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Two ZDooM maps uploaded to the archives

PostPosted: Fri Oct 10, 2003 3:36 pm
by ReX

PostPosted: Fri Oct 10, 2003 5:54 pm
by Biff
ReX, I tackled yours first 'cause of the smaller file size. Great looking, it was fun and well-balanced. Almost made it to the exit switch, have to go back later. :)

You're next, Nigel.

PostPosted: Sat Oct 11, 2003 6:39 am
by Enjay
OK, so I've put up some screenies to

http://www.btinternet.com/~Enjay001/

Click the "other" button.

PostPosted: Sat Oct 11, 2003 9:01 am
by Zell
very nice enjay. Although - I died and had to restart. But love the idea, so this is only a demo? :D

PostPosted: Sat Oct 11, 2003 9:14 am
by Biff
Woohoo, three of four power couplings destroyed, then I was taken out. :( Next time....

Editing perfection. :)

PostPosted: Sat Oct 11, 2003 10:07 am
by Enjay
Zell wrote:very nice enjay. love the idea

Biff wrote:Editing perfection. :)


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?

Zell wrote:so this is only a demo? :D


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.

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.

Biff wrote:then I was taken out. :( Next time....


Don't you people save? :P :D

PostPosted: Sat Oct 11, 2003 11:10 am
by Biff
Yes, I saved. But had to quit playing and fix breakfast for a hungry girl. :) She was sitting near, watching me play, and I was just a bit uncomfortable with such realistic marine opponents, slaying them in front of her tender eyes.

PostPosted: Sat Oct 11, 2003 11:39 am
by Enjay
Biff wrote:I was just a bit uncomfortable with such realistic marine opponents, slaying them in front of her tender eyes.


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. :twisted:

PostPosted: Sat Oct 11, 2003 12:00 pm
by Zell
no - i only save on plutonia :P :P (i need to work on that :P )

is that the t3 music? (or is it t2?...) I knew it the first time I heard it :D

PostPosted: Sat Oct 11, 2003 12:03 pm
by Enjay
Zell wrote:is that the t3 music? (or is it t2?...)


Pretty sure it's T2. I've had the midi sitting around on my HD for quite some time. Since long before T3 came out, so it can't be that. The T1 theme was quite a bit different wasn't it? So I guess it must be T2.

PostPosted: Sat Oct 11, 2003 2:11 pm
by Kappes Buur
.
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.
.

PostPosted: Sat Oct 11, 2003 2:12 pm
by Hirogen2
With giving these links, is Fear Station Alpha completed?

PostPosted: Sat Oct 11, 2003 2:16 pm
by Kappes Buur
.
Hirogen2 wrote:With giving these links, is Fear Station Alpha completed?

This from the Doom Nexus website:

FEAR STATION ALPHA is a single level for ZDooM. You can see screenshots here.

STATUS: 100% complete
.

PostPosted: Sat Oct 11, 2003 3:29 pm
by Zell
hey enjay...i really didnt look at the wad contents so sorry if i am posting stuff that is right or wrong :P

Anyway, did you do all those with scripted marines? Or did you did you replace the real enemies?

PostPosted: Sat Oct 11, 2003 3:54 pm
by Enjay
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.

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.


So, It's all dehacked original enemies rather than Scripted marines. I did this for a number of reasons:

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.