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Vbob wrote:Here's what I have so far. It's not very pretty at the moment and I need to tweak some of the gameplay, but I think this makes for a good first draft. Link
Name: Ruins & Lava
Credits: N/A (no custom resources used)
Quote: "Wow, that's a lot of red textures"
Updated the map, changes are with it in a text file. I'm still debating what music to use, heh
croguy wrote:I tried to make the altfire work best for piles of weaker enemies, while primary fire was supposed to be a burst sniper type of deal. But yeah, I could possibly rework the graphics somewhat(even though I really like the projectile
The altfire at the very least needs some serious changes to ammo consumption. 50 cells for a slightly better than normal rocket. It's using more ammo than the BFG for something that sometimes even Revenants survive. Drop down the ammo consumption on that, I reckon.
Really cool gun, apart from that. I like it, especially the altfire's appearance.
croguy wrote:I tried to make the altfire work best for piles of weaker enemies, while primary fire was supposed to be a burst sniper type of deal. But yeah, I could possibly rework the graphics somewhat(even though I really like the projectile
The altfire at the very least needs some serious changes to ammo consumption. 50 cells for a slightly better than normal rocket. It's using more ammo than the BFG for something that sometimes even Revenants survive. Drop down the ammo consumption on that, I reckon.
Really cool gun, apart from that. I like it, especially the altfire's appearance.
Gotcha. I went back and did some revisions. Altfire consumes 20 cells now, has a bit beefier damage and radius, an extra sprite to compensate for that, and I also made the gun's black parts a bit brighter to offset the dark tones. It should be about the same damage rate when compared to the stock Plasma Rifle now. Maybe a bit stronger.
Might as well post this one here as well, in case someone wants to try it out.
- Link: https://dl.dropboxusercontent.com/u/527 ... f/Felt.zip
- Name: Felt
- Credits:
Map: floatRand
Textures: cc4tex, compiled by Esselfortium ( see cc4-tex.txt for info ).
Midi: Top Floor ( Castlevania: Aria Of Sorrow ), sequenced by Jorge D. Fuentes.
StatisticalHourglass wrote:there's a bunch of errors and it doesn't load the map. something about linedef 520 not having a front side and an acs error and some other stuff.
Shoot. Why didn't I test the map?
Well, when I get home, I'm going to fix it. And Actually test it. Also, I don't remember using Acs.
WEAPON:
• Download link: https://www.dropbox.com/s/54s0lmo1c91xy ... 3.pk3?dl=0
• Name: MultiHex Device (Actor: DUMP3MultiHexDevice)
• Credits:
· Digital Cafe (Base weapon sprite)
· Weapon Hand Templates thread (Gloved fist used as a base for recoloring the Chex hand)
· id Software, Bungie Software, LucasArts, Project STORM Team, High Risk Ventures (Sounds - individual credits in SNDINFO)
· Additional resources by myself (Hexagons, hexagons and hexagons)
• Tier: BFG9000
NOTE: Now requires the weapon test .wad to run.
A compact device that generates a personal shield. One press of the primary trigger spends 30 cells to create a shield comprised of seven hexagonal units, each capable of sustaining seven hits before shattering. The shield follows you, and remains at the angle you initially fired it, even after switching weapons! Monsters may not pass through the shield, but will still target you through it. Only one set of shields may be active at a time, and pressing the trigger again discards the current shield while creating a new set at the cost of another 30 cells.
The alt-fire is a bit different, and requires at least one of the seven units to be active in order to power it. Pressing and holding the trigger will align the shield's angle with your current facing and grant the shield +REFLECTIVE for 1 cell every 4 tics. In addition, after 20 tics, the shield will start to flicker and begin regenerating 1 hit point every 7 tics. Releasing the trigger and pressing it again during this time will deploy the shield to its current location for 1800 tics (if at full hit points) or until it is destroyed. You can place up to twenty-one individual hexes in this way.
Spoiler: Changelog
Changes since submission 2:
· Normal shield no longer has a time limit, and relies solely on its 7 hit points.
· Hexes fade out as they take damage.
· Altfire behavior changed. After 20 tics of sustained +REFLECTIVE, the shield
flickers and regenerates 1 point every 7 tics. Tapping altfire again locks the
shield to the map, until it fades after 1800 tics or is destroyed. Oh, also
they turn purple.
· A_Warp and -SOLID added to the hexes' Death states.
· Updated sound credits. Some later ones didn't mention the developer in SNDINFO.
· Ammo checks and +AMMO_OPTIONAL flags added.
· DUMP-ified all actor names in Decorate, GLDEFS, and KEYCONF. Should make it
easier for Yholl to just copy-paste it all in.
Changes since submission 1:
· Hexes now play a sound when they are killed
· Generating the shield now costs 30 cells instead of 40
· One alt-fire press now gives +REFLECTIVE for 4 tics instead of 2. Cost remains
at one cell.
· Alt-fire now reverses the countdown timer, rather than halting it. Currently,
20 tics are regained per cell spent
· Added a waffle grid to the hex display because why not
· Now has a new pickup sound
Last edited by President People on Sun Oct 16, 2016 2:30 am, edited 2 times in total.
jeez that's so useful and extremely cool! the energy requirement may be a little much for a defensive only device, but I haven't tested it much.
graphics, animation and sound all blend together really well too.
This is my first ever foray into Doom mapping, but I tried something a bit ambitious for my starter project. I wanted something moody and atmospheric, like Quake 1 and Doom64. Dark and spooky, and full of fancy tricks. Hope you all enjoy it, and lemme know what sorts of rebalancing it needs to be more playable.
the ambiance is pretty good, I genuinely didn't want to enter the portal, could have done with a little more wandering around the base before that, but it still worked.
gameplay though needs a lot of work, the level was really easy and I only shot at the monsters because I wanted to, for example the entrance to the castle with the keys could use a couple revenants to keep players on their toes, same with the red key battle, knights in a rectangle room don't make for a very interesting fight, you could throw some demons or maybe make those pillars actually serve a gameplay purpose.
fighting underwater could be a possibility too.
I like the spatial distortion a lot, I wouldn't mind even more of that.
overall pretty good, if a bit short.
Well, I forgot the triggers for a lot of stuff. Oops!
Edit: For some reason, Slade3's map making thing makes me do some skagooodavagoo to test the map when I can just play the wad instead. Ah well.
Also, I'm using Zandronum 2.12, but since I'm not using scripts I think I'm fine.