[Project] [BUMP] Sect: Redeemer
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Jack, you must be insane. You've written a decent original plot here but it's becoming more and more sprawlingly ambitious. I also note that you've added me to the mapping list when all I've said is that I'll be doing a test run.
Think about the other projects that are about at the moment - ZDCMP2, KDiZD, ZHalloween, the ZDoom 2, and a few others. Nearly everyone in the community who would make themselves available to work on a project has already signed up for one. You'll be lucky to even get someone to map for you, let alone get sprite artists, DECORATE coders and the like. Hasn't it struck you as odd that I'm the only person who's replied to the thread, and even that was only because I liked the story (I'm currently involved with ZDoom 2)?
I think you're getting ahead of yourself, and the deadlines you have set aren't likely to be met. It might be a better idea for you to break this down into more manageable chunks - say, take the first level and set that as the inital goal of the project. See what kind of response you get and go from there. Judging by the number of questions I had to ask just to get a rough idea of what this was all about, there's probably a whole heap of other things for you consider before you take this on. Why not work first of all on making a really kick-ass one-level city WAD crawling with zombies to slaughter, polish it up to the limit, and see how that goes? I for one am much more fond of playing high-quality single-level wads from Tormentor and the like than piss-poor muilt-level efforts.
Although it might sound discouraging, it isn't meant to be. In time you'll be able to get all of this done, but be realistic. Maybe you'll be happy to release a shitty, rushed WAD, but don't expect anyone to help you make it, let alone play it. Take your time, be realistic, and it will pay off in the long run.
PS - no need to keep bumping the thread with pointless [UPDATED] post - it will just piss folk off. I'll have that TEST level done in the next week or two. Good luck!
Think about the other projects that are about at the moment - ZDCMP2, KDiZD, ZHalloween, the ZDoom 2, and a few others. Nearly everyone in the community who would make themselves available to work on a project has already signed up for one. You'll be lucky to even get someone to map for you, let alone get sprite artists, DECORATE coders and the like. Hasn't it struck you as odd that I'm the only person who's replied to the thread, and even that was only because I liked the story (I'm currently involved with ZDoom 2)?
I think you're getting ahead of yourself, and the deadlines you have set aren't likely to be met. It might be a better idea for you to break this down into more manageable chunks - say, take the first level and set that as the inital goal of the project. See what kind of response you get and go from there. Judging by the number of questions I had to ask just to get a rough idea of what this was all about, there's probably a whole heap of other things for you consider before you take this on. Why not work first of all on making a really kick-ass one-level city WAD crawling with zombies to slaughter, polish it up to the limit, and see how that goes? I for one am much more fond of playing high-quality single-level wads from Tormentor and the like than piss-poor muilt-level efforts.
Although it might sound discouraging, it isn't meant to be. In time you'll be able to get all of this done, but be realistic. Maybe you'll be happy to release a shitty, rushed WAD, but don't expect anyone to help you make it, let alone play it. Take your time, be realistic, and it will pay off in the long run.
PS - no need to keep bumping the thread with pointless [UPDATED] post - it will just piss folk off. I'll have that TEST level done in the next week or two. Good luck!
- JacKThERiPPeR
- Posts: 203
- Joined: Tue Jul 06, 2004 11:45 am
- Location: España / Spain
Ok. You can leave all the mapping job. I think I was quite insane about it. Maybe a bit exigent.
Lemme see, I think I'll need to make all the levels, that test map will just be a kind of demo of it to test all the DECORATE stuff. <I'm so stupid, DELETED TEXT>. I'll make a bit of DECORATE of it and just make the graphics for it. Yeah, maybe I'm crazy, but I realized something at all, right?
Anyways, I think I'll need to download that "Too Much Brown" wad from Tormentor.
Lemme see, I think I'll need to make all the levels, that test map will just be a kind of demo of it to test all the DECORATE stuff. <I'm so stupid, DELETED TEXT>. I'll make a bit of DECORATE of it and just make the graphics for it. Yeah, maybe I'm crazy, but I realized something at all, right?
Anyways, I think I'll need to download that "Too Much Brown" wad from Tormentor.
Good chap. My level will be based on MAP01/02, the overrun city. It'll be a grid of streets and buildings that have been wrecked by the zombie onslaught. There'll be a couple of objectives, like clearing a blockade or extinguishing a fire to progress, that sort of thing, but the play area will hopefully be open enough to support a whole rush of zombies from all directions, for the player to dutifully mow down with an M4.
The gameplay will be a mix of run-and-gun and positional tactics; if the player dies it will either be through not looking where they're going or from being overwhelmed by sheer force of numbers. Since it's the opening level a lot of it will be more for setting the tone and letting the player get used to the weapons rather than being an overtly difficult challenge in itself.
Once I've got something working, it's yours to expand upon and tweak as you see fit. I've never seen a good old-fashioned Robotron style zombie rush done in an urban environment in Doom - this might just be it.
The gameplay will be a mix of run-and-gun and positional tactics; if the player dies it will either be through not looking where they're going or from being overwhelmed by sheer force of numbers. Since it's the opening level a lot of it will be more for setting the tone and letting the player get used to the weapons rather than being an overtly difficult challenge in itself.
Once I've got something working, it's yours to expand upon and tweak as you see fit. I've never seen a good old-fashioned Robotron style zombie rush done in an urban environment in Doom - this might just be it.
- JacKThERiPPeR
- Posts: 203
- Joined: Tue Jul 06, 2004 11:45 am
- Location: España / Spain
OK. I'll be doing on the meanwhile some random map from the list, until I go to Merida for tomorrow and stay there one day. I'll come back this Saturday GMT +1. Any comments are welcome.Skippy wrote:Good chap. My level will be based on MAP01/02, the overrun city. It'll be a grid of streets and buildings that have been wrecked by the zombie onslaught. There'll be a couple of objectives, like clearing a blockade or extinguishing a fire to progress, that sort of thing, but the play area will hopefully be open enough to support a whole rush of zombies from all directions, for the player to dutifully mow down with an M4.
The gameplay will be a mix of run-and-gun and positional tactics; if the player dies it will either be through not looking where they're going or from being overwhelmed by sheer force of numbers. Since it's the opening level a lot of it will be more for setting the tone and letting the player get used to the weapons rather than being an overtly difficult challenge in itself.
Once I've got something working, it's yours to expand upon and tweak as you see fit. I've never seen a good old-fashioned Robotron style zombie rush done in an urban environment in Doom - this might just be it.
- JacKThERiPPeR
- Posts: 203
- Joined: Tue Jul 06, 2004 11:45 am
- Location: España / Spain
- JacKThERiPPeR
- Posts: 203
- Joined: Tue Jul 06, 2004 11:45 am
- Location: España / Spain
- JacKThERiPPeR
- Posts: 203
- Joined: Tue Jul 06, 2004 11:45 am
- Location: España / Spain
- Ryan Cordell
- Posts: 4349
- Joined: Sun Feb 06, 2005 6:39 am
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Capital of Explodistan
@Wills and Blade: I hadn't a clue what you were talking about so I searched the forums and looked at the WWE thread. I get it now, and I'd have to agree that this project is rapidly heading down that route.
@Jack: I know I've pulled out from the project, and from what I see you're pretty much on your own, but please, please stop bumping the thread. Those screenshots - I don't know what I'm looking at, quite frankly. Neither the thread, the project or the Earth itself will implode if you fail to keep it in the 'Recent Topics' section, which certainly appears to be your goal at the moment. Please, please, please don't bump this again until you have something worthy of people's attention - four walls and some fog do not make me want to dance around with glee.
Look at what Belial had to say about Woe Without End, after 14 pages of sheer hype and little else:
Best of luck.
@Jack: I know I've pulled out from the project, and from what I see you're pretty much on your own, but please, please stop bumping the thread. Those screenshots - I don't know what I'm looking at, quite frankly. Neither the thread, the project or the Earth itself will implode if you fail to keep it in the 'Recent Topics' section, which certainly appears to be your goal at the moment. Please, please, please don't bump this again until you have something worthy of people's attention - four walls and some fog do not make me want to dance around with glee.
Look at what Belial had to say about Woe Without End, after 14 pages of sheer hype and little else:
I'm no expert, but continuing to do this will just turn folk against you, mate. Look at the thread - only three people apart from yourself have even posted on it, and two have more or less dismissed the project out of hand. All of the other posts are your own rhetoric. If you want some friendly advice, leave the thread alone for a while (hell, make a note of the URL if you're worried about 'losing' it), and come back in a few month's time with some nice, detailed screenshots to give us all some reason to have faith in the project.Of Woe Without End, Belial wrote:Deathsong hyped this thing almost as much as KDiZD was hyped back in the day, and a few months later he still has nothing to show for it, except for a ton of text. He also plugged his project whenever it was possible all over the forums.
Best of luck.
- Ryan Cordell
- Posts: 4349
- Joined: Sun Feb 06, 2005 6:39 am
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Capital of Explodistan