[WIP] ZDoom Wars (Version 0.85)
Re: [WIP] ZDoom Wars (Slot 5 emptyness makes me sad!)
Well, I got it from the game red faction. Normally, its a wav file, but I had to download the mp3 version of it.
Here be it:
http://files.filefront.com/Stormrar/;11 ... einfo.html
Here be it:
http://files.filefront.com/Stormrar/;11 ... einfo.html
- BouncyTEM
- Posts: 3822
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Re: [WIP] ZDoom Wars (Slot 5 emptyness makes me sad!)
hm, the already compressed one. x.x
No worries though, a quick google for it and I managed to make a better version!
it's not only smaller but it sounds better and less compressed.
http://www.sendspace.com/file/901znl
here you go!
2-3 MB.
OGGs are zdoom's best friend when it comes to music.
EDIT: I thought i'd save you a bit of extra time, so I modified the music file in the level for you!
http://www.sendspace.com/file/5craim
here we go.
No worries though, a quick google for it and I managed to make a better version!
it's not only smaller but it sounds better and less compressed.
http://www.sendspace.com/file/901znl
here you go!
2-3 MB.
OGGs are zdoom's best friend when it comes to music.
EDIT: I thought i'd save you a bit of extra time, so I modified the music file in the level for you!
http://www.sendspace.com/file/5craim
here we go.
- Captain Ventris
- Posts: 4609
- Joined: Mon Jul 31, 2006 4:25 pm
- Location: San Antonio, TX
Re: [WIP] ZDoom Wars (Slot 5 emptyness makes me sad!)
I wouldn't say the level is done, mik. There are still a couple issues that need addressing.
1. Some cacodemons passed through the walls of the canyon, and I don't think they could come back out. No idea how that would happen.
2. ALL projectiles should pass through those fences. It's lame to have your decent shooters (Mancubi, Cacodemons, you name it) not being able to hit something that isn't directly above them since the fence blocks their shots.
Other than that, WOW. I set up an epic battle on the map, and it was dang impressive other than the bugs I encountered.
Also, the song is cool.
EDIT: Should SOME basic units be able to be altered in some manner using a radius effect ability or something? For example, hitting a bunch of heretic gargoyles turns them into suicide bombers or something? If it was done in clusters, subtly or overtly shifting the purpose of some basic creatures could come in handy, and MIGHT work out.
1. Some cacodemons passed through the walls of the canyon, and I don't think they could come back out. No idea how that would happen.
2. ALL projectiles should pass through those fences. It's lame to have your decent shooters (Mancubi, Cacodemons, you name it) not being able to hit something that isn't directly above them since the fence blocks their shots.
Other than that, WOW. I set up an epic battle on the map, and it was dang impressive other than the bugs I encountered.
Also, the song is cool.
EDIT: Should SOME basic units be able to be altered in some manner using a radius effect ability or something? For example, hitting a bunch of heretic gargoyles turns them into suicide bombers or something? If it was done in clusters, subtly or overtly shifting the purpose of some basic creatures could come in handy, and MIGHT work out.
Re: [WIP] ZDoom Wars (Special abilities for your monsters!)
Alright, thanks a lot, bouncy.
Also, I don't know how to make projectiles go through the fence. I made it blocking by putting bridge objects there. I guess the alternative could be to just remove the fence. Unless there is an alternative anyone knows of?
Also, I don't know how to make projectiles go through the fence. I made it blocking by putting bridge objects there. I guess the alternative could be to just remove the fence. Unless there is an alternative anyone knows of?
- Captain Ventris
- Posts: 4609
- Joined: Mon Jul 31, 2006 4:25 pm
- Location: San Antonio, TX
Re: [WIP] ZDoom Wars (Special abilities for your monsters!)
Perhaps put a short half-wall, short enough for an imp to shoot over. I'm no mapper, so I have no idea if there is a way to keep the fence while including better functionality.
Re: [WIP] ZDoom Wars (Special abilities for your monsters!)
I think ill just get rid of it. It also seems to get cacodemons all bugged up when they fly over it. As for the cacos getting stuck out of the level, where did they get out?
- Captain Ventris
- Posts: 4609
- Joined: Mon Jul 31, 2006 4:25 pm
- Location: San Antonio, TX
Re: [WIP] ZDoom Wars (Special abilities for your monsters!)
The great big canyon wall visible from the courtyard with the gates in it.Mik57 wrote:I think ill just get rid of it. It also seems to get cacodemons all bugged up when they fly over it. As for the cacos getting stuck out of the level, where did they get out?
EDIT: Was the rate of the giant wall's descent long enough when you played on the map?
Re: [WIP] ZDoom Wars (Special abilities for your monsters!)
I think I should maybe make it a little bit longer. My friend barely had a tiny defense up (outer wall populated) by the time I attacked.
- Captain Ventris
- Posts: 4609
- Joined: Mon Jul 31, 2006 4:25 pm
- Location: San Antonio, TX
Re: [WIP] ZDoom Wars (Special abilities for your monsters!)
Alright, do that. Make it relatively long.Mik57 wrote:I think I should maybe make it a little bit longer. My friend barely had a tiny defense up (outer wall populated) by the time I attacked.
Re: [WIP] ZDoom Wars (Special abilities for your monsters!)
Alright, final version. All bugs tested, and fixed. Fence removed. Canyon Impassable. Music awesome. Huge wall huger (2:55 to lower, about as long as the song.)
I believe this is the final version. Put it on the frontpage if you want.
http://www.sendspace.com/file/cpumwe
I believe this is the final version. Put it on the frontpage if you want.
http://www.sendspace.com/file/cpumwe
- BouncyTEM
- Posts: 3822
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Re: [WIP] ZDoom Wars (Special abilities for your monsters!)
I was curious what you would think about this too, FYI. 
Spoiler:
Re: [WIP] ZDoom Wars (Special abilities for your monsters!)
Looks cool, but its too clear for a stormy night.
- Captain Ventris
- Posts: 4609
- Joined: Mon Jul 31, 2006 4:25 pm
- Location: San Antonio, TX
Re: [WIP] ZDoom Wars (Special abilities for your monsters!)
Awesome, awesome, awesome. Going on the front page!
EDIT: Is there a way to stop air forces from engaging? Can a line def change type? Like, the wall is a block monster line, but once the wall is lowered completely, it becomes passable?
EDIT: Is there a way to stop air forces from engaging? Can a line def change type? Like, the wall is a block monster line, but once the wall is lowered completely, it becomes passable?
Re: [WIP] ZDoom Wars (The epic map Tech Monolith is released!)
Not that I know of. I know that can get a little annoying, but I guess just invest in some anti-air in the beginning.
- BouncyTEM
- Posts: 3822
- Joined: Sun Aug 24, 2003 5:42 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: 2280 Lol Street: The Calamitous Carnival (formerly Senators Prison)
Re: [WIP] ZDoom Wars (The epic map Tech Monolith is released
shouldn't that be possible with ACS?
EDIT: I know it's not much now, but I got something to contribute.
Dead Link
Dead Link
Dead Link
Dead Link
Dead Link
Dead Link
Dead Link
Dead Link
hosting!
EDIT: I know it's not much now, but I got something to contribute.
Dead Link
Dead Link
Dead Link
Dead Link
Dead Link
Dead Link
Dead Link
Dead Link
hosting!
