[WIP] Doom Tower Defence [Beta Out]

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[WIP] Doom Tower Defence [Beta Out]

Postby Demolisher » Sat Oct 17, 2009 7:12 pm

Doom Tower Defense

I have been in the process of completely rewriting the code for this mod, making it hack free, and best of all, New Maps!

UPDATE:

BETA OUT: http://files.drdteam.org/index.php/file ... td-2.0.pk3

Please note that this will crash (G)ZDoom on map end, and I am looking into this.
Also, only the marine spawner class works, the other class has no towers, and the enemies are goofy.

Spoiler: Old


Credit to Xim, for the helper marine sprites.
Credit to Rogue for Strife
Credit to Captain Ventris, for ZDoom Wars, my inspiration

I am looking for maps!

If you are up to it, please read the requirements:
  • Must be in UDMF Format.
  • Must have a well defined creep path.
  • Must look decent. (No Missing Textures!)
  • Must have either no scripts, or they must be well documented, and organized.
  • Must have a defined spot for one base, but it can have multiple spawns.
  • Must be edited by me. (Don't worry, I'm not going to butcher it!)
  • Must be submitted via PM.
  • Must be made using Doom 2 resources. (No Texture Packs!)
  • Can conform to 4 possible themes: Hell, UAC Base, Earth, or Endless. Endless Maps have no theme, but must keep in mind, they are unwinnable.
  • Finally, the map submission must include a text file, with the requested map name, credited name, recommended skill, and recommended theme.

Also, a couple notes on this.
  • You will be credited, unless you prefer to be anonymous.
  • You will recieve a beta copy, as soon as your map is implemented.
  • You will be named on the submitted map, when it starts, unless you prefer to be anonymous.
  • If for some reason I reject your map, I will give you an explicit reason, and how to fix it, if I cannot.
Last edited by Demolisher on Tue Sep 14, 2010 9:11 pm, edited 12 times in total.
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Re: [WIP] Doom Tower Defence

Postby Sonnyboy » Sat Oct 17, 2009 8:42 pm

This looks like a neat idea. Will the player be stationary or can he move around?
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Re: [WIP] Doom Tower Defence

Postby Demolisher » Sat Oct 17, 2009 9:00 pm

The player can fly around, but is limited to checking the creeps' stats, the towers' stats, upgrading and selling towers, and spawning new towers. The player cannot harm, move, stop, or modify the creeps in any way. However, I am working on adding a system so that by double tapping use on a creep, the player can cause all towers that can see the creep to target it.
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Re: [WIP] Doom Tower Defence

Postby Demolisher » Tue Oct 20, 2009 8:31 pm

Double post and bump. Adding a system so the player can play as the demons or the marines.

Also, could someone tell me why using thing_hate on this actor causes a freeze? (Need to use task manager to exit (G)ZDoom.)
I am causing this "tower" to target a "creep" (a regular monster).

Code: Select allExpand view
Actor "DTDTower"
{
   Monster
   Speed 0
   MinMissileChance 0
   PainChance 0
   Mass 0x7FFFFFFF
   Activation ThingSpec_ThingActs
   -CountKill
   -Shootable
   +FloorClip
   +NoTarget
   +NoDamage
   +Friendly
   +LookAllAround
   +UseSpecial
   +DontHarmSpecies
}

Actor "ZombiemanTower" : "DTDTower"
{
   Radius 20
   Height 56
   Species "HellSpawn"
   AttackSound "grunt/attack"
   DeathSound "grunt/death"
   States
   {
   Spawn:
      POSS A 0
      POSS A 0 ACS_ExecuteAlways(129, 0, 256)
      POSS A 0 A_JumpIf(ACS_ExecuteWithResult(128, 5, 0) == True, "Idle")
      Goto Death
   Idle:
      POSS A 1 A_LookEx(0, 0, 0, 0, 360, "See")
      Loop
   See:
      POSS A 0 A_PlaySound("grunt/sight")
   Missile:
      POSS E 10 A_FaceTarget
      POSS F 8 A_PosAttack
      POSS E 8 A_MonsterRefire(0, "Idle")
      Goto Missile
   Pain:
      Stop
   Upgrade:
      POSS G 10 A_JumpIf(ACS_ExecuteWithResult(128, 20, 0) == 1, "Upgrade.Success")
      Goto Idle
   Upgrade.Success:
      POSS G 0 A_SpawnItemEx("ChaingunGuyTower", 0, 0, 0, 0, 0, 0, 0, SXF_NoCheckPosition, 0)
      Goto Death
   Death.Refund:
      POSS A 0 ACS_ExecuteAlways(128, 0, 0, 1)
   Death.SellTower:
      POSS A 0 ACS_ExecuteAlways(128, 0, 0, 4)
   Death:
      POSS H 5
      POSS I 5 A_Scream
      POSS J 5 A_NoBlocking
      POSS K 5
      POSS L 2 A_FadeOut(0.1)
      Wait
   }
}
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Re: [WIP] Doom Tower Defence

Postby Cutmanmike » Wed Oct 21, 2009 4:43 am

Thing_Hate does something strange with states. I'm not sure what though, but calling it over and over had my zombies turboing around the map. Is it repeatedly called? It may be causing a problem if the see state has zero tics for it's animation.
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Re: [WIP] Doom Tower Defence

Postby Demolisher » Wed Oct 21, 2009 2:32 pm

It's only called once per actor. Like So:

Code: Select allExpand view
Function Void RangeTargetCreep (Int HatedTID, Int Offset, Int Cap)
{
   For(Int TID = Offset; TID < Cap ; TID++)
    {
        If(ThingCount(T_None, TID) > 0)
        {
            Thing_Hate(TID, HatedTID, 3);
        }
    }
}


//in a long script called when you hit use on a creep.
RangeTargetCreep(ActivatorTID(), 20000, 25000);



Creep's TID set by:

Code: Select allExpand view
Function Int NewUnusedTID (Int Offset, Int Cap)
{
    For(Int TID = Offset; TID < Cap ; TID++)
    {
        If(ThingCount(T_None, TID) == 0)
        {
            Return (TID);
        }
    }
    Return -1;
}


Edit: I changed the tower see state duration to 1, and same problem.
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Re: [WIP] Doom Tower Defence

Postby Cutmanmike » Thu Oct 22, 2009 3:59 am

Hmm, might want to post it in the editing forum. I can't see anything wrong with it other than that.
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Re: [WIP] Doom Tower Defence

Postby Demolisher » Mon Dec 07, 2009 4:18 pm

Done! I have a working map! I'm currently working on two more.

Top post for D'L link.
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Re: [WIP] Doom Tower Defence [Demo!]

Postby Shadelight » Mon Dec 07, 2009 4:26 pm

Screenshots? This sounds really interesting.
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Re: [WIP] Doom Tower Defence [Demo!]

Postby Demolisher » Mon Dec 07, 2009 4:30 pm

BlazingPhoenix wrote:Screenshots? This sounds really interesting.


Oh crap, I forgot! I took them, forgot to embed. :?
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Re: [WIP] Doom Tower Defence [Demo!]

Postby Darsycho » Mon Dec 07, 2009 7:14 pm

Script error, "Doom Tower Defense.pk3:mapinfo.txt" line 1:
GameInfo: Unknown top level keyword

------

I'm using the latest zdoom, So please help.
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Re: [WIP] Doom Tower Defence [Demo!]

Postby Captain Ventris » Mon Dec 07, 2009 7:41 pm

This is a nitpick, but instead of calling things "Towers", why not, say, use their names? Because Ball Tower is just really stretching things. Why not just call it an imp?
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Re: [WIP] Doom Tower Defence [Demo!]

Postby Demolisher » Mon Dec 07, 2009 9:39 pm

Captain Ventris wrote:This is a nitpick, but instead of calling things "Towers", why not, say, use their names? Because Ball Tower is just really stretching things. Why not just call it an imp?


Well, I never got around to changing the names, so I might change it in another release.

The_afrit wrote:Script error, "Doom Tower Defense.pk3:mapinfo.txt" line 1:
GameInfo: Unknown top level keyword

------

I'm using the latest zdoom, So please help.


Use an SVN version.
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Re: [WIP] Doom Tower Defence [Demo!]

Postby DavidPH » Thu Dec 10, 2009 9:38 pm

Definitely an awesome mod, I hope you finish the next map(s) soon. My only problem is that Hell towers seem to be a lot weaker than Marine towers of the same cost.

As far as creeps reaching the end goes, a life system worked for all those Warcraft III maps, no reason it wouldn't here. It's simple and effective.

Out of curiosity, are you planning on adding any more sides to play as, eventually?

Other than that, I think more maps would be the best addition to your mod right now (maybe one with more waves).
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Re: [WIP] Doom Tower Defence [Demo!]

Postby Tormentor667 » Fri Dec 11, 2009 5:24 am

Awesome idea, but this mod definitely deserves better looking maps ;)
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