[Project] "Knee-Deep in ZDoom"

New maps, and other projects whose primary focus is new maps, belong here.

NOTE: This forum, and all forums below it, are NOT for questions or troubleshooting! Threads here are for active projects only! Please use the Editing subforums or General for questions.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Postby TheDarkArchon » Sat Oct 30, 2004 9:24 am

The latest editon of the resource WAD should be heading your way, T667.
User avatar
TheDarkArchon
OUT!
 
Joined: 07 Aug 2004
Location: Some cold place

Postby Tormentor667 » Sat Oct 30, 2004 9:25 am

Another queston: In the "Doom Bible", the Baron of Hells had another name, they where called something like "Brothers of blabla" ... I have no idea, but their original supposed name was not "Baron of Hell, it was something else... anyone knows?!
User avatar
Tormentor667
needs more detail
 
Joined: 16 Jul 2003
Location: Germany

Postby NiGHTMARE » Sat Oct 30, 2004 9:31 am

There are a few alignment issues in the "sewage area". Also, the bottom of the textures surrounding the nukage looks fugly after the nukage turns into blood - I have a version of this texture with the green turned into red, I'll see if I can dig it out :).

Anyway, I love the way this map gradually evolves from E1 to E2 style, and the trips to hell are very nice too :D. BTW, am I right in thinking the first bit of hell was inspired by the organic levels of System Shock 2?
Last edited by NiGHTMARE on Sat Oct 30, 2004 9:33 am, edited 1 time in total.
NiGHTMARE
.now.
 
Joined: 19 Jul 2003

Postby TheDarkArchon » Sat Oct 30, 2004 9:31 am

@T667 -The names were the "Bruiser Brothers".
Last edited by TheDarkArchon on Sat Oct 30, 2004 9:53 am, edited 1 time in total.
User avatar
TheDarkArchon
OUT!
 
Joined: 07 Aug 2004
Location: Some cold place

Postby Tormentor667 » Sat Oct 30, 2004 9:50 am

@Nightmare - Great to hear that, I will add it to the resource if you upload it somewhere :)

@All - Can someone give me a scipt that executes "script 8" after all monsters with the TID 77 are dead!? :)

@All2 - Is someone interested in creating altered more sacrying sounds for the "Bruiser Brothers" ?? Something like the Baron, but more ... scary and horrible :)
User avatar
Tormentor667
needs more detail
 
Joined: 16 Jul 2003
Location: Germany

Postby ellmo » Sat Oct 30, 2004 10:18 am

How much time Do I have to finish things with ZE1M3? Work will accelerate now greatly:

1. Long weekend (All saint's day) + 1 hour backwards due to time shift.
2. I'm 95 % done with the crazy Yellow Keycard area, which is twisted by 45 degrees, what in result, makes editing very difficult.
3. Collected some good and simple ideas
4. I'm just eager to do it, seeing how fine work on other levels goes...

So... How much Time?
User avatar
ellmo
Demons to some, Angels to others...
 
Joined: 04 Mar 2004
Location: Poland - Poznan

Postby Tormentor667 » Sat Oct 30, 2004 10:20 am

Well, at last till the next friday ;)
User avatar
Tormentor667
needs more detail
 
Joined: 16 Jul 2003
Location: Germany

Postby Nmn » Sat Oct 30, 2004 10:20 am

Torm wrote:5.How does the force field work?

5.The force field is triggered with the switch by the door in the west hall from the center of the facility (+ room) it toggles destructive barriers that destroy everything in range-this is great when demons teleport in to the areas. Switch the force fields on and watch them fry on it. Turn it off to walk freely again.
This is great to confine ammunition :thumb: and I've just learned how to make decent force fields :)
Nightmare wrote:Was it inspired by System Shock 2?

Yes, partially, the idea of the growing flesh :) Hell could be treated as "vile flesh" as well. And Yes, You are witnessing what has happened to the Deimos base and is happening to Phobos ATM. Possibly whole Phobos will turn into a hellish base and degradate into hell eventually, only by that time You are already on Deimos ;)
User avatar
Nmn
Quite honestly Not-Much-Normal
 
Joined: 16 Apr 2004
Location: Poland
Operating System: Windows Vista/7/2008 64-bit

Postby Tormentor667 » Sat Oct 30, 2004 10:46 am

Unfortunately, it doesn't work for me :(
User avatar
Tormentor667
needs more detail
 
Joined: 16 Jul 2003
Location: Germany

Postby cyber-menace » Sat Oct 30, 2004 10:48 am

Tormentor667 wrote:@All - Can someone give me a scipt that executes "script 8" after all monsters with the TID 77 are dead!? :)

Now here's something I've done far too many times...
Code: Select allExpand view
#include "zcommon.acs"

script # OPEN
{
if (Thingcount (77, 0) == 0)
{
ACS_Execute (8, MAP#, 0, 0, 0);
}
Delay (1);
restart;
}

If you spawn those monsters however, just set that script to void and execute it right after all of the monsters are spawned.
User avatar
cyber-menace
That DTCA Guy
 
Joined: 18 Mar 2004
Location: N/A

Postby Bio Hazard » Sat Oct 30, 2004 10:57 am

well lets see here...

AIM: yes i have several IM accounts, they are all in my profile. the yahoo account is really flaky so dont use that

#NZDR: how to get on #NZDR for dummies:
install this: ftp://ftp.freenet.de/pub/mirc.com/mirc616.exe
click here: irc://irc.oftc.net/NOTZDoomRelated

SCRIPTS:
Code: Select allExpand view
while(thingcount(77,0)>0)
{
   delay(35);
}
ACS_Execute(8,0);
Last edited by Bio Hazard on Sat Oct 30, 2004 12:34 pm, edited 1 time in total.
User avatar
Bio Hazard
Lord of the Lord of Nitpicking.
 
Joined: 15 Aug 2003
Location: ferret ~/C/ZDL $

Postby Kirby » Sat Oct 30, 2004 12:21 pm

Bio Hazard wrote:
SCRIPTS:
Code: Select allExpand view
while(thingcount(77,0)<0)
{
   delay(35);
}
ACS_Execute(8,0);


Isn't that less than/greater than sign suppoed to be facing the other way? I though that you'd have wanted the barons to be greater than zero so that when u killed them both it would be zero and then the script would execute :P
User avatar
Kirby
Soon to be chastized
 
Joined: 26 Aug 2004

Postby Bio Hazard » Sat Oct 30, 2004 12:35 pm

you saw nothing!

/me does the jedi hand wave
User avatar
Bio Hazard
Lord of the Lord of Nitpicking.
 
Joined: 15 Aug 2003
Location: ferret ~/C/ZDL $

Postby TheDarkArchon » Sat Oct 30, 2004 12:49 pm

No, Kirby. The script is checking every second to see if the number of objects with Thing Tag 77 is 0 or less. If it isn't then Script 8 is executed.
User avatar
TheDarkArchon
OUT!
 
Joined: 07 Aug 2004
Location: Some cold place

Postby Kirby » Sat Oct 30, 2004 2:41 pm

TheDarkArchon wrote:No, Kirby. The script is checking every second to see if the number of objects with Thing Tag 77 is 0 or less. If it isn't then Script 8 is executed.


His original Script was like this:

Code: Select allExpand view
While(ThingCount(77,0)<0)


That script was checking to see that yes, but I think he wanted the script to check if the Objects tagged 77 were above zero. If they weren't dead, then they would be above zero, thus making it delay until they either reached zero or got below zero (in which case they were killed, and you cant really go below zero...) :P
User avatar
Kirby
Soon to be chastized
 
Joined: 26 Aug 2004

PreviousNext

Return to Levels

Who is online

Users browsing this forum: No registered users and 3 guests