Shadow Warrior Total Conversion 12 maps well done!!!!

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: Shadow Warrior Total Conversion

Postby HMNuke93 » Sat Feb 11, 2017 8:26 am

Behavior-wise, the monsters and weapons are extremely accurate to the original game, great work. Are you recreating the maps from scratch?
User avatar
HMNuke93
Tecnicolor Demon
 
Joined: 21 Apr 2013
Location: Deadside, Marrow Gates

Re: Shadow Warrior Total Conversion

Postby osjclatchford » Sat Feb 11, 2017 9:05 am

egads this is amazing! gameplay and behaviour is so faithful! should we expect more shadow warrior maps in the future? because I've played the shit out of map one about three times now! love this. very VERY well done! is great with city assault and the like...
osjclatchford
 
Joined: 07 Feb 2011

Re: Shadow Warrior Total Conversion

Postby JohnnyTheWolf » Sat Feb 11, 2017 10:02 am

Are heat-seeking missiles included in this mod? I came across plenty of nukes so far, but no homing missiles so far.
JohnnyTheWolf
 
Joined: 05 Oct 2015

Re: Shadow Warrior Total Conversion

Postby Captain J » Sun Feb 12, 2017 4:53 am

It is already included, but rarely spawns in Cell and Cell pack replacement.
User avatar
Captain J
That's Amoreee
 
 
 
Joined: 02 Oct 2012
Location: A Year old Pizza Box
Discord: DiscussJ#3128

Re: Shadow Warrior Total Conversion

Postby Lex Safonov » Sun Feb 12, 2017 9:54 am

HMNuke93 wrote:Behavior-wise, the monsters and weapons are extremely accurate to the original game, great work. Are you recreating the maps from scratch?

i'm converted maps for utility "map2wad". Of course most of the elements have to redo because I want the maps to work in the port Zandronum (portals out there do not work correctly, there is no right of flags). On some maps the sector lie on each other - is in zdoom will not work properly due to technical reasons.(exactly the same problem is in the Dark Forces maps).
User avatar
Lex Safonov
 
Joined: 28 Apr 2014
Location: Russian Federation

Re: Shadow Warrior Total Conversion

Postby Mere_Duke » Sun Feb 12, 2017 4:16 pm

I appreciate your work, very well-made & exact conversion, but what with these black-dressed guys (ninjas), I don't remember those from original SW, are they your personal invention?
User avatar
Mere_Duke
Code Inspector
 
Joined: 28 Aug 2016
Location: Russia

Re: Shadow Warrior Total Conversion

Postby JohnnyTheWolf » Sun Feb 12, 2017 7:54 pm

You mean them?

Image

They are from Wanton Destruction.

* * *

Anyway, two more issues to report:

1- I noticed some of the arm sprites used in the Shuriken throwing animation are still cut off.

2- Once I acquire the Heat Seeker card and use it, I become unable to select it afterwards, let alone pick another one.
JohnnyTheWolf
 
Joined: 05 Oct 2015

Re: Shadow Warrior Total Conversion

Postby Lex Safonov » Mon Feb 13, 2017 2:26 am

Mere_Duke wrote:I appreciate your work, very well-made & exact conversion, but what with these black-dressed guys (ninjas), I don't remember those from original SW, are they your personal invention?

It's Wanton Destruction ninjas.
JohnnyTheWolf wrote:Anyway, two more issues to report:1- I noticed some of the arm sprites used in the Shuriken throwing animation are still cut off.2- Once I acquire the Heat Seeker card and use it, I become unable to select it afterwards, let alone pick another one.

well, I'll see what I can do
User avatar
Lex Safonov
 
Joined: 28 Apr 2014
Location: Russian Federation

Re: Shadow Warrior Total Conversion

Postby BFG » Fri Feb 17, 2017 4:57 am

great work so far, maybe the car that crashes at the beginning could be a 3D model actor of a car that is scripted to crash.
User avatar
BFG
 
Joined: 17 Feb 2015
Location: Germany

Re: Shadow Warrior Total Conversion

Postby Lex Safonov » Fri Feb 17, 2017 6:16 am

I am very bad to create a model, but I'll see what I can do. At the moment I am preparing a 2 and a third card to release. I received a report from the beta test and will be corrected later.
User avatar
Lex Safonov
 
Joined: 28 Apr 2014
Location: Russian Federation

Re: Shadow Warrior Total Conversion

Postby JohnnyTheWolf » Fri Feb 17, 2017 11:26 am

Maybe you could use the models from SgtMarkIV's Extermination Day mapset for Brutal Doom. I hear he has made them destroyable.
JohnnyTheWolf
 
Joined: 05 Oct 2015

Re: Shadow Warrior Total Conversion

Postby Mere_Duke » Fri Mar 10, 2017 5:53 pm

Lex Safonov wrote:I am very bad to create a model, but I'll see what I can do. At the moment I am preparing a 2 and a third card to release. I received a report from the beta test and will be corrected later.

The 1st map is not "exact SW 1st map" TBH. Like there is a room that can be achieved by jumping from crates but there is no window in the TC :D
If you plan to do an "exact" conversion then I can do a detailed comparison in my spare time; all differences I can remember now are:
- when you use a mini-car to get the access card, the actual card is not being "picked" by the car; instead, another copy spawns at the place where you drove the mini-car;
- the car right at the start of the map can be damaged when being shot (the car textures will change to a "broken" ones).
User avatar
Mere_Duke
Code Inspector
 
Joined: 28 Aug 2016
Location: Russia

Re: Shadow Warrior Total Conversion

Postby Lex Safonov » Sat Mar 11, 2017 4:27 am

Mere_Duke wrote:
Lex Safonov wrote:I am very bad to create a model, but I'll see what I can do. At the moment I am preparing a 2 and a third card to release. I received a report from the beta test and will be corrected later.

The 1st map is not "exact SW 1st map" TBH. Like there is a room that can be achieved by jumping from crates but there is no window in the TC :D
If you plan to do an "exact" conversion then I can do a detailed comparison in my spare time; all differences I can remember now are:
- when you use a mini-car to get the access card, the actual card is not being "picked" by the car; instead, another copy spawns at the place where you drove the mini-car;
- the car right at the start of the map can be damaged when being shot (the car textures will change to a "broken" ones).

These differences I remember. The rooms have a problem in portals that do not work correctly in Zandronum. And I need multiplayer support.
In the engine, the texture change is set in the properties of the texture itself (for example, on cars). In a thought, this can be achieved only with the help of ACS scripts. This is an extra work and it is not advisable.
The problem with the key is that I also know it and can tell you the reason - the machines are made by 3d models. In the original game, this machine is made a full-fledged sector and there is a feature of the engine. Therefore, we have to put up with the constraints. If possible, I try to transfer the basic bells and whistles, like a forklift on a second card or a puzzle on a third.
User avatar
Lex Safonov
 
Joined: 28 Apr 2014
Location: Russian Federation

Re: Shadow Warrior Total Conversion

Postby Rachael » Sat Mar 11, 2017 5:15 am

I don't know how feasible it is for you, but it is possible to set up polyobject portals. These would allow you to move the player into what is essentially an isolated area for movable vehicles and turrets and such. Unfortunately, though, I don't think that will work with Zandronum, yet (unless you're targeting Zandy 4.0).
User avatar
Rachael
Admin
 
Joined: 13 Jan 2004
Discord: Rachael#3767
Twitch ID: madamerachelle
Github ID: madame-rachelle
Operating System: Debian-like Linux (Debian, Ubuntu, Mint, etc) 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Shadow Warrior Total Conversion

Postby Lex Safonov » Sat Mar 11, 2017 5:40 am

Rachael wrote:I don't know how feasible it is for you, but it is possible to set up polyobject portals. These would allow you to move the player into what is essentially an isolated area for movable vehicles and turrets and such. Unfortunately, though, I don't think that will work with Zandronum, yet (unless you're targeting Zandy 4.0).

I know this method, but so far my goal is to transfer maps to stable Zandronum builds
User avatar
Lex Safonov
 
Joined: 28 Apr 2014
Location: Russian Federation

PreviousNext

Return to TCs, Full Games, and Other Projects

Who is online

Users browsing this forum: Stone Dog, Viscont23 and 7 guests