[WIP]The Demon Slayer : MAP02 in progress!

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Do you like the blaster in this project? Explain your choice

Yes
9
64%
No
5
36%
 
Total votes: 14

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Remmirath
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[WIP]The Demon Slayer : MAP02 in progress!

Post by Remmirath »

Well...
(Not well at all, bad start)

I started this project a month ago...considering that I'm a bit a beginner in scripting and other special actions... :D
(I started this piece of doodoo 5 years ago and I sucked at modding everything, from maps to acs to decorate so I resorted to nab codes and sprites from Eriance. :V)

It's not much, but I just want to show you what i'm doing.
(It's nothing at all, it's just a demo map with horrid architecture, stupid monster placement and poorly executed polyobjects and decorate)

I don't love open areas so much: it's DooM 3 style: few monsters, lots of indoor areas; maybe you won't like it...but i'm just trying to show what i've learned so far...
(I could've just said "I can't make rocks kthxbye).

The file is here, and it's 16 megs: maybe too much, because i've inserted all the Tormentor's 2MBROWN.wad
(16 megs for just a demo map? No one with a small thinking brain would ever download it).

Version updated to 10/04/2008: MAP01 completed with a moderate amount of monsters and ammo...
(Moderate? It's still easy as shit with no challenge whatsoever.)

First mirror:

http://rapidshare.com/files/106449375/Dslayer.zip.html

Second mirror:

http://www.mediafire.com/?z1zfnmtfwy2
(Colored mirrors, probably all dead, but who gives a fuck now)

Warning: to play this, OpenGL must be turned on.
(Thank you, Captain Obvious)

So, someone that is interested can download this wad (it's a .pk3 file), test it and tell me what do he thinks...
(If you post it here, you sure gain some interest, especially with that stupid nickname o' yours. What was I thinking?)
Spoiler: The Story So Far (sucks bad don't bother)
p.s: if the story is stupid, you can tell me...i won't offend :wink:
(Did I smoke crack here? Goddammit, this is worse than a preschooler plot)

p.s.: if you want to know how the Demon Slayer looks, type in the console : summon demonslayer...(but it's nothing spectacular, just a copy-and-paste from DE);
Do you want to burn the surprise or you want to wait? Your choice... :wink:
(WOW, what a HUGE surprise, it's a sprite by Eriance, you fucktard)

--Edited by Remmirath after looking through his old ass posts and getting ashamed of what he did 5 years before
Last edited by Remmirath on Fri Apr 12, 2013 4:49 am, edited 21 times in total.
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Enjay
 
 
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Re: My first ZDoom wad: BETA RELEASE

Post by Enjay »

Voice acting... brave. ;)

It's also one of those things that people really like or dislike. I'm fine with it personally. However, I'm guessing by your location and what I heard/saw that English isn't your first language. No major errors but there were a few things that weren't right for a native speaker (in both the text and speech). That's fine if you want your Doomguy to not be American/British though. I also assume that most of the file size comes from the sounds (or maybe the music). As I found recently, you can make significant size savings using ogg and flac compressed formats.

Ok, so anyway, it's an interesting start. There are some areas (particularly outside) where more detail is certainly needed. The map is obviously very small (so far) and there isn't time to build up much atmosphere (yet) but this could be going somewhere. I quite like the idea of the mod seemingly being built around the weapons and vice versa rather than just a level set or a weapons mod which could be independent of each other.

A few things I noticed that you might want to consider addressing:

The outside, as I said is very plain. I know there isn't meant to be much there, but a bit of detail would help: boxes, signs, wall supports, whatever you like really, and perhaps a better texture. Shawn is very plain on large expanses like that.

Also, you have invisible blocking lines right across the road/runway. Either put some visual signal that the player cant go beyond that point or let him go. Why does he need to be stopped there? Also, you can fall into the sea in various places but I don't think you can get back up. Either provide a way up or kill the player when he falls into the sea.

When you go into the base, if you decide to turn right you can wander through the level, find 2 new weapons and then come back to the start area and go into the other room and then you say to yourself "I could find some weapons here" - but you've already found them.

Fighting those 2 caped guys armed only with a pistol, I didn't like it.

At one point you activate a switch and then your view changes to a camera to see the door opening. It's much better to use a camera texture for that rather than leaving the player blind, vulnerable and out of control even if only for a few seconds.
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Remmirath
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Re: My first ZDoom wad: BETA RELEASE

Post by Remmirath »

Thanks for all these advices...
However, i'm not a master of the detail, even with Torm's detail guide...
(WTF? Was I following that? :/)

I think that boxes and wall supports will be fine for details, maybe changing outdoor texures could give the map more atmosphere; as for the water, first of all I want to thank you because watching MAP01 of Enjay ZDoom 2001 taught me how to transfer heights...then i'll put some steps to get out of it;
When you enter the base, the right door will have a script that says "First of all i should find some weapons", forcing the player to go to the left door, taking some weapons (a shotgun, maybe), and then opening the door...
How can I put a texture camera? Even watching Z1M1 (KDiZD) I didn't find nothing... so plz help me... i'll put you in the credits... :wink:
(There's a nice feature on this site called ZDoom Wiki. Use it, you ass!)
Last edited by Remmirath on Fri Apr 12, 2013 4:58 am, edited 1 time in total.
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Enjay
 
 
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Re: My first ZDoom wad: BETA RELEASE

Post by Enjay »

OK, quick camera texture tutorial.

Put a texture in your WAD.

Define it in animdefs as a camera texture (explained in the wiki http://zdoom.org/wiki/ANIMDEFS )

Put the texture on a wall

Put a camera in the level and give it a tid

Use a script (usually an open script) to allocate the camera tid to the camera texture

Play and marvel at your newly acquired skill. ;)

example attached.
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Remmirath
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Re: My first ZDoom wad: BETA RELEASE

Post by Remmirath »

Done! It works perfectly! Thx Enjay!
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Re: My first ZDoom wad: BETA RELEASE

Post by Unknown_Assassin »

I think detail is somewhat good. Keep it up. :)

Problems/errors I had encountered:

-There are no weapons in the left room when the player says "I can find weapons here."
-The cloak guys can just kill you with one rocket, making the gameplay pretty unfair with only a pistol. Personally, I think you should switch the imps with the cloaked guys just to make it a little easier, if you plan on the player just having a pistol.
-I killed the imps with my blaster, and the message said "At least I got a supershotgun." Perhaps it would be better if the message is played once the player picks up the supershotgun?
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Remmirath
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Re: My first ZDoom wad: BETA RELEASE

Post by Remmirath »

Unknown_Assassin wrote:I think detail is somewhat good. Keep it up. :)

Problems/errors I had encountered:

-There are no weapons in the left room when the player says "I can find weapons here."
-The cloak guys can just kill you with one rocket, making the gameplay pretty unfair with only a pistol. Personally, I think you should switch the imps with the cloaked guys just to make it a little easier, if you plan on the player just having a pistol.
-I killed the imps with my blaster, and the message said "At least I got a supershotgun." Perhaps it would be better if the message is played once the player picks up the supershotgun?
Point 1 and 2 fixed. I think you're right about point 3...i'll fix that...thx :D
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Pinky's ass
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Re: My first ZDoom wad: BETA RELEASE

Post by Pinky's ass »

Pretty poor.
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Re: My first ZDoom wad: BETA RELEASE

Post by Remmirath »

Pinky's ass wrote:Pretty poor.
It's under construction; anyway, don't worry, I'm detailing it as much as possible...
The version that you've downloaded is old, before Enjay's advices: now it's much better, but I've not uploaded it yet...
You have to wait...I'm still a beginner at this... :wink:
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Pinky's ass
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Re: My first ZDoom wad: BETA RELEASE

Post by Pinky's ass »

The voice isn't very manly. :?
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Re: My first ZDoom wad: BETA RELEASE

Post by phi108 »

I hear unmanly voices on Counter Strike all the time, and I don't say anything. And where can a person find voice samples that say the exact phrases that they need?
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Remmirath
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Re: My first ZDoom wad: BETA RELEASE

Post by Remmirath »

Pinky's ass wrote:The voice isn't very manly. :?
The voice is mine...and english isn't my first language...i'm italian...
However, i know i don't have such a good voice, but, where can i find the voices i need on the net? :?:
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Pinky's ass
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Re: My first ZDoom wad: BETA RELEASE

Post by Pinky's ass »

Get mad and then register your voice. :lol:
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Remmirath
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Re: My first ZDoom wad: BETA RELEASE

Post by Remmirath »

Pinky's ass wrote:Get mad and then register your voice. :lol:
:lol: :lol: :lol:

Right now i'm uploading the new release...
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Re: My first ZDoom wad: BETA RELEASE UPDATE!!! 04/02/2008

Post by Pinky's ass »

Rapidshare is pissing me off: 55 mins to wait for this download. :x Another mirror?
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