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Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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MartinHowe
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Post by MartinHowe »

Lexus Alyus wrote:but if you use a bit of intelligence and strategy then a bad thing will become a good thing
I see the point but one can usually anticipate many ambush types in Doom exactly as you say in the above quote. Eg., a well-lit corridor with no monsters at all usually means a section of wall will open behing you and it is full of demons, e.g., MAP02 of Hell On Earth. However, a totally invisible monster that can be right up along side you (until it attacks) seems to me to be just "cheating" (that is my opinion but I accept that others may not agree - so I blame Randy for putting them in :wink: ).

FWIW, I agree with the idea that the game has to evolve but not at the expense of it not being DOOM any more.
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HotWax
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Post by HotWax »

It's not Doom anymore. You can jump, use non-Doom weapons and enemies, use scripting, use decals, use splashes, use water, conveyers, variable gravity, execute more than one action per sector at a time, use ambient sounds, skyboxes, slopes, variable friction, a console, high resolution, MP3/MOD/OGG support, playlist support, 8-player multiplayer, stealth monsters, polyobjects, thousands of generalized line specials, player skins, fully adjustable skin color, bot support, various bug fixes, integrated dehacked support, hi-res texture support, "texture anywhere" support, etc. etc. etc.

The stealth monsters are like any other monster in Doom. Properly used, they add to the level. Improperly used, they don't. It's just that simple.
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cccp_leha
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Post by cccp_leha »

HotWax is right, by me. Oh my, Lexus got back into his proper spelling persona. That's weirder than... an all-digital Marshall running a EMGhz Start... :shock:
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Enjay
 
 
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Post by Enjay »

I too agree with HotWax. It isn't doom any more. In many ways I'm quite glad about it too. Doom hasn't gone away. I can still play "classic" doom either with the original exe or with ports that specifically try to retain as much of the doom feel as possible. Although, to be fair, I rarely do that.

I'm personally not even bothered about total vanilla doom backwards compatibility in Zdoom anymore. I used to think it was important. Nowadays, I think it is more important for Zdoom to have all its features and open up as many editing possibilities within the simple doom/hexen style level structure as possible. If Zdoom becoming a more advanced port breaks its compatibility with older wads, so be it IMO. I can always play older wads on other ports, or even older versions of Zdoom, but I don't want to miss out on a spiffy new experience because some "classic" map buried deep in the idgames archive doesn't work anymore.
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Ixnatifual
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Post by Ixnatifual »

It's all DOOM to me as long as the map is evil and filled with monsters =)
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Giest118
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Post by Giest118 »

... Which is exactly what Map02 of GIEST.wad is.
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Ixnatifual
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Post by Ixnatifual »

giest118 wrote:... Which is exactly what Map02 of GIEST.wad is.
That sounds good, but you must hurry - ixmap04 is well underway. It would be embarassing if I finished it before giestmap02 =)
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Giest118
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Post by Giest118 »

Actually, I don't exactly need to hurry... because I've already established that I'm only going to release 2 of the maps in these forums, and the rest, when they're done, will be available at my future website, which hasn't been created yet. And also map02 is extremely f**king long (going to be about 25 mins). So... blah.
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Giest118
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Post by Giest118 »

Hey, Ix. At the end of your 6-8 level series you should think about having a boss. With the right scripting, you could make something quite cool. You could do something like an extremely strong monster that you don't have enough ammo to kill, so you activate a machine which launches hundreds of projectiles at one particular spot, and if the monster is there, it gets its ass kicked.

The projectile script you would need to accomplish this is relatively simple, and so is giving the monster the necessary health amount.

At the end of Map02 of GIEST.wad, I'm gonna have a boss battle. 'Cause boss battles are cool.
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Ixnatifual
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Post by Ixnatifual »

Damn, 25 minutes =(

The episode is going to be exactly 9 levels, according to my current plans. I already have some plans for the last one. But no doubt it could be improved by scripting.

I actually have 2 little scripts in ixmap04 =)

I'll probably learn scripting bit by bit, and go back to previous levels and add scripts to them later.
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Mundungu
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Post by Mundungu »

I'm not worrying about the scripting on something I've been chipping away at until the end... well I mean, the non-essential scripting. The stuff that opens doors and makes levels accessable will be there. If I even decide to do one of them fancy-ass intros, it won't be much more than an afterthought... never really messed with storylines as far as DooM is concerned.
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Lexus Alyus
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Post by Lexus Alyus »

Man, story lines are what make things interesting! And I lie it that most new games use story lines. After all, if it has no story then it really has no purpose and it's juts a themeless mess...

That's what I think, although you can feel free to disagree, after all, that's what I'm here for... to disagree with :-D

:twisted:
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Ixnatifual
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Post by Ixnatifual »

I'll be using intermission screens between every few maps to keep the incredibly complex story going. Here's the incredibly plot-filled intro:

You thought it was over... Wait, actually you didn't. You knew it would never be over. Every time you save mankind, it's just a matter of time before the demon bodies hit the floor once more. Hell's hordes are seemingly endless. No matter how many you kill, they just come back... stronger every time.

Out the shuttle window you can see Saturn in the distance. It all started 15 months ago, when geologists noticed significant changes on Saturn's moon, Titan. The ice block had started melting. Probes discovered that even the rock itself on Titan had begun to change, and that the moon's internal core was bustling with activity.

Never knowing when to take a hint, the UAC constructed a mineral storage facility and a laboratory on the moon, intent on figuring out what was going on, and how they could take advantage of it.

2 weeks ago all contact with Titan ceased. Big surprise. This is where you come in.
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Mundungu
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Post by Mundungu »

Lexus Alyus wrote:Man, story lines are what make things interesting! And I lie it that most new games use story lines. After all, if it has no story then it really has no purpose and it's juts a themeless mess...

That's what I think, although you can feel free to disagree, after all, that's what I'm here for... to disagree with :-D

:twisted:
I'm so full of crap... the reality of it is that I'm a bunk scripter.
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Giest118
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Post by Giest118 »

Ixnatifual wrote:I'll be using intermission screens between every few maps to keep the incredibly complex story going. Here's the incredibly plot-filled intro:

You thought it was over... Wait, actually you didn't. You knew it would never be over. Every time you save mankind, it's just a matter of time before the demon bodies hit the floor once more. Hell's hordes are seemingly endless. No matter how many you kill, they just come back... stronger every time.

Out the shuttle window you can see Saturn in the distance. It all started 15 months ago, when geologists noticed significant changes on Saturn's moon, Titan. The ice block had started melting. Probes discovered that even the rock itself on Titan had begun to change, and that the moon's internal core was bustling with activity.

Never knowing when to take a hint, the UAC constructed a mineral storage facility and a laboratory on the moon, intent on figuring out what was going on, and how they could take advantage of it.

2 weeks ago all contact with Titan ceased. Big surprise. This is where you come in.
... Good story. The "Classic Doom Go To Another Planet" story. I like those sort of stories....
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