community project idea: maps for ww-nazis

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Re: community project idea: maps for ww-nazis

Postby wildweasel » Thu Apr 05, 2012 7:25 pm

I'd honestly prefer to start the project thread myself (now that we have something to show) - could you send me the screenshots you've got?
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Re: community project idea: maps for ww-nazis

Postby Doctor-Dos » Thu Apr 05, 2012 7:29 pm

wildweasel wrote:I'd honestly prefer to start the project thread myself (now that we have something to show) - could you send me the screenshots you've got?


OK, sounds good!

Unfortunately I am away from my desktop pc at the moment, and I will get them to you in the next few days.

This is gonna be a good project :twisted: :D
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Re: community project idea: maps for ww-nazis

Postby lzvk25 » Sat Apr 07, 2012 7:54 am

One thing that I noticed is that the sprites used to see the characters shooting sideways are missing. The characters ONLY have shooting frames towards the player. This can be quite an inconvenience for infighting or even COOP and forget about making "friendly" nazis.

Has anybody noticed this ?
:?
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Re: community project idea: maps for ww-nazis

Postby ChronoSeth » Sat Apr 07, 2012 10:41 am

It's because most (all?) of the sprites are edited from wolf3d (and wolf3d mods?), which had no sprite rotations for attacking.

However, there is no infighting and AFAIK the player doesn't have a special attack sprite.
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Re: community project idea: maps for ww-nazis

Postby TerminusEst13 » Sat Apr 07, 2012 6:50 pm

Considering the original mod doesn't work with Skulltag, (for the most part) I don't think co-op play will be an issue.
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Re: community project idea: maps for ww-nazis

Postby Doctor-Dos » Sun Apr 08, 2012 4:41 pm

The Nazi soldiers are supposed to be well trained. I.E. No infighting or friendly fire.
Single rotation attack frames are no problem.

Wolf 3d was not the only game to do this. Blake Stone and Rise of the Triad also did.

Same Engine.
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Re: community project idea: maps for ww-nazis

Postby Project Dark Fox » Thu Apr 12, 2012 1:40 am

Doctor-Dos wrote:The Nazi soldiers are supposed to be well trained. I.E. No infighting or friendly fire.
Single rotation attack frames are no problem.

Wolf 3d was not the only game to do this. Blake Stone and Rise of the Triad also did.

Same Engine.

Sort of on ROTT, it was much more advanced.
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Re: community project idea: maps for ww-nazis

Postby Doctor-Dos » Thu Apr 12, 2012 4:09 pm

No, ROTT still used single rotation frames for the attack animations on all enemies.
Only the player models had 8 rotation attack frames.

It did however use more than 8 rotations for some enemies, I.E. Robots.

Rott wasn't all that more advanced that Wolf3d. It sill used 90 degree walls, etc.

It did had much higher res sprites than Wolf3d did though
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Re: community project idea: maps for ww-nazis

Postby Sgt Dopey » Thu Apr 12, 2012 4:50 pm

Doctor-Dos wrote:No, ROTT still used single rotation frames for the attack animations on all enemies.
Only the player models had 8 rotation attack frames.

It did however use more than 8 rotations for some enemies, I.E. Robots.

Rott wasn't all that more advanced that Wolf3d. It sill used 90 degree walls, etc.

It did had much higher res sprites than Wolf3d did though


And Parallax skys, as well as fog, mouse look, Be able to walk under and on top of enemies decorations etc (Even Doom didnt have this), Abillity to look up and down and many other things that i can remember of the top of my head.
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Re: community project idea: maps for ww-nazis

Postby NeuralStunner » Thu Apr 12, 2012 6:51 pm

Doctor-Dos wrote:Rott wasn't all that more advanced that Wolf3d.
Hahahahahaha*Choke*
Spoiler:
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Re: community project idea: maps for ww-nazis

Postby Doctor-Dos » Tue Apr 17, 2012 4:53 pm

Can we get back to the point of this thread people!
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Re: community project idea: maps for ww-nazis

Postby Doctor-Dos » Tue Apr 17, 2012 7:00 pm

I have a map almost completed.

It is BIG

You start off in a prison cell (never been done before I think :wink: ) You fight you way up through a big fortress, and finally make it out into a rural area.

I have used a lot of GL lights throughout and have incorporated a "few" callbacks to the first Wolf3d.

My question is should I send it to WildWeasel to play first?

Or should I post it here?
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Re: community project idea: maps for ww-nazis

Postby armymen12002003 » Wed Apr 18, 2012 1:40 pm

Doctor-Dos wrote:
My question is should I send it to WildWeasel to play first?

Or should I post it here?


sen it 2 weasel
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Re: community project idea: maps for ww-nazis

Postby Doctor-Dos » Wed May 02, 2012 3:11 pm

Am still working on map... Just don't want Weasel to think I forgot/gave up :mrgreen:
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Re: community project idea: maps for ww-nazis

Postby terranova » Thu May 03, 2012 9:42 am

Post pics, then, to see if it's really that big :p
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