, more intuitive and more resembling source material. D:ABG is designed for 2-4 players (1-3 marines vs. 1 mastermind). Since it's still in in development the final rules aren't established, but basically there should be different game modes for marines and mastermind that determine winning rules (more on that later). Also there should be Death Match)))! Currently most assets are ready, as well as E1M1 layout (in A1 format), and I plan to make board layouts at least for all E1 maps. I've written down the main rules, which are based on DooM gameplay mechanics, such as level structure, movement and combat. What mostly remains is the difficult part: to test it over9000 times and fix the balance. Those who are afraid of complexities, don't worry - what you see is what you get, this one's NOT going to take a lot of time to set up and play. All you need is level board, player sheets (mastermind gets one specific for each level), damage calculator, some tokens (of any sort), a few dice and level objects (cut-outs that may be assembled even without glue). ---------------------------------------------------------------------- To be fair, I don't have that much of experience playing board games, let alone creating rules for them. I even don't know how to choose most apropriate dices from D&D variety (and I'd like to use all kinds, just for sake of fun). But I believe it's possible to create a fun board game directly based on and resembling DooM, fast-paced and accessible for everyone. Ok, so if anyone ever bothers, here is everything you need to try it out. Rules are there, but they still need a lot of refinement DooM-ABGv03.zip
  3. Wraith777

    Level Progress Diagrams – The Innocent Crew stuff

    Not yet, but I'm almost ready... And now let's look at The Innocent Crew classic wads: -Slaughter Until Death (E2) -The Evil Unleashed (E3) -Obituary (Map01-16) The Innocent Crew stuff Again, mostly linear maps here. Only E2M9, Map05, Map07, Map31 were truly nonlinear. Also, the hallmark of TiC's mapping is extensive level morphing (that's why it was not so easy to track down players progression).
  4. Wraith777

    Gods&Guardians - Classic 6 map episode (v.1.0)

    Nice to hear this all turned up to be.. nice)). Now for some comments on the maps: Map01 - Obviously (or not so), this a tribute to Tim Willits. Not that #$%^.. e-em.. not so nice guy we've heard recently, no, that other older guy coming out of our peers and one of the first to gain an official recognition. I associate his design work mainly with industrial theme (Q2 has a lot of influence on me here), so that's why we have a technical installation here. Map02 - For me Shawn Green equals D2 Map25 - that one (and Map27) scared the most of my childhood. So, it was no-brainer for me to make my tribute similar (two other maps from Ultimate Doom also featured getting around a lot of liquid) - tense and thrilling, only this time we have a mix of industrial/old house theme. Map03 - Just like many of Romero's maps this one is self-centered, deep and has a higher detail per inch count. Well.. may be it's a little bit cramped... Map04 - Sandy's city (like you've heard it in the popular song) - large, outdoor, totally corrupt/corrupted.. Map05 - For this recipe of American McMap we take 1 map05, 1 map14, throw bits of map22 and map04 and get a large flooded old city, lots of break, stone, metal and some rocks and wood. Map06 - John Anderson's style was always clear to me - The Divine Comedy HELL, lots of "right" architecture, structural symmetry. At first it was named "Sleeping Tower"(pointing the fact that you need to wake up it's cyberskull to destroy it), but when a SAD( thing happened I thought it'll sound like a bad out of place/time pun... Map07 - Someone probably noticed this looks familiar.. and it is. When I saw that harbor section from map13 beta I really liked it, that's why it is here. Same goes for stone ships on which all those imps and demons are trying to stow away (but, thanks to player they fail miserably) - a stone ship is a ship of the dead in ancient Scandinavia and Baltic folklore. Also mentioned in a really bad joke here the Man and his booK (which he can keep for himself and take it to hell, because it caused so much pain/trouble/drama in our community).
  5. Wraith777

    Gods&Guardians - Classic 6 map episode (v.1.0)

    #1 - don't know what's wrong, those tags are actually there (even in v.0.9), and they work in original d2.exe #2 - fixed #3 - the lift is supposed to be triggered by walking into the sector with blinking light, which is not available because of... #4 - i've changed some geometry in those platforms, but forgot to change ceiling height from 56 to 64, so those hellknights are stuck there... And there were actually a ton of other bug fixes, tweaks and changes(mostly for vanilla compatibility), so here is a fixed version: https://www.dropbox.com/s/2p7tumsfpm3n3br/GnG.zip?dl=0
  6. Wraith777

    Gods&Guardians - Classic 6 map episode (v.1.0)

    I don't see any problem with this (*to the audience: did everyone laid down their pitchforks, torches, rock piles and stuff??) Anyway, here it is: https://www.dropbox.com/s/gjwo0lzwvurwdbz/GnG10.zip?dl=0 Difficulty is increased a little bit, some changes are done to all maps. Bonus map received more detail (and now it has a full set of credits)...
  7. Wraith777

    Army of Darkness TC

    Ugh.. If only people back then knew, that all you have to do to insert a new sprite in a wad so that it will work in Vanilla DooM is: 1) rename a sprite you want to replace using dehacked 2) insert sprite frames with new name in wad using SS_START and S_END (!!) lump markers (in doom2 place them BEFORE BOSSBACK GFX, otherwise it won't work) Maybe a simple renaming utility would solve the problem with old wads like this (but who cares now)..
  8. Wraith777

    Gods&Guardians - Classic 6 map episode (v.1.0)

    Currently I'm changing difficulty, making maps harder on.. HARD (still they all should remain playable from pistol start). After that test if anything is ok, I think it's ready to be released on /idgames. Custom .exe is a Doom2P file (mainly to savegame limits).
  9. Wraith777

    Level Progress Diagrams – The Innocent Crew stuff

    Now, let's get a little while back and look at some 94-95 wads: Serenity series Interesting to note how series became more linear later on - only E3M3, E3M4, E3M7 are truly nonlinear maps here. That yellow skullkey from E2M7 really bugged me 'till I've turned on DB to check where to hell is that yellow door...
  10. Wraith777

    Level Progress Diagrams – The Innocent Crew stuff

    I'll get to modern wads sooner or later, just want to cover most of classic ones from 1993-2003 first. So, most of Hexen Hub LPDs may be represented as mix of linear and collector parts (when you need to solve all puzzles/collect keys generally in any order). But Hexen and Strife have more difficult LP structure to track down (you need to constantly check what actions are triggered on other maps), so I need to replay them again and make LPD in process (otherwise I'll just might forget a lot of details).
  11. Wraith777

    Gods&Guardians - Classic 6 map episode (v.1.0)

    I also always play wads continuously (and with saves), but I try to make pistol starts fair for each map. Ok, here is v.0.99, fixed all bugs/glitches mentioned above https://www.dropbox.com/s/7pc37ko3cnhst77/GnG099.zip?dl=0
  12. Wraith777

    Gods&Guardians - Classic 6 map episode (v.1.0)

    So... Aside from some glitches, HOMs and other minor defects, what about difficulty? Personally, I like explore-and-survive style more than anything else, but here I've tried to add some tougher firefights towards ending. And I do NOT like teleport ambushes (just gets annoying, especially when they are served constantly), so there are none of them present here... almost.
  13. Wraith777

    Gods&Guardians - Classic 6 map episode (v.1.0)

    .exe file is for those who like to play it natively (at least with dosbox, like me). And we're not afraid of no .exe, playing all those dos games). Dehacked mod here is only critical for final boss fight. Yeah, it's the same file inserted twice, a casualty of constant wad editing...
  14. Wraith777

    Gods&Guardians - Classic 6 map episode (v.1.0)

    There is a switch hidden nearby that leads to lost soul area, you need to lookout for it more carefully. Elevator switch in at bfg secret is not misleading, because you can jump out of the window OR you can go all the way you've came in thru that teleport. Green brick building is accessed thru lift puzzle in the building to the north from it (there is a switch that raises platform), from here you have another way to get to the building with red key. Maybe the HUD needs some tweaks with character colors, but personally I like the way it is (maybe I've simply got used to it).. Map06 music is from on the "Rock It! Electronic Edition" music wads.
  15. Wraith777

    Gods&Guardians - Classic 6 map episode (v.1.0)

    Area that leads to Soulsphere surely had a secret tag on one of the sectors, maybe I've just cut it out while editing. Map03 RL area has secret tag on the opening column. Or, do you have doubts if it deserves to be a secret?
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