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Re: [WIP] Hotline 666 - Looking for artists/mappers (Alpha 2

PostPosted: Wed Nov 11, 2015 3:20 am
by Dynamo
Incredible job :) Well done and hope to see more.

Re: [WIP] Hotline 666 - Looking for artists/mappers (Alpha 2

PostPosted: Thu Nov 12, 2015 3:27 am
by The Zombie Killer

Re: [WIP] Hotline 666 - Looking for artists/mappers (Alpha 2

PostPosted: Sat Dec 05, 2015 12:21 am
by Skelegant
Question regarding the sprites: Do you want them to be the same size as Hotline Miami ones, or would you prefer bigger/smaller sprites?

Re: [WIP] Hotline 666 - Looking for artists/mappers (Alpha 2

PostPosted: Sun Jan 03, 2016 11:10 pm
by The Zombie Killer
http://www.moddb.com/mods/hotline-666/v ... amera-tilt

mazmon wrote:Question regarding the sprites: Do you want them to be the same size as Hotline Miami ones, or would you prefer bigger/smaller sprites?

Late response, but the same size as the Hotline Miami sprites.

Re: [WIP] Hotline 666 - Looking for artists/mappers (Alpha 2

PostPosted: Sun Jan 03, 2016 11:20 pm
by AD_79
Hot damn. As a fan of the Hotline games I can see this has some potential! Looking forward to seeing further progress.

Re: [WIP] Hotline 666 - Looking for artists/mappers (Alpha 2

PostPosted: Wed Jan 06, 2016 1:34 pm
by [Settings]
Questions regarding maps:
Are they gonna be replicas or original maps?
Maps need to have only the layout or need to be fully textured? Noticed the wad only has the textures for its current map.

Spoiler:

Re: [WIP] Hotline 666 - Looking for artists/mappers (Alpha 2

PostPosted: Fri Apr 08, 2016 2:45 am
by Skelegant
Doomguy sprites
Image

Re: [WIP] Hotline 666 - Looking for artists/mappers (Alpha 2

PostPosted: Fri Apr 08, 2016 3:48 am
by The Zombie Killer
Wow, I haven't posted in this thread for a while.

[Settings] wrote:Questions regarding maps:
Are they gonna be replicas or original maps?
Maps need to have only the layout or need to be fully textured? Noticed the wad only has the textures for its current map.

Spoiler:

That's awesome! If you're still interested in mapping for the mod, hit me up in a PM
As for your question, the plan is to have original maps, but with secret levels being HM/HM2 replicas

mazmon wrote:Doomguy sprites
Image

Oh shit, that's awesome! The mod's been on temporary hold for a while now, but I'm super tempted to get back to work now

Re: [WIP] Hotline 666 - Looking for artists/mappers (Alpha 2

PostPosted: Fri Apr 08, 2016 4:26 am
by Skelegant
The view is zoomed right in when I try to run the second mod, I'm pretty sure my GZDoom is up to date so I'm not sure what the problem is.
Anyway, is it possible to make a texture changing code which is called upon enemy death? That'd make the psychadelic background flash possible.
Also, do the sprites need to be entirely made from scratch or can they be MH2 sprite edits?

Re: [WIP] Hotline 666 - Looking for artists/mappers (Alpha 2

PostPosted: Fri Apr 08, 2016 7:20 am
by The Zombie Killer
I've had multiple people report the zoomed in view bug, but I've never gotten it myself. Maybe the scripting branch broke something? Unless you're using the current stable build, in which case you might need to use one of the development builds.
ACS has a function for swapping out textures, yes, and as for sprites, I don't mind if they're MH2 edits.

Re: [WIP] Hotline 666 - Looking for artists/mappers (Alpha 2

PostPosted: Fri Apr 08, 2016 7:40 am
by Skelegant
Sweet :D These'll be ok then
Image
This one's from scratch though
Image

Re: [WIP] Hotline 666 - Looking for artists/mappers (Alpha 2

PostPosted: Fri Apr 08, 2016 8:43 am
by The Zombie Killer
Awesome stuff! I'll add it all in and try it out once I'm finished with my Blood project (which got quite a progress boost today!)

Re: [WIP] Hotline 666 - Looking for artists/mappers (Alpha 2

PostPosted: Fri Apr 08, 2016 9:28 am
by Skelegant
More stuff
Image

Re: [WIP] Hotline 666 - Looking for artists/mappers (Alpha 2

PostPosted: Sat Apr 09, 2016 12:27 am
by The Zombie Killer
Image
It looks awesome in-game (click for full size)

Re: [WIP] Hotline 666 - Looking for artists/mappers (Alpha 2

PostPosted: Sat Apr 09, 2016 6:22 am
by Skelegant
Is it possible to replicate the helmet function of the original games? If so, the helmet could be a visual representation of whether or not you have any armour points.