Page 12 of 16

Posted: Sat Mar 06, 2004 4:02 pm
by BouncyTEM
Lexus Alyus wrote:What demo wad? If your on about my levels... I havn't had time to touch my three sectors that i've already done :-D. I've been composing muisic (for a dance students piece... really important stuff... and fun :-) ) and I've been working... at work... Once I do have some spare time I will happily get to work on the levels... I'm really enjoying making levels that are only 64 units tall :-).

I'll have to check out this new nazi invasion (I think it's on the preveouse page). Just to see what bouncy has added to it.

I'm gone now.

:twisted:
um, it's just a relink. I have to get the new nazi invasion into a zip, then upload it. in short: just wait a moment.

Posted: Sun Mar 07, 2004 6:15 pm
by BouncyTEM
i'm hopefully going to get Nazi Invasion Beta 2 uploaded today. Also, i'm using a Hi-res titlepic this time.
If it's not uploaded today, don't blame me.

Posted: Sun Mar 07, 2004 6:32 pm
by BouncyTEM
Even though it's the same link you've seen before, it's the new version. Oh yeah, included what Giest did make for the example map. Not my work, Giest's... Although it's SEVERELY unfinished. :roll:
Http://www.armbcr.org/smiley/Naziinvasion.zip

Posted: Sun Mar 07, 2004 6:43 pm
by BouncyTEM
Destroyer wrote:"Bouncy Invasion"? That'd be something to watch...

EDIT: I seem to have a wierd problem taking screenshots so no bouncy invasion.
Hmm,well i did make a bouncy invasion pic using Hotwax's Hatearena map.

Posted: Mon Mar 08, 2004 2:07 pm
by Lexus Alyus
Mmmmm... I'm not really liking the monsters in Nazi invasion... they all seem to be duplicates and it all gets a little monotonouse... especially giests level (sorry... I didn't like it... it was dull and plain... but that's just my view). However, I don't feel that things should be at a complete loss. With bouncys permission I'd like to borrow some of his sprites and create my own nazi style wad... if that's okay (sorry, I really enjoy making these small cramped levels :-D).

So, yes, it is another project to delay ROTGS2... but this one should be interesting :-).

:twisted:

Posted: Mon Mar 08, 2004 2:12 pm
by BouncyTEM
If there's anything to blame about some duplicates, it's Wolfendoom [for using mostly different looking versions of the same monsters].
Nazi invasion is mostly a general resource wad, so go nuts, Lexus.
Sorry about a bunch of them being duplicates, but that's how Wolfendoom was, mostly. I'll see what i can do to make them all different in the 3rd beta. Maybe more health on some, better attack on others, less pain chance, i'll see what i can do to change that.

Posted: Mon Mar 08, 2004 2:18 pm
by Lexus Alyus
Actually, i'm chainging my mind again... trying to do my own resource wad actually seems like making a new TC... so, I'll make my small levels for your nazi invasion (I'm gonna make like 6 or something... they will fit together nicely and have some small story... goest can also make some maps if he wants... if he's gonna use his then maybe that can be a secret level or maybe even a seperatae episode completely...).

I dunno what giest would say about this but if I make a mapinfo tht has the twp episodes (mine and giestys... if he wants to make more levels) then that could be cool... or alternatively I could make a mapinfo that has giests map as like a training sort of map...

As for chainging things... keep most of it as it is but definately make the blue guards (and maybe some stronger guards) drop a shotgun (stronger ones could drop the SSG) and some shell ammo... that would be really nice :-). As far as I can see, if I just use the first few monsters you have I could create something good... actually. let me show you something really good... I'm gonna play around with your nazi invasion ;-).

Okay, i'm gonna edit this and then start working on my levels :-). Watch this space... I will pos my updated nazi invasion ;-). (shouldn't be too long :-) ).

:twisted:

Posted: Mon Mar 08, 2004 2:22 pm
by BouncyTEM
meanwhile i better get to work on the third beta.
looking forward to those maps! The shotgun idea i will take into severe account, and have a couple guys drop a shotgun, SSG for a couple strong guards, [when 64's released] Machine guns dropped [ Machine guns's in a seperate wad, though], Maybe a stim pack for some of the tougher monsters...

Posted: Mon Mar 08, 2004 2:29 pm
by Kappes Buur
Lexus Alyus wrote:... I've been composing muisic (for a dance students piece... really important stuff... and fun ...
I hope you don't compose your music like you type. Notes all over the place. Ohhhh, the cacophony :D

Do we get to download the music when it's finished and had it's first performance?

Posted: Mon Mar 08, 2004 3:23 pm
by Lexus Alyus
(Too late, track removed :twisted:)

I'm actually a lot faster at writing songs (anf a lot better at them than I am at typing ;-) )than making Doom levels :-D. This song took me about 6 hours, straight, to compose and about 3 to 4 hours, straight, to mix down. This track also features live guitars played by me :-). The general theme of this song is death. The dancer said that she wanted something that was cliché to hell with fast irregular drum beats and stuff like that (naturally i created a drum n bass/Industrial hybrid :-D) and then near the end there is a nice transition where it changes to heaven... very nice :-). Sadly you can't see the dance as it probably won't be filmed and it's just for this girls course work... but i'm hoping that this will create a small reputation for me that will eventually grow. Just look at this song as just an ordinary Lexus song... although this has to be the best song I have EVER made! :-).

As for me sorting out the Nazi wad... no, I'm not going to do that because it's taken long enough as it is... I keep on getting sidetracked and tempted to change my humble demo levels into a larghe TC... no, i must stop and just make these levels. It would be nice if bouncy made those blue troops carry shotguns and fire shotguns though... that's my ownly real qualm. You don't need to make any of the monsters stronger, but it would be cool if you gave those nasty big bitches mancubus firing codepointers... it would look cool :-).

Okay, back to making my levels :-). There are only gonna be 6... no more and nothing more either! :-). I'd advise bouncy to get rid of any thing that has the number 2,3, 4, etc... after it because to me, these are pointless duplicates... but the tanks look cool ;-). Also, you could delete those blue guard sprites and just use the nazi sprites already in Doom... they should be sufficiant...

All of the above suggestions are advice to make the actuale file a little shorter... it ws a good idea using scaleing to reduce the amopunt of sprites... with further reductions I can bundle my levels with it and you can release it :-).

:twisted:

Posted: Mon Mar 08, 2004 5:08 pm
by BouncyTEM
Lexus Alyus wrote:Urm... I'll upload the best track (my favorite one) right now... go here for it: http://uk.geocities.com/damian672/LAdeath.zip

I'm actually a lot faster at writing songs (anf a lot better at them than I am at typing ;-) )than making Doom levels :-D. This song took me about 6 hours, straight, to compose and about 3 to 4 hours, straight, to mix down. This track also features live guitars played by me :-). The general theme of this song is death. The dancer said that she wanted something that was cliché to hell with fast irregular drum beats and stuff like that (naturally i created a drum n bass/Industrial hybrid :-D) and then near the end there is a nice transition where it changes to heaven... very nice :-). Sadly you can't see the dance as it probably won't be filmed and it's just for this girls course work... but i'm hoping that this will create a small reputation for me that will eventually grow. Just look at this song as just an ordinary Lexus song... although this has to be the best song I have EVER made! :-).

As for me sorting out the Nazi wad... no, I'm not going to do that because it's taken long enough as it is... I keep on getting sidetracked and tempted to change my humble demo levels into a larghe TC... no, i must stop and just make these levels. It would be nice if bouncy made those blue troops carry shotguns and fire shotguns though... that's my ownly real qualm. You don't need to make any of the monsters stronger, but it would be cool if you gave those nasty big bitches mancubus firing codepointers... it would look cool :-).

Okay, back to making my levels :-). There are only gonna be 6... no more and nothing more either! :-). I'd advise bouncy to get rid of any thing that has the number 2,3, 4, etc... after it because to me, these are pointless duplicates... but the tanks look cool ;-). Also, you could delete those blue guard sprites and just use the nazi sprites already in Doom... they should be sufficiant...

All of the above suggestions are advice to make the actuale file a little shorter... it ws a good idea using scaleing to reduce the amopunt of sprites... with further reductions I can bundle my levels with it and you can release it :-).

:twisted:
sorry, but removeing a lot of the monsters = not a complete nazi invasion = not using most of wolfendoom's stuff. BTW, i like that track. Can i use it with my RPG maker? [it's been proven i had that with teh music i gave Giest in st00pid.wad]

Posted: Mon Mar 08, 2004 7:10 pm
by Kappes Buur
Lexus Alyus wrote:Urm... I'll upload the best track (my favorite one) right now... go here for it: http://uk.geocities.com/damian672/LAdeath.zip

Posted: Mon Mar 08, 2004 7:13 pm
by Kate
Kappes Buur wrote:404
Right click on the link and save as.

Posted: Mon Mar 08, 2004 8:23 pm
by Kappes Buur
Destroyer wrote:
Kappes Buur wrote:404
Right click on the link and save as.
Oh me gosh. I forgot that one has to do that for some sites.

Posted: Mon Mar 08, 2004 10:20 pm
by Chilvence
Heh, that song accurately represents the clarity of my thought patterns.

.... I mean, uh, its quite good, I like it :)