Hell-Forged - V. 1.00b

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Re: Demon Eclipse (WIP) - New "Hellfire Gem" Weapon (p. 150)

Postby Ghastly » Sun Dec 06, 2009 7:30 am

Eriance wrote:I generally put more than 1 bonus item or powerful weapon on the mag to prevent someone from hogging the area (i.e. Plasma-rifle hogging).

A good idea in general, but more than one of that same item spread around isn't a good idea, usually. Most smaller maps have one powerful item that's tricky to get to, but for maps E102-sized, a few ones scattered around works fine, but more than one of each item on the map doesn't work too well.

The maps are rather large, as they are meant to cover TDM (16 players) without cluttering spawn points or telefragging each other during spawn.

And they're perfectly sized for that. Skulltag really doesn't have enough maps like that.
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Re: Demon Eclipse (WIP) - New "Hellfire Gem" Weapon (p. 150)

Postby Doom_warrior » Sun Dec 06, 2009 8:04 am

This project is build so long :/
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Re: Demon Eclipse (WIP) - New "Hellfire Gem" Weapon (p. 150)

Postby Ghastly » Sun Dec 06, 2009 8:06 am

Doom_warrior wrote:This project is build so long :/

Take it from a college student like Eriance: College takes up a LOT of time.

@Eriance: Oh, by the way, you might want to make some of the on-screen messages PrintBold, so every player gets them. Just messages that you'd want all players to be able to see, like the radiation scrubbers in the reactor room in Map03.
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Re: Demon Eclipse (WIP) - New "Hellfire Gem" Weapon (p. 150)

Postby Amuscaria » Sun Dec 06, 2009 11:11 am

Oh btw, those jump pads in ST. Are those special ST-only sector specials? Or are they just ACS scripts with Thrust_Thing? I Should perhaps make use of those to make the map more dynamic.
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Re: Demon Eclipse (WIP) - New "Hellfire Gem" Weapon (p. 150)

Postby Project Dark Fox » Sun Dec 06, 2009 11:59 am

Doom_warrior wrote:This project is build so long :/

Why the fuck are you still posting?
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Re: Demon Eclipse (WIP) - New "Hellfire Gem" Weapon (p. 150)

Postby Doom_warrior » Sun Dec 06, 2009 1:12 pm

Project Darkfox ---------> Gets around it but? I do not write it for you, so there is not your cause. Doom Demon eclipse very interests me.
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Re: Demon Eclipse (WIP) - New "Hellfire Gem" Weapon (p. 150)

Postby Ghastly » Sun Dec 06, 2009 2:02 pm

Eriance wrote:Oh btw, those jump pads in ST. Are those special ST-only sector specials? Or are they just ACS scripts with Thrust_Thing? I Should perhaps make use of those to make the map more dynamic.

The bounce pads are ST-only, I think, but the jump pads are just ThrustThing scripts.
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Re: Demon Eclipse (WIP) - New "Hellfire Gem" Weapon (p. 150)

Postby Xim » Sun Dec 06, 2009 2:12 pm

Doom_warrior wrote:Project Darkfox ---------> Gets around it but? I do not write it for you, so there is not your cause. Doom Demon eclipse very interests me.


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Re: Demon Eclipse (WIP) - New "Hellfire Gem" Weapon (p. 150)

Postby XutaWoo » Sun Dec 06, 2009 2:20 pm

Ghastly_dragon wrote:
Eriance wrote:Oh btw, those jump pads in ST. Are those special ST-only sector specials? Or are they just ACS scripts with Thrust_Thing? I Should perhaps make use of those to make the map more dynamic.

The bounce pads are ST-only, I think, but the jump pads are just ThrustThing scripts.

Not even scripts; they're actor hits floor with ThrustThingZ for their special.
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Re: Demon Eclipse (WIP) - New "Hellfire Gem" Weapon (p. 150)

Postby NeuralStunner » Sun Dec 06, 2009 3:20 pm

XutaWoo wrote:Not even scripts; they're actor hits floor with ThrustThingZ for their special.

I have done this with ZDoom. It is fun, especially when a monster comes charging at you across the bounce spot. :)
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Re: Demon Eclipse (WIP) - New "Hellfire Gem" Weapon (p. 150)

Postby Amuscaria » Sun Dec 06, 2009 6:42 pm

Ghastly_dragon wrote:@Eriance: Oh, by the way, you might want to make some of the on-screen messages PrintBold, so every player gets them. Just messages that you'd want all players to be able to see, like the radiation scrubbers in the reactor room in Map03.


Done.
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Re: Demon Eclipse (WIP) - New "Hellfire Gem" Weapon (p. 150)

Postby Ghastly » Wed Dec 09, 2009 3:14 pm

Eriance wrote:
Ghastly_dragon wrote:@Eriance: Oh, by the way, you might want to make some of the on-screen messages PrintBold, so every player gets them. Just messages that you'd want all players to be able to see, like the radiation scrubbers in the reactor room in Map03.


Done.

Excellent. Now my dad'll actually know what we're waiting for. :P

Out of curiosity, by the way, when were you going to do those Ep1 weapon updates, and what weapon were you going to start with? I ask because winter break is coming up. :D
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Re: Demon Eclipse (WIP) - New "Hellfire Gem" Weapon (p. 150)

Postby Amuscaria » Thu Dec 10, 2009 7:08 am

De-Ep1 weapon resprites aren't planned for anytime soon. The only thing I have set up for Winter Break is finishing the Hierophant and the Hellstaff replacement sprites, and the Hellstorm secret level. Also fixing old map bugs and texture offset problems has been the primary goal of late. I want to polish up the first 2 episodes as much as possible without changing the quality and get cracking on Episode 3. Sometime during the the development of Episode 3's monsters, I will finish the Episode 1 weapons respriting.

If you wanted to make marine skins for the DE weapons, the new design will look similar enough to the old one that you can pass with just putting the old weapons onto the marine. Infact, they will have the same pickup sprites, with the exception of the 3 shotguns. I'm mostly just fixing the artistic mistakes on the weapons, such as shading and coloring that seems to look jacked up when I really start looking at it. However, if you want, I can actually finish the pick up sprites for the weapons first, so you have something to put onto your marine things (since I already know what their designs are gonna look like - mostly figuring out how to animate them correctly). :)
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Re: Demon Eclipse (WIP) - New "Hellfire Gem" Weapon (p. 150)

Postby Ghastly » Thu Dec 10, 2009 7:44 am

Eriance wrote:If you wanted to make marine skins for the DE weapons, the new design will look similar enough to the old one that you can pass with just putting the old weapons onto the marine. Infact, they will have the same pickup sprites, with the exception of the 3 shotguns. I'm mostly just fixing the artistic mistakes on the weapons, such as shading and coloring that seems to look jacked up when I really start looking at it. However, if you want, I can actually finish the pick up sprites for the weapons first, so you have something to put onto your marine things (since I already know what their designs are gonna look like - mostly figuring out how to animate them correctly). :)

Alright, cool. I was going to start on a DE-Rocket Launcher Marine, but figured I'd check and make sure the design wasn't going to majorly change any time soon.
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Re: Demon Eclipse (WIP) - New "Hellfire Gem" Weapon (p. 150)

Postby Doom_warrior » Tue Dec 29, 2009 12:30 pm

:joker:
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