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

Posted: Fri Jun 10, 2011 1:49 pm
by cq75
Captain Ventris wrote:I have no idea about spriting, just calling what I see.

and the ST forums claim not to remember my username-e-mail combo, so gg.
Okay. I hope somebody who can sprite will be willing to tell me what I need to do to make it look better.


I fixed the CL Zorcher glitch, added more health, and added another secret to the map.

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

Posted: Fri Jun 10, 2011 4:32 pm
by cq75
I decided to upload the version with the bug fixes right now:

http://wadhost.fathax.com/files/ChexSTPackP15-3.zip

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

Posted: Sat Jun 11, 2011 12:54 pm
by cq75
I recorded a video of the new map:


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

Posted: Thu Jun 16, 2011 2:47 pm
by cq75
I recorded another video, this time of the invasion map. It's the same as before, if you've already played it.



I have been working on skins, in the next version, you will be able to play as a bipedicus, commonus, Quadrumpus, and as a alternate chex warrior

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

Posted: Wed Jun 22, 2011 11:13 pm
by cq75
I'm working on a replacement for the old Sewer invasion, from P14 -

Image

Hopefully, I'll be able to release this map for the new version.

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

Posted: Fri Jul 01, 2011 11:37 pm
by cq75
New version out: 15-4

Features lots of new skins - here is the full list:

Remember - you select the skin by changing your player class.

Standard Chex Warrior
Zorchdude/iChex
Bipedicus
Commonous
Bipedicus with armor
Quadrumpus
Box Costume (changed so it's more fair)

I also made a layout change to ZM04 (mario zorchmatch), added more ammo to ZM03 (DK Zorchmatch) and added some details/bugfixes to ZM07 (museum). The maps are very similar, so I won't post screenshots right now.

I did not add any maps to this version

Download link: 15-4 http://wadhost.fathax.com/files/ChexSTPackP15-4.zip


As usual, make sure you are using the latest version of Chex Quest 3, from chuckker's website - http://www.chucktropolis.com

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

Posted: Sat Jul 02, 2011 11:39 pm
by cq75
New video - I made one video of each map of the matches I played today. It takes hours to upload them, but I will have the entire set up quickly if I upload one every day.

ZM01


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

Posted: Sun Jul 03, 2011 9:13 pm
by cq75
Another new video (ZM02)


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

Posted: Sun Jul 03, 2011 10:20 pm
by cq75
I just noticed that my last pack of Doombuilder 2 configs doesn't work, thanks to Replica for pointing that out.

New Download: (CSP P15 Mod tools, version 3)

http://www.mediafire.com/?v5pwdy712h2c3w8

EDIT - and another gameplay video

ZM03:

(recorded on Canaidan Bacon, 7/2/2011)

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

Posted: Mon Jul 04, 2011 1:46 pm
by cq75
Another new video (ZM04)



EDIT -

and another new video (ZM05)

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

Posted: Wed Jul 06, 2011 12:38 am
by cq75
I made a (and coded) very basic Capture Point map (it's similar to a game mode in Team Fortress 2). This is my first ACS teamgame map.

Image

http://www.mediafire.com/?zpcmd9afqvhvqtf

It still has some problems:

1. I would like to make it so that the point gets captured faster if there are more players on it. Right now, it gets captured at the same rate regardless of how many team members are standing on it, as long as you have more of your team on it than your enemies.

2. It got glitched out very badly once on my test server, I don't know how that happened, but nobody could capture any points. Thus... it's unstable.

3. The noise is annoying, but that's an easy fix


If you know of some ways I could make it simpler or better, I would like to know. Right now it works, but not very well.

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

Posted: Thu Jul 07, 2011 1:41 pm
by FANG2
Regarding the Mario level, I think you should connect the area around the zorchsphere with the raised river area, it would improve the flow a bit.

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

Posted: Thu Jul 07, 2011 2:38 pm
by cq75
You can't walk right up to it, but you get rewarded with blue armor, so it's worth the trek.

I haven't noticed it causing any problems, could you give me an example of it interfering with gameplay?

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

Posted: Thu Jul 07, 2011 5:12 pm
by FANG2
I think it would make that section of the map flow better, but it's not outright a problem. Maybe put a "ladder" up the ledge and swap the blue armor with something else?

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

Posted: Thu Jul 14, 2011 2:05 pm
by cq75
QuadrumpusGuy and I are working on extending Chex Quest 3 to three 9 level episodes.

QG has made E1M7, and I'm working on E1M8. E1M8 is 1/3 done.

Also, we're going to re-do some of the standard levels levels in Chex Quest 3, because they are too easy for co-operative play.

This mod currently only runs in Skulltag, but if this 3-episode level pack is finished, I will release it in a separate pk3 which can be played on zDoom and GzDoom.

I'm interested in making a limit removing engine chex mod, but I want to finish this mod first.

EDIT - perhaps that's not a good idea, since Boom doesn't support Chex3.wad, and Chex.wad requires DEHACKED to work on standard doom engines... (G)zDoom is where Chex Quest belongs, unless there is code to support Chex Quest 3's features (i.e., flemoids can't hurt each other or infight, and don't use hitscanners)

I've also added effects to the slime, so that when a slime ball hits a wall, it leaves splats. I also made the flembomination much more powerful.


Screenshots of this effect: (1024x768 images):
Spoiler:
I also added The Slimeinator's freeable captives. I added a reward for freeing them, they drop zorchers, health, and powerups when freed (the set of items you get are random).

I was trying to have the stridici leave slimy footprints. Since you can't have decals on the floor, I had them spawn slimy footprint actors. This didn't work well, though, after a certain number of these actors were spawned, no more were generated. I could have them fade out, but the stridici takes so many steps, so quickly, it would look strange, and the effect would look worse for every stridici on the map.

Other fixes:

- Bipedici now fire three slime balls, BWAs fire two.
- I made Lord Snotfolus more powerful.
- QG made Brand X Warriors, which attack Chex Warriors, and also attack flemoids if they are hit by slime. They carry zorchers. These enemies need voices, so, if anyone would like to volunteer, tell me in this topic.

Code fixes:
- The Flembomination can now see you from any angle
- The bootspoon, zorchgloves, and bootsporks do not alert enemies
- Added colors to pickup messages, to make it easier to see that you have picked up a weapon, and what you picked up.
- I fixed the LAZ obituary glitch


I still want to implement special voices for zorch pain and death for Chexter, too, but my voice isn't strong enough. If you are willing/able to do voices for this mod, good voiceovers for Chexter and the Brand X Warriors would definitely make the game better. If I use your work, I will credit you in the credits lump in the .pk3.