I managed to play through 10 levels of GMOTA on Doom2 without ever pressing reload because apparently I don't read instructions so good
Powering up the sword for Tricks and Traps would have been nice
[QUOTE=Kegan;45759148]I currently don't have any plans for heretic or hexen compatibility patches. Mainly because there's so little maps for those two games. We'll see what happens in the future though.
Now when you say you lost the sword after hitting a teleporter, you're talking about doom right?[/QUOTE]
No. It was in Hexen. I walked through one of the red portals ( I think they change levels ) and I was stuck with my fists and gauntlet for the rest of the time I played. Not sure what happened.
Speaking of HeXen, are there any recommended maps for it? I really like the gameplay and the visual style, but I swear that those maps where meant to make me feel frustated.
[QUOTE=Lyokanthrope;45760436]No. It was in Hexen. I walked through one of the red portals ( I think they change levels ) and I was stuck with my fists and gauntlet for the rest of the time I played. Not sure what happened.[/QUOTE]
That'd explain it. GMOTA is a doom mod first. I haven't done any sort of work for hexen compatibility. V:v:V
Right now I'm currently working on custom monsters. Power ups and usable items. I got all kinds of cool shit planned
[QUOTE=Kegan;45760784] Right now I'm currently working on custom monsters.[/QUOTE]
[sp]ya blew it[/sp]
I'm kidding, but in a lot of wads I play such as Epic, I like seeing the retextured enemies.
[QUOTE=RockmanYoshi;45761673][sp]ya blew it[/sp]
I'm kidding, but in a lot of wads I play such as Epic, I like seeing the retextured enemies.[/QUOTE]
Honestly as of right now. GMOTA is too damned easy. So I'm just gonna be adding some faster. More aggressive monsters, more with melee attacks too. Hitscanners are gone too.
Because fuck hitscanners
[QUOTE=Kegan;45762064]Honestly as of right now. GMOTA is too damned easy. So I'm just gonna be adding some faster. More aggressive monsters, more with melee attacks too. Hitscanners are gone too.
Because fuck hitscanners[/QUOTE]
Oh thank god, I hate chaingunners.
Lord Blaz still needs a hitscan-attack attack tho, there's some switches that his projectiles are too large to be able to hit.
[QUOTE=Cryomundus;45762396]Oh thank god, I hate chaingunners.
Lord Blaz still needs a hitscan-attack attack tho, there's some switches that his projectiles are too large to be able to hit.[/QUOTE]
Blaz and another future character will be getting an inventory item that'll fire harmless hitscan attacks to hit switches. Also regarding your caco problem: I've never had issues hitting cacos with my sword before but I'll continue to look into it and try to replicate your problem. It's very strange
[QUOTE=Kegan;45762522]Blaz and another future character will be getting an inventory item that'll fire harmless hitscan attacks to hit switches. Also regarding your caco problem: I've never had issues hitting cacos with my sword before but I'll continue to look into it and try to replicate your problem. It's very strange[/QUOTE]
Oh, one last thing.
[I]Please[/I] don't include Diabloists into the monster pack, they're probably the cheapest monster in the whole realm667 beastiary. Also, mind making it an add-on? Just so that Slaughterwads don't get absurdly difficult. That, and to avoid monster conflicts with other wads.
[QUOTE=Cryomundus;45762846]Oh, one last thing.
[I]Please[/I] don't include Diabloists into the monster pack, they're probably the cheapest monster in the whole realm667 beastiary. Also, mind making it an add-on? Just so that Slaughterwads don't get absurdly difficult. That, and to avoid monster conflicts with other wads.[/QUOTE]
Diaboloists are shit. No worries. The idea is to add monsters that add enough difficulty to keep normal maps fun. But keep slaughter maps manageable. Like project MSX
So how do you set up a ZDoom LAN game?
I can set up Chocolate Doom fine, but the newest version for some reason has no sound effects in multiplayer, just music.
I try to set up a LAN game with ZDL and GZDoom as well as Doomseeker and Zandronum, but neither player can connect to the other.
I like reading this thread, but I barely understand half of the stuff that's posted here :v:
[QUOTE=Durrsly;45768062]So how do you set up a ZDoom LAN game?
I can set up Chocolate Doom fine, but the newest version for some reason has no sound effects in multiplayer, just music.
I try to set up a LAN game with ZDL and GZDoom as well as Doomseeker and Zandronum, but neither player can connect to the other.[/QUOTE]
[url]http://forum.zdoom.org/viewtopic.php?t=775[/url]
Have you tried this thread? It might have some useful info. It's pretty old, though.
[QUOTE=ZeroTimesCookie;45768143]I like reading this thread, but I barely understand half of the stuff that's posted here :v:[/QUOTE]
I think all you need to know is this thread is primarily about shotguns and demons.
Bought Hexen yesterday, and really liking the non-linear design.
Hey lads, I've started getting into level making in doom (surprisingly simple) and I'm looking for a few tips. Can you people help?
[QUOTE=Jebediah;45777801]Hey lads, I've started getting into level making in doom (surprisingly simple) and I'm looking for a few tips. Can you people help?[/QUOTE]
Don't add anything unnecessary that slows the game down; one example is the 'Catwalk' level from the Master Levels that has these moving platforms to your left and right when you start the map. They don't add anything as there's no hazard attached to them, and all they do is sometimes force you to sit there, waiting for the platforms to line up so you can get past. An exception to this can be found in some vanilla Doom levels, such as when you're on a relatively long lift (by Doom standards, anyway) that rise up to reveal a massive horde of enemies - the lift was necessary for the build-up.
Another thing that bugs me is when levels have nasty traps you can't get out of, e.g. falling into the toxic waste shit with no teleporter or secret exit to get out, forcing you to noclip or suck it.
The latter one is probably more subjective than the former (probably depends on how difficult you want your levels), but I personally think that a damage penalty for falling into a trap should be enough, not a straight up death.
Just a small piece of content. I'm working on weapon sounds and I'm pretty happy with how the shotgun is turning out. Its a mix of Per Kristian's HD Doom shotgun and several other sources I've mixed and layered on-top. I think its a good mix between familiar and new.
[url]http://puu.sh/b25kk/bd6a1034e7.mp3[/url]
[QUOTE=Jebediah;45777801]Hey lads, I've started getting into level making in doom (surprisingly simple) and I'm looking for a few tips. Can you people help?[/QUOTE]
Don't use STARTAN and D_RUNNIN.mid
[editline]0[/editline]
But on a serious note, avoid adding exaggerate amounts of detail and when detailing, avoid adding little snags the player can get caught on.
Also, try coming up with a general layout of your map before actually working on it, it helps to plan things out first.
BTW for audio fanatics, yes I plan on lots of variational audio. I hate only having one gun shot sound.
muh automerge
anyone knows a wad that consists purely of figthing soldiers and shotgunners?
Well, [URL="https://zandronum.com/forum/showthread.php?tid=3513"]Beast Incarnation[/URL] for Zand has marine replacements for pretty much every enemy, so you could probably take a look at that. A lot of them are OP as hell tho, but then again its essentially Realm667Demons VS Marines. The marines would need to be rebalanced for regular DOOM, as they'd probably one shot you as powerful as they are.
i was thinking something along the lines of wads that uses only human enemies, rather than the entire bulk of the doom bestiary.
you know, something wrere you'd need to mow down dozens of them per level. i imagined it would work as some sort of prequel to the doom games and such.
This [url=http://forum.zdoom.org/viewtopic.php?f=19&t=45615]Blake Stone TC[/url] is amazingly accurate, too bad the last sign of life was back in June.
Blake Stone was one of my favorite games back then.
[QUOTE=doommarine23;45779724]BTW for audio fanatics, yes I plan on lots of variational audio. I hate only having one gun shot sound.
muh automerge[/QUOTE]
This would probably require too much effort (if its even possible), but is there maybe any way to have different gun sounds based on the type of area you are in (I.E. echo-y in a hallway vs outdoors)
[QUOTE=Metaru;45781577]i was thinking something along the lines of wads that uses only human enemies, rather than the entire bulk of the doom bestiary.
you know, something wrere you'd need to mow down dozens of them per level. i imagined it would work as some sort of prequel to the doom games and such.[/QUOTE]
Yeah, that's why I mentioned [URL="https://zandronum.com/forum/showthread.php?tid=3513"]Beast Incarnation[/URL], it's you as the Realm667 Demons(from the mechapinky all the way to Thamuz) Vs the Marines (as the monsters, aka your enemies). They've got everything from generic green marines (knife weilders, machine gunners, engineers, medics, bfg marines, plasma marines, tri-rocket marines) to spec ops, to elite super soldiers, to giant mechas (that are incredibly friggin powerful, as you need a T5 (strongest class you can pick) Demon such as Thamuz or Scourge if a Dark Templar(Black and red re-colored mech that originated from Strife, I forget its name) is in the mix).
I think it'd fit what you're looking for perfectly, and I even posted a video a lil bit ago about importing custom monsters into DOOM (that is, taking the marines out and making a .pk3 with only them as replacement actors for the regular DOOM bestiary, heck you could even use a randomizer to make for some interesting set-ups. I'd [I][B]highly[/B][/I] recommend rebalancing them though, as they were originally made to fight Human-controlled demons with 1000+ HP.
[QUOTE=Bloodshot12;45781945]This would probably require too much effort (if its even possible), but is there maybe any way to have different gun sounds based on the type of area you are in (I.E. echo-y in a hallway vs outdoors)[/QUOTE]
While I can't make it change gun-shots (to my knowledge), the next best thing will probably make you shit your pants. ZDoom has a built in audio reverb system. I definitely will be making full use of it. Its going to be hard making it as seamless as possible (audio snaps from one filter to another) but I promise to be making heavy usage of it. If there is any other ways of enhancing audio, I will definitely be looking into it. Thank you for reminding me about the reverbs!
For those curious
[url]http://zdoom.org/wiki/REVERBS[/url]
[QUOTE=TheCombine;45781921]This [url=http://forum.zdoom.org/viewtopic.php?f=19&t=45615]Blake Stone TC[/url] is amazingly accurate, too bad the last sign of life was back in June.
Blake Stone was one of my favorite games back then.[/QUOTE]
IIRC the ECWolf devs plan on adding support for all the Wolf3D engine games, as well as the Mac port of Wolf3D
[QUOTE=TheCombine;45781921]This [url=http://forum.zdoom.org/viewtopic.php?f=19&t=45615]Blake Stone TC[/url] is amazingly accurate, too bad the last sign of life was back in June.
Blake Stone was one of my favorite games back then.[/QUOTE]
OP of that topic is still posting in the ZDoom forums, actually. So there's a chance it'll still get finished, as the OP never actually called it quits.
[QUOTE=Durrsly;45782146]IIRC the ECWolf devs plan on adding support for all the Wolf3D engine games, as well as the Mac port of Wolf3D[/QUOTE]
To be honest, I'd like this TC to be finished as I've had some ideas brewing in my head about making some maps styled like Return of the Triad for it.
But good that the original is getting a source port, I really dislike DOSBox.
[QUOTE=TheCombine;45779705]avoid adding little snags the player can get caught on.[/QUOTE]
A better way to handle this is to use impassible linedefs to make it so the player just slides along those snags instead.
If this makes sense (I dunno where my copy of DB2 is and don't feel like looking just to make an example, lol.):
_] <- Little bump in the wall that you would normally snag on
|/ <- Impassible linedef to prevent snagging
This allows for proper detailing while avoiding snagging.
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