Pirate Doom! - House of Mojo 06/05/14

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Re: [WIP] Pirate Doom!

Postby Jinal » Mon Jul 02, 2012 8:28 pm

While looking for further music ideas for your project, I also always thought that E1M8 of 2002 A Doom Odyssey sounds very Piratish...



Of course most of the music from "Eternal Doom" especially map 30 also reminded me of Pirates...

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Re: [WIP] Pirate Doom!

Postby Arch » Thu Jul 05, 2012 1:24 am

Nice songs, I tried to find midi versions of Alone in The Dark 2 but I couldn´t, do you know if they´re avaliable?

rosfell wrote:You're doing it well my friend, but I found a couple of bugs on map 03, first I was unable to raise the bridge for some strange reason, also the game crashed when i got the blue key at the end of the level, I'm not sure what happened but well, could you fix it please?

I can try, what source port (and version) were you using? I got to find the errors first...

lzvk25 wrote:AGAIN, FOUND IT !!! After rummaging inside several DVD's, I found the file where I got the armors and several other goodies, you can now download it at http://files.drdteam.org/index.php/file ... -items.zip

Thanks!! I took a look at the items, I think some of them can fit...

ShadesMaster wrote:YARG!!!! a barnacle I be!!!!! A future level can have a tavern called 'Barnacle Bar!' LOL!!!!

There you go!!


DOWNLOAD HERE: http://files.drdteam.org/index.php/file ... 5-maps.zip
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Re: [WIP] Pirate Doom!

Postby RV-007 » Thu Jul 05, 2012 2:00 am

Have a whirlpool, tidal wave, seagulls, and stuff.
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Re: [WIP] Pirate Doom!

Postby Arch » Thu Jul 05, 2012 10:32 pm

I think that with Scroll_textures, Translucent_Line and 446 3d sectors maybe there can be a presentable whirlpool in Doom. But that´s a good idea.
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Re: [WIP] Pirate Doom!

Postby SuperCrazyMan » Fri Jul 06, 2012 9:08 am

I wanted to pop in to say that I LOVE the atmosphere of this WAD, very creative! :)
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Re: [WIP] Pirate Doom!

Postby Springy » Fri Jul 06, 2012 11:04 am

Really good so far. Nice to see it's progressing and each level thus far has a lot of attention to detail. Those hand drawn sprites are really well done. What software do you use to make them? Mspaint?
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Re: [WIP] Pirate Doom!

Postby Arch » Fri Jul 06, 2012 2:14 pm

Thanks guys :wink:

Yes, I use Paint.NET to edit those, but I can´t really draw, I basically copy and paste stuff. For exemple, the imp´s hat is taken directly from Lee Chuck himself. Even the eyepatches are from Jubei (Samurai Showdown). I only draw minor things like beards, bandanas and tatoos (and those where quite hard for me).
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Re: [WIP] Pirate Doom!

Postby Gez » Mon Jul 09, 2012 1:06 pm

I played through the five maps. Missed one of the seven secrets in Treasure Cove map; but maxed everything else. :)

There are a few problems with repeatable (or non-repeatable) linedefs. For example, some of the blocking lines that tell "maybe I can jump in that bottomless hole later" stop being blocking after telling their message once, so that you can jump down afterwards. But the others do not?

Same map, there's also the wooden section that lowers as you cross it.Then you climb up the tunnel and you find a switch that can raise it back. But if you activate that switch again, it keeps climbing up. It'd be better if activating the switch again would alternate between raising and lowering.
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Re: [WIP] Pirate Doom!

Postby Arch » Mon Jul 09, 2012 2:07 pm

Thanks for the feedback, I fixed the bridge raising buttom, it should not be a repeateble action. Although I agree that is nicer to alternate between raising and lowering, I don´t know how to do this with only 1 bottom.

About the blocking lines, I tried to simulate what you pointed, but I simply cannot jump into that hole, no matter what I do. All linedefs were marked as "blackplayers", so it shoudn´t happen. I flipped them all to face the player, maybe it was that?
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Re: [WIP] Pirate Doom!

Postby cq75 » Mon Jul 09, 2012 5:02 pm

The weapons in here look really great, this could be an interesting theme for deathmatch as well. Also, "Arch", are you Arch129 by chance?
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Re: [WIP] Pirate Doom!

Postby Gez » Mon Jul 09, 2012 6:19 pm

Arch wrote:Thanks for the feedback, I fixed the bridge raising buttom, it should not be a repeateble action. Although I agree that is nicer to alternate between raising and lowering, I don´t know how to do this with only 1 bottom.

With one button? A script.

Code: Select allExpand view
Script Whatever
{
    if (GetSectorFloorZ(tag, 0, 0) == raisedheight)
    {
        Floor_LowerByValue(tag, otherparams);
    }
    else if (GetSectorFloorZ(tag, 0, 0) == loweredheight)
    {
        Floor_RaiseByValue(tag, otherparams);
    }
}



Replace the various parameters as appropriate to the map.
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Re: [WIP] Pirate Doom!

Postby Arch » Mon Jul 16, 2012 3:24 pm

Thanks a lot! It´s working fine now, up and down.

cq75 wrote:"Arch", are you Arch129 by chance?

No, but I also met other "Archxxx"s around.. seems pretty usual hehe
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Re: [WIP] Pirate Doom!

Postby niculinux » Thu Jul 19, 2012 6:53 am

very nice, but most of all: original!!!
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Re: [WIP GZDoom] Pirate Doom! - 06 maps now

Postby Arch » Fri Aug 17, 2012 12:36 am

Thanks!!!

I finished another version, with one more gun, monster and map.
It´s called "Circus!" and it´s all about crazy gameplay, "tricks and traps" style.
Designed to be played in sequence but also playable from pistol start, as all the other maps.

Download here:
http://files.drdteam.org/index.php/file ... mv0.61.pk3

And a video full of spoilers:
Spoiler:


EDIT: uploaded download link with version 0.61, has some new light effects and minor graphical changes.
Last edited by Arch on Mon Aug 27, 2012 9:52 am, edited 2 times in total.
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Re: [WIP GZDoom] Pirate Doom! - 06 maps now

Postby ShadesMaster » Fri Aug 17, 2012 2:44 am

I like it; I like it!
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