Two ZDooM maps uploaded to the archives
Zell wrote:very nice enjay. love the idea
Thank you both. But perfection is putting it a bit strong. The biggest "ugly" in my mind for this level is that the Mega-Sphere secret is far too easy to find. I meant to change the texture indicating its presence and simply forgot to do it. Did you guys find it?Biff wrote:Editing perfection.
This is probably all there is going to be. I hadn't really planned on even doing it as a releasable map when I started. But now the resources and so on are in a WAD, It would be reasonably straight forward to do a second level as an add on. I kind of have half a mind to do a more open city kind of battle, but I'm not especially motivated to do it ATM.Zell wrote:so this is only a demo?
Was it the fact the screenshots page had "Work in progress" on it that made you think it was a demo? Well, I just changed that to "Miscellaneous Stuff Page" instead. That page has said WIP for ages.
Zell wrote:Although - I died and had to restart.
Don't you people save?Biff wrote:then I was taken out.Next time....


Yes, I know what you mean. My kids wondered why I was killing humans, especially ones that looked like they were "on my team". I had to explain they were "bad men" who used to be on my team.Biff wrote:I was just a bit uncomfortable with such realistic marine opponents, slaying them in front of her tender eyes.

- Kappes Buur
-
- Posts: 4171
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
- Contact:
.
Re: Enjay's Marine Assault
WOW is right. A lot of work went into this one. I really enjoyed playing it.
If you don't mind my saying so, I saw quite a bit of LWM's influence.
.
Re: Enjay's Marine Assault
WOW is right. A lot of work went into this one. I really enjoyed playing it.
If you don't mind my saying so, I saw quite a bit of LWM's influence.
.
Last edited by Kappes Buur on Sat Oct 11, 2003 2:14 pm, edited 1 time in total.
- Kappes Buur
-
- Posts: 4171
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
- Contact:
Heh, I don't blame you for not looking in the WAD or reading the text. There's too much stuff in there to easily find this little line.
The flexibility as I said. Using dehacked I could set the hit points easily for one enemy type rather than changing them via scripting for each enemy, I could set fire rates, which graphics to use and so on more easily than changing marine skins, I could set up my sounds more easily and so on...
It also meant that some enemies already had pre determined weapons that they drop, so I only had to worry about setting specials for dropped weapons for the ones that normally don't drop anything.
Also, I wanted all the enemies to count as kills which is easier to do if they are genuine enemies that count anyway (unlike the scripted marines).
The only time I used scripted marines was for the little cutscene at the end when the marines walk off the ship. I thought a nice touch there was to make them use the same colour translation as you, the player, have picked in player setup so they are clearly your buddies. But I bet no-one noticed that.
Shame I couldn't extend that effect to the final end of game graphic.
So, It's all dehacked original enemies rather than Scripted marines. I did this for a number of reasons:Enjay wrote:Why didn't I just use the built in Zdoom marines? I felt this gave me more flexibility to tailor the monsters as I wanted.
The flexibility as I said. Using dehacked I could set the hit points easily for one enemy type rather than changing them via scripting for each enemy, I could set fire rates, which graphics to use and so on more easily than changing marine skins, I could set up my sounds more easily and so on...
It also meant that some enemies already had pre determined weapons that they drop, so I only had to worry about setting specials for dropped weapons for the ones that normally don't drop anything.
Also, I wanted all the enemies to count as kills which is easier to do if they are genuine enemies that count anyway (unlike the scripted marines).
The only time I used scripted marines was for the little cutscene at the end when the marines walk off the ship. I thought a nice touch there was to make them use the same colour translation as you, the player, have picked in player setup so they are clearly your buddies. But I bet no-one noticed that.
