• Doom Series V2 - Knee Deep in the Thread
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[QUOTE=Cryomundus;45548952]Nothing tells you that you have to shoot the computer to do that though.[/QUOTE] except, you know, the revenants at the other side of the abyss that will shoot you, forcing you to shoot back(eventually hitting the computers behind them. it is a leap of faith, yes, but its not like the average player wouln't try to shoot the only two black dots on the other side of the wall for the sake off trying something.
[QUOTE=Metaru;45559725]except, you know, the revenants at the other side of the abyss that will shoot you, forcing you to shoot back(eventually hitting the computers behind them. it is a leap of faith, yes, but its not like the average player wouln't try to shoot the only two black dots on the other side of the wall for the sake off trying something.[/QUOTE] Wrong place. The revenants are on the other side of the abyss, while the computer you're supposed to shoot is on the same side of you, on the left as you enter the area. The only thing that's on the same side as the revs is a switch, which isn't shootable.
Found a stash of old maps I had started working on a long time ago (around 2010). Going to try and fix them up to make them semi-respectable. Started flying around the maps and kept finding so many mis-aligned textures, awkwardly shaped doors and various other design issues with the look of the maps.
[QUOTE=Cryomundus;45560011]Wrong place. The revenants are on the other side of the abyss, while the computer you're supposed to shoot is on the same side of you, on the left as you enter the area. The only thing that's on the same side as the revs is a switch, which isn't shootable.[/QUOTE] i had to check that again and yes, the computer was on the same side. what an odd thing, i was sure i found the bridge by accidentaly shooting the revenants.
[QUOTE=Metaru;45560407]i had to check that again and yes, the computer was on the same side. what an odd thing, i was sure i found the bridge by accidentaly shooting the revenants.[/QUOTE] The Revertants splash damage from their missiles or Cacodemons may have landed a shot that hit the switch to raise the bridge posts while you were fighting them.
[QUOTE=mcattack1092;45560422]The Revertants splash damage from their missiles or Cacodemons may have landed a shot that hit the switch to raise the bridge posts while you were fighting them.[/QUOTE] I'm fairly sure that rocket and plasma weapons and similar attacks from enemies can't activate shootable switches.
[QUOTE=Alice3173;45560432]I'm fairly sure that rocket and plasma weapons and similar attacks from enemies can't activate shootable switches.[/QUOTE] You are right (I just tested it in game). I thought monsters could trigger the gunshot linedefs but apparently they can't.
i was probably me panicking at the fact that i was unable to backtrack to escape the revenants and suddenly i had cacodemons chewing my sides. screw the invisible bridge, that bit was imposible to beat on the first try
Just another small content thing. Used the marine death to give a new variation for the rifle zombies. Both rifle and shotgun zombies will use this death (along with variation like headshots, gutshots, etc). Trust me, the shit I planned will be awesome. Gore will be very present but very meaningful; limbs will only be blown off if it makes sense to. As for the death itself, its not done; face needs some work and I want to add blood pooling, but that comes later. Zombie is also missing his trademark blood. [IMG]http://puu.sh/aAbq5/4da048a753.gif[/IMG]
[QUOTE=doommarine23;45562187]Just another small content thing. Used the marine death to give a new variation for the rifle zombies. Both rifle and shotgun zombies will use this death (along with variation like headshots, gutshots, etc). Trust me, the shit I planned will be awesome. Gore will be very present but very meaningful; limbs will only be blown off if it makes sense to. As for the death itself, its not done; face needs some work and I want to add blood pooling, but that comes later. Zombie is also missing his trademark blood.[/QUOTE] What are you doing, exactly? It seems interesting but right now it just seems like a more balanced Brutal Doom.
[QUOTE=ZeroTimesCookie;45562474]What are you doing, exactly? It seems interesting but right now it just seems like a more balanced Brutal Doom.[/QUOTE] That is a great question to ask. I never said, because I don't really want to clog the thread. I'm here to post content to entertain people. I know that my drivel intentions are not nearly as (if at all) entertaining. But, seeing as you asked; sure. Before you read this entire paragraph, let me give a very simple short answer; you may read on for the big answer. [B]I think the shortest simplest way I could give it is:[/B] Modernized Doom. I want modern features, modern possibilities, while enhancing everything that was great about the original and including a more meaningful world and story. I want something that can be both amazingly brutal and fast paced; yet also slow and touching. I want to design something where you feel both a morbid relief for killing a possessed human but a heavy sadness for realizing they were just another marine like you with a family they loved. [B]The more detailed answer:[/B] Its hard to put into words, (I've re-wrote this quite a few times). While I want it to still feel/sound and mostly play like Doom at its core; I'm looking to give game play a very modern push with active melee/grenades, along with other features. If I could think of a very good comparison, think along the lines of Doom 3, Quake 4, Half-Life, or Wolfenstein TNO. Those games for the most part (more Half-Life and TNO) had a very developed world and story, had old and new school features; but also allowed you to play mostly the way you want to. I know some players will never care about the world or story or universe I want to flesh out and develop, and that's okay. I also know that some players want to go very fast and very violent instead of thinking out a battle plan, that too; is okay. As long as the end-user is having a fun time, whether that's being engrossed in the world/story; or having mindless fun with super shotgun gibbing, I'm happy. I also have had tons of other ideas and documents if any of you wish to ask. I put a lot of thought and planning into everything I do, I got tons of stupid ideas for not only the world/story but also gameplay elements. Anyone that has read this far, have a reward, a new animation I'm working on. The arm will be a separate object in-game and will fly apart much nicer than in this animation. [img]http://puu.sh/aAdMM/828fd3fe1f.gif[/img]
[QUOTE=doommarine23;45562610]a lot of text[/QUOTE] ye best have a leaning function
[QUOTE=ZeroTimesCookie;45563389]ye best have a leaning function[/QUOTE] and the ability to see your own legs probably not possible, but it'd be interesting to see how that'd work.
[QUOTE=ZeroTimesCookie;45563389]ye best have a leaning function[/QUOTE] I'll look into if it is possible. If not, I planned on adding cameras to some areas. Your idea right now honestly also just gave me the idea of controllable droids, perhaps small scouting ones you throw and control, allowing the player to make a tactical assessment of the situation before actually going in. Thank you. [editline]1st August 2014[/editline] [QUOTE=NightmareX91;45563517]and the ability to see your own legs probably not possible, but it'd be interesting to see how that'd work.[/QUOTE] I would love to do that, It might every difficult with sprites however. I might be able to compromise with a voxel model, as that looks very much like a sprite while actually being 3D. At the minimum, the player might be able to kick (not sure where yet). So you'll be able to see a leg :v:
Oh yeah, not to cause trouble but wouldn't the "So You Want To Play Some Fucking Doom" image on the OP count as warez, seeing as it links to a Doom 64 ROM and the WAD's of nearly all Doom engine games?
[QUOTE=ZeroTimesCookie;45564035]Oh yeah, not to cause trouble but wouldn't the "So You Want To Play Some Fucking Doom" image on the OP count as warez, seeing as it links to a Doom 64 ROM and the WAD's of nearly all Doom engine games?[/QUOTE] shhhhhhhh
I just set up Zandronum yesterday, and I wondered why I hadn't played it sooner.
Try launching Go 2 It + Project MSX together. You will not regret it, I had the time of my life blasting away at archviles and cybies
So, I tried Strife for a tiny bit today and I can't believe I have been both holding off on it as a game, and not thinking of using it for resources or inspiration, that changes now. A lot of things I wanted to do are going to be either completely possible or way easier now and that means we all win here. I'll be posting complete works soon but I have some small stuff to show at least. [IMG]http://puu.sh/aBQSf/6270173677.png[/IMG] an idle marine, there will be more to come of these guys; but idle ones like this will pretty much appear before shit goes down. Like Doom 3 or Half-Life. [B]Unfinished [/B]pistol zombie, using strife player as a base. Rifleman zombies will still be around of course, just as actual rifle users. Yes, I realize the irony of all of this. Strife used quite a few doom sprites as outlines/bases. Like the Strife Player I was using for the pistol zombies. Not only am I doing what they did, but in a way I am literally going backwards
I tried creating a Doom II map using Doombuilder, it turned out quite decent I guess. I'd appreciate if anyone would want to [URL="https://www.dropbox.com/s/htoyf0a4lpgqn1a/testfix.wad"]try it[/URL]. [editline]9/11[/editline] Just realised that I forgot to change the skybox :S
Sure I will, anything specific you want me to look out for, or tell you to improve?
I'm watching my brother play Master Of Puppets online and somehow a giant war of infighting started. Revenants and cacodemons shooting each other while lost souls were tearing everyone apart including other lost souls. The demons still won somehow.
[QUOTE=doommarine23;45574161]Sure I will, anything specific you want me to look out for, or tell you to improve?[/QUOTE] Just make sure ammo and health is sufficient. I played through it myself, and I found it to be enough, but people do have varying playstyles. Look out for newbie mistakes as well, I suppose
[QUOTE=riki2cool;45574335]Just make sure ammo and health is sufficient. I played through it myself, and I found it to be enough, but people do have varying playstyles. Look out for newbie mistakes as well, I suppose[/QUOTE] Gameplay feels solid so far, I'm playing on ultra violence, can't say I feel hurting too bad unless I get lazy. But I am one of those 10+ year players, so; I'm fairly skilled. I would argue the pinkies should be infront of the shotgunners when the trap appears, its too easy to just mow down shotgunners and then mow them down too. If it was the other way, you'd be blocked and focused on the pinkies but the shotgunners could take shots at you (though this might cause infighting. So its tough to figure out, it is a *great* enemy combo though, don't give up on that) If possible, when you open the first room's door, the little stairs ledge, make that passable would be cool for Zdoom players that jump. Just a small thing, imo. The area you can't go to, the sector lighting on it flickers up a lot, going bright and dark. The ground right behind the metal gates. All around the map. This might be my Zdoom The impaled marines are cool, but its odd that one is ontop of a platform, its blocks the chaingunner himself, his shots, and you. It just also looks off. Your map though looks great, nice detail, the couches are impressive, how'd you do it? Though I'd also argue that while the outside is nice and the main lobby/first room is also very impressive, that the others just don't feel as detailed, but still solid. The cracked floors are a great 3D touch. If possible I'd try some colored sector lighting around the lava outside, the nukage inside; and the flaming barrel near that area. [editline]2nd August 2014[/editline] The blood pool with the dead marine too is a great touch. Overall I think its an excellent map, hard but fair and pretty fast to complete; would make a great first or second level if it had some expansion (bit more to explore, secrets unless I missed them?) [editline]2nd August 2014[/editline] Great Job :downs:
Thanks for taking the time to play it, I really appreciate it! [QUOTE=doommarine23;45574400] I would argue the pinkies should be infront of the shotgunners when the trap appears, its too easy to just mow down shotgunners and then mow them down too. If it was the other way, you'd be blocked and focused on the pinkies but the shotgunners could take shots at you (though this might cause infighting. So its tough to figure out, it is a *great* enemy combo though, don't give up on that)[/QUOTE] I did have the pinkies in front of the sergeants first, but they would just fire straight into the pinkies and cause infighting. The thing with sergeants and former humans is that they aren't as "aggressive" as most monsters, meaning that it takes about 1-2 seconds for them to fire their first shot. Revenants, archviles etc attack you almost directly, but I didn't want to put them in thid map, since it's supposed to be the first map. [QUOTE]If possible, when you open the first room's door, the little stairs ledge, make that passable would be cool for Zdoom players that jump. Just a small thing, imo. [/QUOTE] Jump as in run over it, or low enough to "jump" over it? [QUOTE]The area you can't go to, the sector lighting on it flickers up a lot, going bright and dark. The ground right behind the metal gates. All around the map. This might be my Zdoom. The impaled marines are cool, but its odd that one is ontop of a platform, its blocks the chaingunner himself, his shots, and you. It just also looks off.[/QUOTE] I did fix those mistakes, but it was after I completely re-did the outside. It ended up looking like shit, so I had to ctrl+Z it back to it's original state. I must have forgotten to re-fix them :S I wasn't sure how to make a good looking skybox, which is why those rocks are there, by the way. That impaled marine on top of the ledge was never supposed to be there, I have no clue how it got there in the first place. [QUOTE]Your map though looks great, nice detail, the couches are impressive, how'd you do it? Though I'd also argue that while the outside is nice and the main lobby/first room is also very impressive, that the others just don't feel as detailed, but still solid. The cracked floors are a great 3D touch. If possible I'd try some colored sector lighting around the lava outside, the nukage inside; and the flaming barrel near that area.[/QUOTE] Thanks. The couches were done easily by making sectors in the form of a couch, then raising the floor to different heights. I noticed that the grass texture was the same colour as that wall texture's green thing, so I put them together, regular wood for everything else. I did the mistake of detailing the first rooms before I made the other ones, a real newbie mistake. I don't know how to make coloured sector lightning in DoomBuilder 2. However, in Zandronum's opengl render mode the barrels, lamps and torches do give off coloured dynamic lightning. [QUOTE]The blood pool with the dead marine too is a great touch. Overall I think its an excellent map, hard but fair and pretty fast to complete; would make a great first or second level if it had some expansion (bit more to explore, secrets unless I missed them?)[/QUOTE] The blood pool was risky, because it fucked up the lightning in the ceiling (did you not notice it?). There is a secret, on the left part of the V shaped room in the beginning you can lower the diagonal ledge to access the outside area. [quote]Great Job :downs:[/quote] Thanks, I really appreciate it. I got a lot of ideas for maps, I will probably make more thanks to your response!
I noticed the error with the lighting but I found the blood to be really well done, a texture could get past this (blood in the water) but that gets more complex, I'll try that out for you though and see how it goes. Jump as in being able to pass it, when you jump ontop you can't pass, its like an invisible wall. I'm glad I was helpful to you, I'll be here for anything you need, you're off to a great start. As for secrets, yeah I noticed; I meant like the "secret areas", I checked my map stats and there was 0/0. So I think a few "legit" secrets might be in order :wink:
[QUOTE=riki2cool;45574335]Just make sure ammo and health is sufficient. I played through it myself, and I found it to be enough, but people do have varying playstyles. Look out for newbie mistakes as well, I suppose[/QUOTE] I haven't tried the map but I think the best way to make sure ammo and health is sufficient while not being overly generous is to make certain to have hidden and optional rooms for at least half the health and ammo and powerups in a given map. When playtesting I'll make sure to collect as little ammo as possible and as few health packs as possible (only collecting those along the standard path) as well as doing a 100% play of any level I make.
[QUOTE=riki2cool;45574101]I tried creating a Doom II map using Doombuilder, it turned out quite decent I guess. I'd appreciate if anyone would want to [URL="https://www.dropbox.com/s/htoyf0a4lpgqn1a/testfix.wad"]try it[/URL]. [editline]9/11[/editline] Just realised that I forgot to change the skybox :S[/QUOTE] It's a pretty damn good map, I'd say. Short and sweet, it's nice looking, Not too hard but not too easy, I liked it. I'd be interested in any other maps you make as well.
[QUOTE=riki2cool;45574101]I tried creating a Doom II map using Doombuilder, it turned out quite decent I guess. I'd appreciate if anyone would want to [URL="https://www.dropbox.com/s/htoyf0a4lpgqn1a/testfix.wad"]try it[/URL]. [editline]9/11[/editline] Just realised that I forgot to change the skybox :S[/QUOTE] I really like the outside area that you made for your level. I think you should change the roof above your blood pool in the last area to the f_sky texture it will look better as it I noticed the weird lighting on the roof when I entered that room for the first time. It is a nice touch as a room centerpiece. For the switch in the last room, increase the width of it as it is somewhat hidden in between 2 of the platforms. My eyes noticed the 'typical exit door' before I saw the switch in between the 2 platforms so I instinctively went for the exit door rather than to the switch to open it. Also, I think you should change the DOORTRAK texture on the short sides of the platforms in the last room to match the textures as the long sides of the platforms which will make the room look more uniform. Can you guys please have a look at a few of my [url=http://www.mediafire.com/download/frb60h2hwe5m57t/OPRACCOON.wad]maps[/url] and give me some feedback on my level design please. I have a wad with 3 levels in it which are from around 2 years but I haven't completed any new levels recently but I am finishing/retouching one of my old levels at the moment.
Thanks for the feedback guys. I love you all [QUOTE=mcattack1092;45578907] Can you guys please have a look at a few of my [URL="http://www.mediafire.com/download/frb60h2hwe5m57t/OPRACCOON.wad"]maps[/URL] and give me some feedback on my level design please. I have a wad with 3 levels in it which are from around 2 years but I haven't completed any new levels recently but I am finishing/retouching one of my old levels at the moment.[/QUOTE] I'm on my phone atm, but I could try running it on gameception. [editline]3rd August 2014[/editline] Seems that it doesn't work with gameception (which utilises PrBOOM). I can try it on my laptop in 2-4 hours.
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