FIREBLU - ATTACK OF THE BITRATES - (WIP)

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
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Re: FIREBLU - ATTACK OF THE BITRATES - (WIP)

Postby SheilaVixen11454 » Sun Jun 18, 2017 3:01 pm

Nash wrote:Just for clarification, I didn't mean to step on SheilaVixen11454's toes... to be honest, I thought this was a funny mod and I had a good chuckle when I saw it. But naturally to me, what came next was... how do I make the mod smaller? They did state in the OP that it would be great if the mod could be made smaller, and I couldn't resist exercising my ZScript as doing is learning, after all. I was up for the challenge!

(On an offtopic note, I'd become quite rusty with ZScript because I've been away from it for a month or so, so this was the perfect opportunity for me to refresh my memory)

Anyway, I fixed the sky, and the mod isn't so minimal anymore. XD And, because I did say that this was for educational purposes, I added lots of comments to the code, which makes the code look even more cluttered than it really is. Hopefully the comments do explain clearly what is happening at each step.

No problem dude!
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Joined: 17 Jun 2017
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Re: FIREBLU - ATTACK OF THE BITRATES - (WIP)

Postby Rachael » Sun Jun 18, 2017 3:40 pm

HorrorMovieGuy wrote:
Spoiler:


Spoiler:


p.s. I regret nothing!
p.p.s. credits to Nash for the original script
Last edited by Rachael on Sun Jun 18, 2017 11:46 pm, edited 2 times in total.
Reason: updated... >_>
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Re: FIREBLU - ATTACK OF THE BITRATES - (WIP)

Postby DoomGeek101 » Sun Jun 18, 2017 4:58 pm

Rachael wrote:
HorrorMovieGuy wrote:
Spoiler:


Spoiler:


p.s. I regret nothing!
p.p.s. credits to Nash for the original script


Alright, we've gone this far to enhance our doom experience, so what's next?

Switching the sky with the floor?
Replacing everything with WALL25_1?
FLOOR4_8 only floors and CEIL3_5 only ceilings?
Making all switches only activated by projectile/gunfire/hitscans?
All water floors now gives damage?
Every level becomes a giant box maze level?
The shotgunner stuck in the wall in MAP02 gets unstuck?

The possibilities are endless here!
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Re: FIREBLU - ATTACK OF THE BITRATES - (WIP)

Postby Nash » Sun Jun 18, 2017 9:31 pm

Rachael wrote:
HorrorMovieGuy wrote:
Spoiler:


Spoiler:


p.s. I regret nothing!
p.p.s. credits to Nash for the original script


Oh dear, has science gone too far? :P

Ahem, on a more serious note... I find it interesting that running around the original levels that I've known for so many years, but simply with the textures swapped out, gives a completely different feeling that I can't quite describe. Some of these levels don't even remind me of the original that much. The power of textures...
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Nash Muhandes [Audio Engineer | Game Designer | Scripting]
 
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Re: FIREBLU - ATTACK OF THE BITRATES - (WIP)

Postby Caligari87 » Mon Jun 19, 2017 10:27 am

I'm with ya, Nash. E1M1 for some reason is especially compelling to me. It's not wholly unpleasant with the FIREBLU; it's actually like this unsettling yet wonderous mixture of alien and familiar, almost artistic in an abstract, surreal way.

On a side note, I've discovered I know the exact angle to shoot that left barrel on the exit annex, even without the transparent textures.

8-)
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