[Contest] Doom mutator contest! ENDS OCTOBER 1ST

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Re: [Contest] Doom mutator contest!

Postby Wills » Thu May 07, 2009 7:02 pm

Perhaps it should add a little time for every monster you kill?
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Re: [Contest] Doom mutator contest!

Postby Gez » Thu May 07, 2009 7:11 pm

And maybe also for secrets found and items picked up? That way they're not just a waste of time, but actually useful?
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Re: [Contest] Doom mutator contest!

Postby bagheadspidey » Thu May 07, 2009 8:16 pm

Wills wrote:Perhaps it should add a little time for every monster you kill?


That sounds like a pretty good idea. Then you could just start the timer at 30 seconds or whatever and not have to calculate the time beforehand (maybe you could turn the time calculations into point calculations or something if you don't want that work to go to waste).

After that, start a giant earthquake and make the screen flash red like crazy while they run for the exit ;p
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Re: [Contest] Doom mutator contest!

Postby Cutmanmike » Fri May 08, 2009 7:40 am

bagheadspidey wrote:(maybe you could turn the time calculations into point calculations or something if you don't want that work to go to waste)


If you look at the code, you can see it didn't really take too long so it won't be a waste ;)
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Re: [Contest] Doom mutator contest!

Postby Worst » Fri May 08, 2009 7:53 am

well here's my entry:

Movie Camera mod
Image

Instead of first person, you'll get to view the maps from all kind of random angles and perspectives.

I suggest disabling freelook, and enabling autoaim if you try this.. kinda hard to aim vertically when you cant tell if you're aiming up or down.
Spoiler:
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Re: [Contest] Doom mutator contest!

Postby Penguinator » Fri May 08, 2009 10:56 pm

Cutmanmike wrote:Exiting the level like normal will kick you back a level, so there's no cheating! When you start the game, you always start with your pistol and fists.

Unless you get victory and THEN exit like normal, so ha!
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Re: [Contest] Doom mutator contest!

Postby Cutmanmike » Sat May 09, 2009 9:25 am

No problem with that though is there? :P
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Re: [Contest] Doom mutator contest!

Postby Project Dark Fox » Sat May 09, 2009 10:56 am

Cutmanmike wrote:No problem with that though is there? :P

You get to keep your stockpile between levels.
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Re: [Contest] Doom mutator contest!

Postby Penguinator » Sat May 09, 2009 11:35 am

Cutmanmike wrote:No problem with that though is there? :P

As PDF said, you don't lose your weapons like you normally would.

What would you think of giving the player all keys at the start of the level? Because from what I've experienced, Killall just seems to play like normal with a time limit, ie you're basically doing the same thing you always do: heading towards the exit. Giving the player all keys would allow him to break the normal flow of the level and strategize on how to best clear the map.Would make things much more interesting, IMO.
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Re: [Contest] Doom mutator contest!

Postby Cutmanmike » Sat May 09, 2009 1:10 pm

Nice idea, but a lot of maps require you to open doors the usual method route anyway. I can fix the exit thing quite easily.
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Re: [Contest] Doom mutator contest!

Postby Project Dark Fox » Sat May 09, 2009 8:16 pm

Cutmanmike wrote:Nice idea, but a lot of maps require you to open doors the usual method route anyway.

And that's still up to the player to strategise if he wants to take that risk or not. ... Assuming you go that route.
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Re: [Contest] Doom mutator contest!

Postby Kinsie » Sun May 10, 2009 2:25 am

Dual Pistols
Gives you two pistols, one in each hand.
Image
(No, I didn't break the rules.)
Download
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Re: [Contest] Doom mutator contest!

Postby Jimmy » Sun May 10, 2009 2:52 am

:shock:

Making "additional" sprites like that never occurred to me. :)

By the way, I'm working on an entry for this but it's proving to be quite a nightmare. Basically, it involves a new weapon, which when fired at an enemy, immediately switches the player's view to that enemy. It's in an ok-ish state at the moment, (a) because custom painchances don't seem to be working for me so I had to give every monster a normal PainChance of 256 in order for it to work (ruining the MAP20 spider/cyber fight), and (b) a little hud camera on the player's screen currently isn't showing the player's viewpoint all the time (I put it there so the player can see where he's going while he's viewing through the eyes of a monster he's "tagged").

Here's the scripts lump which I threw together rather carelessly.
Spoiler:


I know posting it here quite goes against submitting it for a contest, but what the hey. I think this is where the extent of my ACS knowledge runs out. :(
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Re: [Contest] Doom mutator contest!

Postby Ryan Cordell » Sun May 10, 2009 3:07 am

Post the code with the painchance in question. A custom PainChance of 256 doesn't work correctly, 255 does.
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Re: [Contest] Doom mutator contest!

Postby Cutmanmike » Sun May 10, 2009 4:45 am

Kinsie wrote:(No, I didn't break the rules.)


You clever bastard :)
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