[WIP] Bloodshot [New! Screenshots 3/7] [Please look?]

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[WIP] Bloodshot [New! Screenshots 3/7] [Please look?]

Postby Onslaught Six » Tue Jul 03, 2007 3:21 am

As of 3/7.08:
New! Webpage up. Particularly of interest is the screenshots page.

As of 2/23/08:
New! One-Map Demo Released
http://onslaughtsix.googlepages.com/Blo ... _map01.zip
Now with 70% more ACS and 47.5% more detail!!

Masquerading as the oh-so-creatively named "newgame" on my hard drive, I started doing a map again after quitting Doom about two years ago. (Don't look for anything of mine, you won't find it because I never released anything.)

Anyway. One level over a weekend turned into one and a half and then I decided I wanted to put some Strife enemies in and it kinda snowballed from there.

The result is the not-much-better named Bloodshot.

Features include:
-Now with 70% more ACS and 47.5% more detail!
-New enemies that are shamelessly stolen from Strife! Includes pallete swaps in later levels. Do note that these new enemies appear 'in addition' to the originals in Doom--they do not replace the former. Also, a bunch of new Zombie types and variants, plus at least two new Demons and one new Imp maybe.
-A planned ten levels maybe. As of this writing, Map01 is going under massive reconstruction.
-New weaponset, but don't expect anything too creative or original. I want to try and keep all the weapons looking like Doom 2's, if that gives any indication. Some of these will 'not' just be old Alpha weapons--they'll actually have slight tweaks!
-Lots of shoddy traps and tricks that got old in 1995, but that's all I know how to do. This is actually getting better as time goes on. Indeed! Sort of. Okay, guys still pop out when you grab keys. I like it, darnit.
-'Episode One' style since that's all I know how to make maps in.
-No infighting.

Currently, the plan is for every map to have two "phases." The first phase is just a basic go-through creating the basics of the level itself--all the rooms, doors, etc. It'll essentially be a *functional* level but the detail won't be anything near current standards. The second phase is the detail phase, wherein I go ahead and detail everything so it's all nice and current. Somewhat, anyway.

Actually, the second "phase" now consists of adding on tons of new pieces to an older level from Before. This won't be necessary for Map06-10, because they're not started yet. There's also a new "third phase" wherein I actually finish detailing the level and such.

Phase 0 (Not started):
Map06, Map07, Map08, Map09, Map10

Phase I:
Map03, Map04, Map05

Phase II:
Map01, Map02

Tentatively Finished:
None! Hooray!

I have no timeline for this. I don't know when it'll be done. Knowing me, the twelvth of Never, right after Big O Season 3 premiers.

"Alright, alright, O6, enough. Show us the goods."

Goods, you say? What goods? Oh, you mean the screenshots. Well, those are in the next post.
Last edited by Onslaught Six on Fri Mar 07, 2008 2:35 am, edited 16 times in total.
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Postby Onslaught Six » Tue Jul 03, 2007 3:23 am

*NOTE* This may or may not be maintained in the future. Depends on how I feel later. There should be more screenshots here.

This is the next post.

http://img.photobucket.com/albums/v396/ ... OM0000.png
Map01 start

http://img.photobucket.com/albums/v396/ ... OM0001.png
Wheee Strife.

http://img.photobucket.com/albums/v396/ ... OM0004.png
Hey, a window.

http://img.photobucket.com/albums/v396/ ... OM0006.png
Both levels thus far have at least one computer room with a switch and a lot of bodies in it. I'm not sure why, but I wanna keep it that way. Maybe I'll do an entire level of that.

http://img.photobucket.com/albums/v396/ ... OM0007.png
Map02 start

http://img.photobucket.com/albums/v396/ ... OM0010.png
Look, ma, no damage! That's because I'm cheating for taking screenshots. Nevertheless, I do like this room.

http://img.photobucket.com/albums/v396/ ... OM0011.png
Mmm, infighting...This actually isn't possible anymore because I turned infighting off.

New screenshots 7/17/07

http://img.photobucket.com/albums/v396/ ... OM0013.png
That same room I like. Can you count the differences?

http://img.photobucket.com/albums/v396/ ... OM0012.png
Map03 start

http://img.photobucket.com/albums/v396/ ... OM0009.png
I do like this room...

http://img.photobucket.com/albums/v396/ ... OM0003.png
Too quiet. This'll have enemies and stuff in a later stage.

http://img.photobucket.com/albums/v396/ ... OM0002.png
My favourite room of Map03 so far.

http://img.photobucket.com/albums/v396/ ... OM0005.png
Map04 start, not finished.

http://img.photobucket.com/albums/v396/ ... OM0008.png
A nice, interesting hallway in Map04. Also showing off the Machinegun.

New screenshots 7/31/07

http://img.photobucket.com/albums/v396/ ... 0009-1.png
The revised Map01 start

http://img.photobucket.com/albums/v396/ ... 0010-1.png
Those of you who played the demo will see I added detailed railing to this and lighting structures.

http://img.photobucket.com/albums/v396/ ... 0011-1.png
The same for this room. This is what the new Plasmagun/Railgun looks like.

http://img.photobucket.com/albums/v396/ ... 0012-1.png
Another room from Map04.

New screenshots 2/18/08

This seems somehow familiar, yet different!

Also different. Decided to make this hallway turn more geometrically, retextured it, added some more sections.

Ha ha, very funny, you guys. Okay, where'd you put the red key?

It's a generator! With some polyobjs and everything! (This is a terrible screenshot. There's totally scripted phased blue lighting in that sector, see.)

Oh, okay. There it is. After I removed a forcefield. (I don't know why I thought this would be a good screenshot without it.)

An interesting pair of rooms. I guess.

Hey, what'd you guys do to my Map01 start?

New screenshots 2/20/08

http://img.photobucket.com/albums/v396/ ... OM0029.png
I decided that since the generators are for a forcefield for the Red Key, they should be coloured red instead of blue. Looks way more striking.

http://img.photobucket.com/albums/v396/ ... OM0030.png
And that the forcefield should be red, too. (The blue tech textures on the key platform are now also red.) Also note the spiffy tech things around it.

http://img.photobucket.com/albums/v396/ ... OM0031.png
I've been working hard on adding tons of detail. Look! Messed up floors!

http://img.photobucket.com/albums/v396/ ... OM0032.png
A 'lot' of work.

http://img.photobucket.com/albums/v396/ ... OM0033.png
I honestly don't know why I didn't do this earlier--putting the keys on a matching-coloured platform just made sense. (I'm aware of the misalignment in the background. I'll fix it.)
Last edited by Onslaught Six on Fri Mar 07, 2008 2:34 am, edited 6 times in total.
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Postby Ryan Cordell » Tue Jul 03, 2007 3:24 am

I don't have the screenshots. So ha! :P

EDIT: D'oh! >w<
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Postby Onslaught Six » Tue Jul 03, 2007 3:25 am

Never underestimate the extreme power of Notepad, sir. :D
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Postby Onslaught Six » Tue Jul 17, 2007 12:04 pm

Some stuff changed up top, and new screenshots.
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Postby Onslaught Six » Mon Jul 23, 2007 6:39 am

Nothing to show, but I will say this: Enemies are expanding past Strife. I'm putting in a new zombie enemy and I'll be putting KDiZD's Rapid Fire Trooper to a different use. I've never seen an enemy drop 'armour' in Doom before.

Levels are coming along slower than before, but still slowly progressing, hey.

Will more interest be generated by a demo of the first map? >.>
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Postby qwerqsar » Mon Jul 23, 2007 7:40 am

of course!
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Postby Onslaught Six » Mon Jul 23, 2007 11:13 am

Then expect such a demo when I get home.
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Postby Onslaught Six » Mon Jul 23, 2007 5:52 pm

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Postby Tormentor667 » Mon Jul 23, 2007 6:05 pm

Doesn't work, DECORATE errror.
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Postby TheDarkArchon » Mon Jul 23, 2007 7:49 pm

You need to use ZDoom 2.1.7 only. Not that it's worth downgrading.
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Postby Onslaught Six » Mon Jul 23, 2007 9:37 pm

Wait, whatnow? Everyone else is using some other such update now? >.<

As for it "not being worth downgrading," any chance for...I dunno, specifics? I'd like to get some kinda idea of what's wrong here.
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Postby Unknown_Assassin » Tue Jul 24, 2007 12:25 am

Onslaught Six wrote:Wait, whatnow? Everyone else is using some other such update now? >.<

As for it "not being worth downgrading," any chance for...I dunno, specifics? I'd like to get some kinda idea of what's wrong here.

I'm still using Zdoom 2.1.7. reason being that once you upgrade, all your saves can't be used in the SVN version. It's pretty late for me to play your WAD now, so I'll probably do it tomorrow.
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Postby Enjay » Tue Jul 24, 2007 4:03 am

Specifics? OK, you asked...

Unfortunately, it's a bit of a mishmash, even mis-match, of enemy types and themes, textures, styles, sounds, everything really. It feels like you've thrown a lot of things together simply because you can and not because they work. You've got enemies from different games, with resulting different graphic styles, you've got a variety of additional sounds (some cool/serious and some comical and some just too loud) and the map itself, whilst better than my early attempts, still has the '94 feel of a mixture of textures and colour clashes that was so common "back in the day".

Playing this level I was left with a feeling of "what's it all about". It seems as if you wanted to give it purpose and a theme, but then you simply didn't and chucked everything into it instead. You've got taller, slimmer Strife guys in their nice uniforms fighting alongside squat, blood stained Zombies. They shout a variety of phrases at me which, because there aren't that many different things that they say, get repeated too often and become annoying (and hard to decipher when they're all shouting at once). You've got a cool new weapon and a somewhat predictable fast chaingun. As far as I can tell, the rocket launcher has been removed? There are annoying corpses hanging in the way misaligned and ill-fitting textures all over the place. And the imp fireball sound is really getting on my nerves.

Also, it seems that a lot of your enemies are "intelligent". ie they are not mindless zombies and hellspawn but sentient soldiers. So why are they hiding in cupboards in the dark behind walls with no obvious way in or out? Fine if they are hellspawn. There doesn't have to be a logic to how they got there. It is dark magic and part of their hellish torment to be stuck in a cupboard just waiting for a marine to happen by (or something). However, If I'm using "realistic" enemies I always try and make it logical for them to be there - even if that just means putting a door that goes nowhere in a wall - implying that that's where the bad guys came from. Or have them teleport in from somewhere where they obviously have a teleport device. It does make it harder to place enemies because they have to have a reason to be there but it also makes for a more logical feel to the level.

Also, you've used an unusual frame for the Strife acolyte pain state. I think you've used the graphic intended for the first frame of his death sequence. I say that because the frame in question has his shield starting to break - which then magically recovers when he comes out of his pain state. I've used those enemy graphics myself and there is a proper pain frame with the shield raised and I think there is also one with the acolyte holding his shield more open (or maybe I edited one of those - I forget). I set up 2 enemies - one that becomes invulnerable when he hides behind the shield (I use this both when he is in pain and when he attacks) and one who doesn't hide behind his shield when he is in pain, so he is only invulnerable when he is attacking.

The map itself was fun enough to play and had reasonable logic. I all seemed to work as intended too. However, as I said, it was a vibrant clash of colours and textures sitting uncomfortably beside each other and either not well aligned or simply not fitting well onto the structures you have made (look at the exit door for example).

So, my summing up - it feels like an uncomfortable mix of "everything cool" that you could do which has resulted in an overly busy, messy, confusing, illogical mod which has no real theme tying it together. If you just want your mod to be a random mixture of graphics and sounds then fine, you've achieved that. If not, sit down and work out what you want to do with the mod. If you want something Doomy, then make it Doomy and remove, tone down or modify the various things that make it feel not Doomy. If it isn't supposed to be that Doomy, then tone down the Zombie/Hellspawn/Doomy elements. If it has a story, make it fit the story. If you're up against an organised force, make them feel like an organised force with some kind of logic and order. Cut down on the overly loud and the comedy sounds. They get old very quickly in a mod of any length (use them for Easter eggs or whatever if you like).

I'm not saying the mod is awful. Clearly you've put in quite a bit of work and have learned a lot about Zdoom editing. However, IMO, the mod needs to be given some direction and not just continue to be a "shovelware" wad made up of anything that pops into your head.

[edit]Also, if this is supposed to be the first level in a series, you've introduced a lot of new stuff in the first level. IMO, it's better to drip-feed the player newstuff to help keep things interesting and new as you progress rhather than hand them everything at the outset.[/edit]

[edit2]Oh yeah, and set the lower unpegged flag on your door tracks to stop them sliding up and down with the door.[/edit2]
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Postby Onslaught Six » Tue Jul 24, 2007 6:05 am

Hooray! Real criticism!

I've been working out a coherent storyline to go with this, but it's still in some basic stages right now (And it really is just more of an excuse for why there's Strife guys and hellspawn right next to each other), but I do understand how that could be...jarring? Myself, I've never noticed much of a style conflict. >.>

Comedy sounds? The closest thing I can think of that is the Imp's laughing, and that actually gets really creepy down the road for various reasons. Or at least, I thought it did.

As for the textures, looking over it, throughout the level I only really use...hm. Seven or eight real themes. But two of those are the red/blue variants of those grey walls, and they were 'all' those grey walls before I was done. Maybe it's my ADD talking, but I feel like if I overuse textures too much in a level, all the rooms start to look the same and it could get repetitive for a player...

You're right about the non-hellspawn hiding in the trapdoors and stuff, I guess I hadn't considered that. Part of it was an early association with the new enemies being more powerful than the regular hellspawn, I think, which led to that. In the later levels, it looks like I stray away from this, so. Perhaps I need to redo significant portions of this map and fix it.

I'm aware of that Acolyte pain state thing, that's actually a remnant of something else that I forget. I'll fix that by next release. For what it's worth, the later enemies that use the Acolyte sprite do have that sprite in, and they use it.

As for giving you a lot at once, I'm pondering doing some kind of system where, in later levels, the old ammo is phased out entirely, forcing you to get a new pistol, shotgun, chaingun etc. that work with the new ammo.
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