The WIP Thread

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ZZYZX
 
 
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Re: The WIP Thread

Post by ZZYZX »

Any voice narration there would kill the music so pls not :?
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Dark-Assassin
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Re: The WIP Thread

Post by Dark-Assassin »

Remake Doom, Doom 2, TNT and Plutonia in this style when? They'd be fucking epic!
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Re: The WIP Thread

Post by NeuralStunner »

Personally, I'd like to see that kind of artistic fervor go into something 100% not Doom related whatsoever.

Also: HEY.
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insightguy
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Re: The WIP Thread

Post by insightguy »

NeuralStunner wrote:Personally, I'd like to see that kind of artistic fervor go into something 100% not Doom related whatsoever.
I've actually had a dream where someone made a mod like this. all the monsters had "implants" on them that flashed between neon red and blue to the beat of "hang them all" by carpenter brut. The boss what a Neon DJ arch-vile that I honestly don't remember how the fight went, but it was interesting to say the least.
NeuralStunner wrote:Also: HEY.
Image
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InsanityBringer
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Re: The WIP Thread

Post by InsanityBringer »






map for vinesauce joel's doom map contest

(oops, reposted in the right thread this time)
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insightguy
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Re: The WIP Thread

Post by insightguy »

InsanityBringer wrote:
Change the red and yellow keys to light blue and teal blue, so it's all blue.

So what's the story of the mod? is it about little guy that lives in a blue world?
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Mikk-
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Re: The WIP Thread

Post by Mikk- »

More Bloodborne mod stuff:
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

InsanityBringer wrote:map for vinesauce joel's doom map contest
Excellent choices of Grand Blue. Also those wooden textures somehow goes really well!
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InsanityBringer
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Re: The WIP Thread

Post by InsanityBringer »

insightguy wrote:Change the red and yellow keys to light blue and teal blue, so it's all blue.

So what's the story of the mod? is it about little guy that lives in a blue world?
amusingly enough I was going to change the keys into colored orbs, since neither skull keys or keycards fit here. Undecided on the colors but blues might work.

Story? Eh. There's a place hovering in space called the Starlight Sanctuary. There's demons in there. You have to go kill them. The end. really its just a dumb effort to give form to a basic dungeon in a dumb mobile game who's name carried a little weight to me, even though the game doesn't really have an established setting at all.
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insightguy
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Re: The WIP Thread

Post by insightguy »

InsanityBringer wrote:Story? Eh. There's a place hovering in space called the Starlight Sanctuary. There's demons in there. You have to go kill them. The end. really its just a dumb effort to give form to a basic dungeon in a dumb mobile game who's name carried a little weight to me, even though the game doesn't really have an established setting at all.


I was making a reference.
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

And let me guess, that map is going to make use this music in midi version. Eh?
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InsanityBringer
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Re: The WIP Thread

Post by InsanityBringer »

fuck no

i was thinking of using a midi adaption of the song played in the original game but I dunno, I don't have any musical talent and I don't really want to bug someone to make a midi for my stupid map
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Nash
 
 
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Re: The WIP Thread

Post by Nash »

Image

Reposting for non-Discord users... here's my unified modular character system, which now works for both NPCs and players. They all run off the same system, so I just update code at one place and everything (all NPCs and player classes) gets affected. Standing in front of me are 2 NPCs, one male with his shirt off (to demonstrate the modularity) and a female NPC. Making new NPCs is pretty simple:

Code: Select all

class LADNPC_RandomChick : LADNPC
{
    Default
    {
        LADNPC.DefaultHairClass "LADCharacterHair_FemaleHair01";
        LADNPC.DefaultSex LADCharacter.SEX_Female;
    }

    override void PostBeginPlay(void)
    {
        // test starter stuff
        A_GiveInventory("LADItem_Pants01", 1);
        A_GiveInventory("LADItem_Shirt01", 1);
        A_GiveInventory("LADItem_Shoes01", 1);
        LADCharacter.EquipBestStuff(self);

        Actor.PostBeginPlay();
    }
}
 
I take pride in how seamless it works with all characters in the game, be it player pawns or NPCs. :D
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insightguy
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Re: The WIP Thread

Post by insightguy »

Nash wrote:I take pride in how seamless it works with all characters in the game, be it player pawns or NPCs. :D
If I'm understanding this right, all the NPCs and players simply inherit from the same base class right? (just curious to know how far of I am in guessing this)

I'm honestly not sure how it works from just this screenshot and this snippet, If I could see what LADNPC is made of and see what the code of that class is, I might better understand how this works.
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Re: The WIP Thread

Post by Skelegant »


Last time I made an invasion map I knew fuck all about ACS and the result was terrible. This time I know slightly more and the result is slightly less terrible :D
InsanityBringer wrote:fuck no
i was thinking of using a midi adaption of the song played in the original game but I dunno, I don't have any musical talent and I don't really want to bug someone to make a midi for my stupid map
Spoiler:
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