[WIP] ZDoom Wars (Version 0.85)

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XutaWoo
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Re: [WIP] ZDoom Wars (NEW RELEASE! Check First Post)

Post by XutaWoo »

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Mik57
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Re: [WIP] ZDoom Wars (NEW RELEASE! Check First Post)

Post by Mik57 »

Will it be alright to put some med packs in the bases? They will be in supply rooms, and the player can retreat to one and it will help them heal.

Also, each of the outposts is a full fledged base, with inlaid traps, defenses, barriers, and safe-rooms, with multiple places to put monsters. The first map will be meant for long battles.

Also, with the player starts, I would place deathmatch starts, right?

Also, Would it be better if I made all of the normal doors and platforms walk-triggered?
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Captain Ventris
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Re: [WIP] ZDoom Wars (NEW RELEASE! Check First Post)

Post by Captain Ventris »

XutaWoo wrote:hi 2.0
I like it, and I'll work on making the big units immune to the lava. Still, Melee units need a way across. Monsters can't make the jump from the slope to the raised area. Fix that and this map will be a bucket of fun!

I can just imagine someone's supreme horde of ettins being spontaneously annihilated. It'll be chaotic! :D

@Mik57
If there are only one or two respawning packs, then yeah, go ahead. It'll make for a fine siege. And yes, Deathmatch starts.
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Mik57
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Re: [WIP] ZDoom Wars (NEW RELEASE! Check First Post)

Post by Mik57 »

Xuta woo, played through your map. I like the center becoming lava, but I don't know how any monsters other that flying monsters are supposed to get through the center. The earthquake seems to slow every monster's movement speed to a crawl, and the death trigger stays in the center after the ash blocks come back up.

On the plus side, I played splitscreen (Dont ask how) with one of my friends, and it gets fairly intense, once someone gets pushed back to their indoor area, they are pretty much screwed. None of my ground units ever made it to his base, but I just massed pain elementals until I blocked him in, then I proceeded to fill his outdoor area full of generators, and I won. Woot!
The match took about 36 minutes.

Plus, since the mana wouldn't regenerate for us, I just allowed us to do an idfa every 5 minutes.
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XutaWoo
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Re: [WIP] ZDoom Wars (NEW RELEASE! Check First Post)

Post by XutaWoo »

hi 0.75 + 2.75

Also I don't know why the sector damage stays
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Mik57
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Re: [WIP] ZDoom Wars (NEW RELEASE! Check First Post)

Post by Mik57 »

Righto. Melee monsters cant get through still, the ash blocks can't be any higher than 24 map units off of the ground, otherwise it can't be climbed. But the earthquake no longer slows the monsters down, and monsters can go down the stairs.

With the sector damage, can't you reset it back to 0 when the ash blocks raise back up, or does 0 instantly kill?
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Captain Ventris
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Re: [WIP] ZDoom Wars (NEW RELEASE! Check First Post)

Post by Captain Ventris »

Hm, not all monsters can go down the stairs. Don't know why. Too tall, perhaps?
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Mik57
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Re: [WIP] ZDoom Wars (NEW RELEASE! Check First Post)

Post by Mik57 »

Hey, can I email someone my map so far? I want to make sure the outpost style I made is likeable.
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Captain Ventris
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Re: [WIP] ZDoom Wars (NEW RELEASE! Check First Post)

Post by Captain Ventris »

Pm me some links and I'll check it out.

I'm messaging Kinsie about making ZDoom Wars Enhanced, which would come with all sorts of gibblety goodness.
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Shadelight
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Re: [WIP] ZDoom Wars (NEW RELEASE! Check First Post)

Post by Shadelight »

Mik57 wrote:Hey, can I email someone my map so far? I want to make sure the outpost style I made is likeable.
Sure, I wouldn't mind taking a quick look. Just click on my email button. :)
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Captain Ventris
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Re: [WIP] ZDoom Wars (NEW RELEASE! Check First Post)

Post by Captain Ventris »

ANNOUNCEMENT:

A great many cosmetic and slight game changes have and are coming to ZDoom Wars!!!

Done:
- Afrits don't play their hatching animation
- Shadow Acolytes are all Shadowy and such.

But so much more is underway!
- Player Classes now play their unique sounds.
- Air units now have insanely high mass, so they don't get shot once and fly backwards for half an hour.
- Strife Stalkers won't be so full of Rape (like they are now). This one will get done when Graf messages me back. D:
- Correct Blood colors for all monsters!
- Title Screen!
- Logo!
- POSSIBLY a custom Palette to make things more vivid and/or pretty. But that's only a maybe.

And most of all:
-Customized and tailored edition of Doom Enhanced included right out of the box! Now with the new ROBOGIBBER, so the Robots can join in on the fun! We're talking custom blood color, Boss Gibbers for Green, Blue, and Robotic Gibs, etc. It's gonna' be mighty impressive! This will take much time to implement and get worked out, but it will be awesome when complete! For those with lesser systems, the gibs will disappear after a time.
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Mik57
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Re: [WIP] ZDoom Wars (NEW RELEASE! Check First Post)

Post by Mik57 »

Alright, the main fortresses will be multi- tiered. Attackers will have to fight their way through 4 levels of the fortress (including ground level) To get to the main area, then they will have to fight through the main chamber, then they would have won.

But im trying to decide if I should make both fortresses exactly the same, or if I should make them differently designed, but balanced.
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Captain Ventris
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Re: [WIP] ZDoom Wars (NEW RELEASE! Check First Post)

Post by Captain Ventris »

Mik57 wrote:Alright, the main fortresses will be multi- tiered. Attackers will have to fight their way through 4 levels of the fortress (including ground level) To get to the main area, then they will have to fight through the main chamber, then they would have won.

But im trying to decide if I should make both fortresses exactly the same, or if I should make them differently designed, but balanced.
Differently designed. I can hardly think of something sweeter. If you need help designing the fortresses, just ask.
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Mik57
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Re: [WIP] ZDoom Wars (Cosmetic Overhaul!)

Post by Mik57 »

You know, this is coming out to be an impressive project. Glad I could be involved with this, Ventris! :cheers:
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Captain Ventris
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Re: [WIP] ZDoom Wars (Cosmetic Overhaul!)

Post by Captain Ventris »

Mik57 wrote:You know, this is coming out to be an impressive project. Glad I could be involved with this, Ventris! :cheers:
Heh, thanks. I'm just glad you're involved. XD

When Doom Enhanced is implemented, and all the Sides up to Chex Quest are balanced, and there are a couple maps, I would love to host a ZDoom Wars meet.

EDIT: Remember, I'm a newb. I still need a little help in the Editing Forum! XD
The thing that really troubles me is that I can't get all of a player's Monsters to die when they do. Otherwise, people will just get killed repeatedly because it doesn't matter! If Skulltag's LMS mode could be ported to ZDoom somehow, All would be well in the world.
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