Chex Pack (WIP)

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Re: Chex Skulltag Pack (WIP)

Postby cq75 » Fri Feb 25, 2011 6:38 pm

skib wrote:Gzdoom


There's your problem. It only runs on skulltag.... as I said in the first post:

cq75 wrote:It only runs on skulltag, since the wad replaces skulltag actors.


The new version only inherits from skulltag actors, so it should run on gzdoom, zdoom, etc.

If you get more errors, make sure your chex quest 3 is up to date, you can get it here - http://www.chucktropolis.com/gamers.htm

Sorry the old one is so huge, mostly ogg tracks... The new version is going to fix that

EDIT - here's the map list to P14, if you want it

Spoiler:
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Re: Chex Skulltag Pack (WIP)

Postby skib » Sat Feb 26, 2011 1:54 pm

Didn't get errors!
And it's great but please replace the rail gun, it doesn't fit in a kid's game.
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Re: Chex Skulltag Pack (WIP)

Postby Princess Viscra Maelstrom » Sat Feb 26, 2011 2:09 pm

I'm pretty sure that, assuming that you mean the Railgun has unchanged graphics atm, it's going to be changed eventually (unless it IS replaced, that is [I haven't tested the mod so I don't know]).
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Re: Chex Skulltag Pack (WIP)

Postby cq75 » Sat Feb 26, 2011 4:33 pm

Yeah, I intend to replace the railgun, eventually... I need to stop putting that off
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Re: Chex Skulltag Pack (WIP)

Postby skib » Tue Mar 01, 2011 2:01 am

And you made the sprites yourself?
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Re: Chex Skulltag Pack (WIP)

Postby cq75 » Tue Mar 01, 2011 10:06 pm

I edited the CL zorcher, and I made the zorchgloves from scratch (using the doom hand as a hand model). The Frozen Orb Zorcher and Freezing Zorcher were made by another developer of this mod, the hud sprites are recolors, I don't know where he got the projectile graphics from

I also put the chexman hands on Kinsie's boombox and cleaned up the sprite a little.

The grenade launcher was made by Manny Cav on the CQFF, the super shotgun and minigun replacements have been around for more than 10 years, I'm not sure who made them. I've heard a rumor that the liquid zorcher sprites were made by Eriance, but they are old, and nobody has come forth and claimed them, so...

I also made the flazball, and a couple other minor graphics. I think that's about it.
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Re: Chex Skulltag Pack (WIP)

Postby cq75 » Wed Mar 02, 2011 5:13 pm

Finished the first three invasion waves of my new invasion map. There's some texture problems that I need to fix, but I want to test it online before I start aligning the more difficult textures.

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Re: Chex Skulltag Pack (WIP)

Postby cq75 » Thu Mar 17, 2011 8:39 pm

This project isn't dead, I was thinking of only posting major updates here, but I think I'll post here more often

Working on a new deathmatch map - it takes place in a chex city. So far, I've finished a gas station. Eventually it will have a movie theatre, a (small) army recruitment center, and... something else if I can think of it.

The gas station office where you'd pay and buy snacks. I don't really like how the shelves turned out. Maybe I should go with chex mix hanging up instead.

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The exterior
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this one mostly just shows my cleaned up girder texture, it's not going to stay like that.

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One of the car lifts moves up and down so you can jump to a secret

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the exterior of the theatre. The interior literally looked like hell at the time, I'm working on a new flat for the inside.


I also made some sketches of what might be new zorchers

I'm sorry they're so blurry, my scanner isn't very good. They're not very neat either, but I'd mirror them and clean them up before I put them in game, if I got that far.


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part of a rail zorcher

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Possibly a rapid lightning zorcher

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(Zorch) Rift Inducer, I was thinking it would be another form of the LAZ (BFG). The needle would twitch when you were walking, and possibly make quiet Geiger counter noises (to subtly alert players nearby)

I was thinking of having the portal suck in nearby enemies, but that's impossible without using loreshots. Loreshots would be horribly cheap in deathmatch, even though it would be interesting in invasion.

So instead, it will fire a BFG speed projectile which will hit the wall and continue detonating for a few seconds. I'm considering making it bounce once before exploding. It has a short charge time, but it will probably a cooldown time.

(if I finish it, that is)


EDIT - I also started converting the old DUEL03 to work better. It's almost finished.

EDIT2 - oops, I gave a couple old screenshots


EDIT3 - I forgot to post screenshots of my co-op map (WIP)

Image
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Re: Chex Skulltag Pack (WIP)

Postby Princess Viscra Maelstrom » Sat Mar 19, 2011 10:37 am

i think the reason the shelves look strange is because the boxes in the shelf are so goddamn massive (seriously, compare them to the Chex guy decoration, they're at least half the size of him).

Otherwise, there's nothing more I can think of with that new map, other than right now it looks very plain.
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Re: Chex Skulltag Pack (WIP)

Postby cq75 » Wed May 04, 2011 9:51 pm

<BUMP>

I'm still working on this. I have a new beta out, it includes one new zorchmatch map, and 3 others improved from P14.

Chex Skulltag Pack P14-7

Maps:

ZM01 : Underground storage facility
ZM02: Jade Plateau
ZM03: DK Zorchmatch
ZM04: Mario Zorchmatch

Link: http://www.wadhost.fathax.com/files/CSP14-7.zip (~5 MB)


EDIT - added some stuff to the first post and the doombuilder config.
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Joined: 28 Dec 2009
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Re: Chex Skulltag Pack (WIP) [looking for mappers]

Postby cq75 » Fri May 06, 2011 5:24 pm

New version : Chex Skulltag Pack P14-9

Maps: Same map list

Link: http://wadhost.fathax.com/files/CSP14-9.zip

I have a steam group for this mod, I post announcements when I host. If you're interested, it's called "The Chex Skulltag Pack Group".


Changes:

ZM01 is more detailed
fixed a bug in ZM03 where you only get two weapons in LMS
fixed a weird scrolling bug in ZM04
Made the dual sporks feel more like two weapons instead of one doubly powerful weapon.

Added an alt fire to the dual wield propulsors and freezing zorchers. The alt fire fires both at the same time.

I noticed a texture offset problem in ZM04 in this version, darn... I thought I finally had that map perfect.

Image
Image
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Re: Chex Skulltag Pack (WIP) [looking for mappers]

Postby cq75 » Sat May 07, 2011 10:56 am

Server's going to be up all day today, if you want to play this mod, now is a really good time. I won't be able to host as much after this weekend.
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Re: Chex Skulltag Pack (WIP) [looking for mappers]

Postby cq75 » Mon May 09, 2011 6:24 pm

New release, CSP14-10.pk3 (the download link on the first post has been updated)

It contains part of a new invasion map, INV01

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and a few other fixes


This mod is now hosted on Canadian Bacon, but only the zorchmatch maps for right now.
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Re: Chex Skulltag Pack (WIP) [looking for mappers]

Postby skib » Tue May 10, 2011 1:03 am

You said you are looking for mappers.
I might be able to help.
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Re: Chex Skulltag Pack (WIP) [looking for mappers]

Postby wildweasel » Tue May 10, 2011 2:28 am

skib wrote:You said you are looking for mappers.
I might be able to help.

Okay - can you show some example of your previous work? (Think of it as a resumé or portfolio - what you show may determine whether your help is accepted.)
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