[Project] "Knee-Deep in ZDoom"

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Postby SirTimberWolf » Thu Nov 18, 2004 10:27 am

NiGHTMARE wrote:Perhaps there could be a small "E1M0" level you start the episode in (the dropship perhaps?), which contains various computer consoles. These consoles would do some of the things mentioned above - alter player speed, number of enemies, add bonus weapons to certain maps, etc.

To activate them, you need to insert codes, which are rewarded to you during your previous play(s) through the episode for various things. It would certainly increase replayability :).


Actualy
yeah duide.. this could be like resident evil 2 where you play through one scenerio and get something for the other one.... (the labs if anyone remembers) just done a little diffrently...
I'd love this
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Postby Risen » Fri Nov 19, 2004 6:10 am

Thanks to some changes in .94, all that will be required for the intermap is an #import directive. There is no need to change your method of exit. I will provide a new import file when I have implemented the changes.

However, M3 will still need to flag the secretmap global variable depending on how it is exited.

Due to possible conflicts, I will remove strictmonsteractivation from the default MAPINFO. I am leaving in the other entires I listed.

The map is moving along but multiplayer support is a difficult task. With the new .94 additions, things should go smoother. I'm looking forward to seeing completed maps today!
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Postby Tormentor667 » Fri Nov 19, 2004 1:55 pm

Actually I like these "Replay Value" ideas concerning Nightmares post and also the fact, that the satistics for each map are responsible for powerups or other things like that. But this would need much more time and I don't know if it is okay for all of you ...

BTW: Any week 2 finished maps? And did anyone already work on E1M7? (my altered version)
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Postby NiGHTMARE » Fri Nov 19, 2004 2:13 pm

Maybe once KDIZD is released, a bunch of us can work on a "KDIDZ deluxe" / "KDIZD phase II" or something. I have several other ideas I'd really like to see implemented, but there isn't really time for them if we want to finish in the next couple of weeks.

BTW I'm currently revamping the "big ugly room" in E1M4, and have turned it into a cool looking cavern. Not sure if I'll get everything done by the end of the day, so I may have to submit it tommorow or even Sunday. IIRC no-one's scheduled to take over the map in week 3, so it should be okay, right?
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Postby Risen » Fri Nov 19, 2004 2:21 pm

Nightmare, what are these ideas?

I doubt that a phase II project would be as successful. I think we need to set our goals where we want them and get done what we want in a single release. Personally, I don't mind pushing it back more. However, if we are going to be adding yet more to this project, I will be taking a break. I am more than willing to continue work on it, but will I need some unpressured time to do other things for a while.
If nobody is scheduled on week three, you can keep working on the map. Just do not let any other maps you are going to work on be left behind because of this.
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Postby Graf Zahl » Fri Nov 19, 2004 3:33 pm

I'd rather see 'The Shores of ZDoom' than KDIZD Phase 2.
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Postby Nmn » Fri Nov 19, 2004 3:40 pm

Same here. I have a fondness for E2 after playing CH's e2 maps, even attempted an Episode 2 Replacement (hint: Dreadful Change Upon us ;) ) so You can write my name on the "I want to have these guys on my team" list ;)
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Postby TheDarkArchon » Fri Nov 19, 2004 3:40 pm

In either case, there will be a wait between them since the ZDCMP round 2 has been a bit of a disaster.
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Postby NiGHTMARE » Fri Nov 19, 2004 5:02 pm

My ideas in brief:

- Reward codes and new level to use them in, as already discussed.

- Real objectives. Some specific goals other than "find the key to open the door, then find another key to open another door" would help to spice up both gameplay and the storyline a bit.

- More gore. I was playing (well, with an average framerate of about 1 fps even at 320x200, more like watching) Cold As Hell today, and all the blood splats and dripping blood everywhere looks cool. Sick but cool. Same with the corpse variations in RTC-3057 hub 1.

- A few (emphasis on few) surviors in strategic locations. Maybe the odd scientist or a small group of marines (who of course die soon after you meet them).

- A super secret level. Possibly only accessed using a reward code. I just think it would be nice to add something *really* new... and who knows, maybe this prospect could attract dochist to help with the level design ;).


As you can see there's quite a lot of work there, and implenting it into "Phase I" would create a larger delay than many people would deem acceptable. Also, if we stick with the current work schedule, KDIZD should be ready around a week before Doom 1's 11th birthday on December 10th - which would make a great release date!

I personally wouldn't be contributing to a hypothetical "Shores of ZDoom" due to a conflict of interest with a similar project, so any work I did on "KDIZD Contributor's Cut" won't interfere with that in any way :).
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Postby Chris » Fri Nov 19, 2004 6:20 pm

I personally would rather see Heretic Ep1 rather than Doom Ep2.

And I've never understood why people want the game easier if they're good enough to get all kills/secrets/etc. That's like making the enemies stronger if you're bad at the game.. it serves no purpose other than to detract from the experience. It'll bore the better players because it's made easier for them, and it'll frustrate the poorer players because it'll be too hard.
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Postby NiGHTMARE » Fri Nov 19, 2004 6:30 pm

No-one said that good players should be rewarded with the game being made easier - but they shouldn't be punished by the game being made harder either. Yes some people wouldn't see it as a punishment, but the fact that we're having this conversation is clear evidence that other people would.

The suggestion I made of giving the player the reward of being able to chose whether to make the game easier/harder is a much better idea. Personally I don't see how anyone can complain about that.
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Postby Graf Zahl » Fri Nov 19, 2004 6:38 pm

That's what the skill menu is there for.

I really can't stand games with adaptive difficulty or stuff that gets unlocked when you have finished playing at least once. Depending on the game it is at least irritating and at worst frustrating. Most likely there will be more players that will be pissed off by this than those who appreciate it.
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Postby NiGHTMARE » Fri Nov 19, 2004 6:41 pm

Graf Zahl wrote:That's what the skill menu is there for.

The skill menu doesn't affect things like player speed.

Most likely there will be more players that will be pissed off by this than those who appreciate it.

I very, very much doubt that. If you don't care about unlockable stuff, ignore it! It's not exactly hard.
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Postby Graf Zahl » Fri Nov 19, 2004 6:45 pm

NiGHTMARE wrote:I very, very much doubt that. If you don't care about unlockable stuff, ignore it! It's not exactly hard.



I care about the fact that it is not unlocked by default!
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Postby NiGHTMARE » Fri Nov 19, 2004 6:48 pm

Then use the command console to do the same things these hypothetical computer terminals would do. And bear in mind that if they're not going implemented in a locked/reward form, they almost certainly won't be implemented at all.

I for one think it would be nice to actually reward the player for doing well, and I'm sure a hell of a lot of people would agree with that.
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