[CP]ZDoom Community Train!

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Re: [CP]ZDoom Community Train!

Postby Phobus » Tue Feb 17, 2009 7:49 am

I think people need to learn the value of scope and possibly also the value of waiting until you're signed up, else I'll probably die of some blood pressure issue :P

@jalla: Nice work. That'll provide a challenge even to a fully equipped player!
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Re: [CP]ZDoom Community Train!

Postby Cutmanmike » Tue Feb 17, 2009 7:52 am

Does that mean I can sign up now? :wub:
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Re: [CP]ZDoom Community Train!

Postby Phobus » Tue Feb 17, 2009 8:25 am

Whether or not that's a joke, I'll answer anyway :P

No, sorry, not yet. Wait until I say something along the lines of "Recruiting second wave!" in the title or whatever :P
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Re: [CP]ZDoom Community Train!

Postby Cutmanmike » Tue Feb 17, 2009 8:34 am

Okie doke. No I wasn't joking, I want in.
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Re: [CP]ZDoom Community Train!

Postby bagheadspidey » Tue Feb 17, 2009 12:41 pm

Phobus wrote:Also, the tunnel idea can't happen as it simply won't work unless half of the train is in a tunnel or something.


I think it actually might be possible, I've been playing with an "animated" sky box idea that might work for entering a tunnel. I'll send you a copy when I get home.

@Monster falling off issue: I've sped up the effect for the proper train wad, so as I see it the monsters may not even be able to keep up. I'll work on some way of killing them when they fall off anyway though.


Yeah, the thing I'm worried about is having some monster that must be killed before you can proceed fall off and be unreachable, making the level unfinishable.
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Re: [CP]ZDoom Community Train!

Postby Zippy » Tue Feb 17, 2009 12:45 pm

bagheadspidey wrote:Yeah, the thing I'm worried about is having some monster that must be killed before you can proceed fall off and be unreachable, making the level unfinishable.
Monster blocking lines for that specific part of the train.
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Re: [CP]ZDoom Community Train!

Postby bagheadspidey » Tue Feb 17, 2009 1:12 pm

But it's fun to shove monsters off the train =(

Also if they die when they hit the ground that problem's taken care of once and for all instead of relying on each map author to prevent that situation themselves...

Also that wouldn't really work for my second car; I've got some flying monsters that spawn beside the train and they'd never be able to fly over that car, only beside it.
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Re: [CP]ZDoom Community Train!

Postby Zippy » Tue Feb 17, 2009 3:21 pm

bagheadspidey wrote:But it's fun to shove monsters off the train =(
I agree, but if it needs to be insured that the monster be killed, simply preventing the monster from leaving the carriage solves it (as well as makes sure the player must directly fight it, if that is a concern).

I actually think there's something funny in having monsters that can fall off and not die but be swept away instead.
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Re: [CP]ZDoom Community Train!

Postby Slasher » Tue Feb 17, 2009 3:22 pm

Knocking monsters off the train is not only fun, but adds a whole new gameplay tactic.

And it's a really simple effect to create:


Use a "Actor Hits Floor" thing in the sector of the area around the train, and have it call ACS_ExecuteAlways.
Code: Select allExpand view
Script ??? (void)
{
   DamageThing(0);
}

Done.
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Re: [CP]ZDoom Community Train!

Postby bagheadspidey » Tue Feb 17, 2009 6:04 pm

Zippy wrote:I actually think there's something funny in having monsters that can fall off and not die but be swept away instead.


Yeah, I have to agree with you there...

Ok, how about this solution: The monsters don't die when they hit the ground... instead, they die when they hit the back wall (the horizon line behind the train that the ground scrolls towards). This way they'll run along behind the train but it will pass them up, and once they get far enough behind the train (and hopefully out of sight) they'll die. That way they can be knocked off, they get to run behind the train for a bit, and they die before too long in case they need to be dead to proceed. How does that sound?
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Re: [CP]ZDoom Community Train!

Postby esselfortium » Tue Feb 17, 2009 6:10 pm

Could banana peels be added around the proximity of the train for monsters to slip on, with accompanying sound effects?
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Re: [CP]ZDoom Community Train!

Postby Captain Ventris » Tue Feb 17, 2009 6:15 pm

esselfortium wrote:Could banana peels be added around the proximity of the train for monsters to slip on, with accompanying sound effects?


That would make this wad caco-ward worthy. Just saying.
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Re: [CP]ZDoom Community Train!

Postby Kate » Tue Feb 17, 2009 6:36 pm

Hey, I finished my first submission. Sorry for the large size, I kinda went overboard on the resources. It also is kinda long but not without reason, I wanted to include some epic outside battles and I just couldn't pass up on it.

Download here.

I hope it isn't too hard, it gets sorta HR-esque at times.

EDIT: NOTE: Load zip as wad.
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Re: [CP]ZDoom Community Train!

Postby hnsolo77 » Tue Feb 17, 2009 7:16 pm

there is still some polishing to do with mine... cause i may have to change some items up a bit, and or add *hopefully* / remove *:(* monsters and whatnot...

well the monster count is 126 + whatever the archies revive...

oh that and im clearly bending the rules so unless Phobus says that its ok im going to assume that i will need to make a new second train car

http://www.filesavr.com/hnsolo77straincars

yes for the second car i stole the idea from Cyb

if there are any issues please let me know, that and maybe someone could fix my decorate... for i am a dumbass
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Re: [CP]ZDoom Community Train!

Postby bagheadspidey » Tue Feb 17, 2009 7:42 pm

SnowKate709 wrote:Hey, I finished my first submission.


Hey, what happened to "no new weapons?" ;p

That was fun though, and very unexpected =)
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