Atherius Project(Comments Please)

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
Captain Proof
Posts: 1028
Joined: Wed Aug 27, 2008 8:51 am
Location: Henderson
Contact:

Atherius Project(Comments Please)

Post by Captain Proof »

Here's a project I've been working on called the Atherius Project.
Spoiler:
Fighting with UAC Black Op's(Will change the Marine Sprite,and this is not included in the Demo)

Here's the Demo
http://www.sendspace.com/file/tgnsgl

EDIT:All this demo contains is the first Sector of the Map,I've just learned how to use ACS so be easy on me.If you see something that needs to be fixed let me know.Hopefully everyone likes it for the most part.

Note:Jump and Crouch are needed in this,Crouch will be extremely useful when going up against the Black Ops.
Also you will need skulltag to play this.
Last edited by Captain Proof on Wed Apr 29, 2009 1:25 pm, edited 8 times in total.
User avatar
Remmirath
Posts: 2562
Joined: Sun Dec 23, 2007 3:53 am
Graphics Processor: nVidia with Vulkan support
Location: My house
Contact:

Re: Atherius Project

Post by Remmirath »

Screenshots are not bad, although i've noticed some misalignments in the first and second screenie; use the Lower and Upper Unpegged flag on those sidedefs to fix the window textures...
User avatar
Captain Proof
Posts: 1028
Joined: Wed Aug 27, 2008 8:51 am
Location: Henderson
Contact:

Re: Atherius Project

Post by Captain Proof »

I saw it,Thanks.I'll fix that.

Edit:Oh yeah,I tried making a mirror in that first screenshot,but I wanted the reflection to reflect something hellish(Got the Idea from Silent Hill)but it won't work.I even tried making a test sector to see if maybe the sector behind the mirror had to be EXACTLY the same...but it still did'nt work.Did I do something wrong?
User avatar
Ghastly
... in rememberance ...
Posts: 6109
Joined: Fri Jul 06, 2007 2:34 pm

Re: Atherius Project

Post by Ghastly »

From what I understand about mirrors, there has to be enough blank space behind the mirror as the space in front of it, otherwise, it won't mirror all of it. Since you don't have -any- blank space behind that mirror, it can't be a mirror.
User avatar
Captain Proof
Posts: 1028
Joined: Wed Aug 27, 2008 8:51 am
Location: Henderson
Contact:

Re: Atherius Project

Post by Captain Proof »

This is what I've got

Image

I tried setting up a mirror before I actually set up the Sector Lighting.
User avatar
JonayaRiley
Posts: 293
Joined: Thu Aug 07, 2008 11:48 pm
Graphics Processor: nVidia with Vulkan support
Location: Austin, TX
Contact:

Re: Atherius Project

Post by JonayaRiley »

Captain Proof wrote:This is what I've got

Image

I tried setting up a mirror before I actually set up the Sector Lighting.
I'm not sure what you describe can be done with ZDoom or Skulltag. Both use void space to render the mirrored area, which means you need an amount of nothing (not an empty sector - actual void space with no level geometry in it whatsoever) equal to the space you want mirrored. It is my understanding that any geometry in the void space behind the mirror will be merged with the mirror render, but I'm not sure if this can be done in a predictable way to create the effect you're talking about.
User avatar
Captain Proof
Posts: 1028
Joined: Wed Aug 27, 2008 8:51 am
Location: Henderson
Contact:

Re: Atherius Project

Post by Captain Proof »

Oh ok,well thanks for telling me but it sucks that I can't pull off that trick.

EDIT:Just to let everyone know...if you haven't tested it out it's not all Tech Base.It will end up being a big mish mash of different Environment's.Here's more eyecandy.
Spoiler:
I've went a tad bit crazy over the special features(Fog,Colored lighting,Ambient Sounds,Windows)ever since I started doing Atherius in Hexen Format so you have to forgive me.
User avatar
Captain Proof
Posts: 1028
Joined: Wed Aug 27, 2008 8:51 am
Location: Henderson
Contact:

Re: Atherius Project

Post by Captain Proof »

I really need feedback so If anyone has tried this let me know if there is anything wrong or tips for improvement or something.

If no ones tried it then you really should.
User avatar
Captain Proof
Posts: 1028
Joined: Wed Aug 27, 2008 8:51 am
Location: Henderson
Contact:

Re: Atherius Project(Demo)

Post by Captain Proof »

New Screenshots,check them out(Or don't)
Spoiler:
User avatar
Remmirath
Posts: 2562
Joined: Sun Dec 23, 2007 3:53 am
Graphics Processor: nVidia with Vulkan support
Location: My house
Contact:

Re: Atherius Project(Demo)

Post by Remmirath »

Screenshots are pretty interesting. You are growing stronger in mapping. Keep it up! :)
User avatar
Captain Proof
Posts: 1028
Joined: Wed Aug 27, 2008 8:51 am
Location: Henderson
Contact:

Re: Atherius Project(Demo)

Post by Captain Proof »

Even the big school bus that's supposed to be a spaceship?
Thank's Morpheus.
User avatar
JonayaRiley
Posts: 293
Joined: Thu Aug 07, 2008 11:48 pm
Graphics Processor: nVidia with Vulkan support
Location: Austin, TX
Contact:

Re: Atherius Project(Demo)

Post by JonayaRiley »

Yeah, the WAD is coming along nicely. I really like the last two screen shots.
User avatar
Captain Proof
Posts: 1028
Joined: Wed Aug 27, 2008 8:51 am
Location: Henderson
Contact:

Re: Atherius Project(Demo)

Post by Captain Proof »

Yeah,I'm about 75% complete with it right now.I WAS complete with it last night but then I remembered I had another that I had no use for,So i decided to play around with it.
Spoiler:
User avatar
Captain Proof
Posts: 1028
Joined: Wed Aug 27, 2008 8:51 am
Location: Henderson
Contact:

Re: Atherius Project(Restarted)

Post by Captain Proof »

Ok I finished up the first level the other night and I checked for errors and good lord of the abyss...there was a list of errors that just made me vomit. :blergh:
Needless to say I deleted the map and I restarted.I decided to divide the map into sections instead of one insanely huge map.I know it took at least a minute to load up...and even longer to save.
But on the up side the new level looks a hell of alot better than the old.
Changes
-You no longer start out at the spaceport...your ship crashed and you have to make your way to the Atherius base.The first level is set inside an abandonded forward base.
-Playable with GZDoom,It aggravated me that I could never get Skyboxes and Mirror linedefs to work right on skulltag
-No more Errors...no unclosed sectors...nothing!I ran an error check after I created each sector.
-I'm getting the hang of ACS...deepwater...yaddah yaddah yaddah

I'll throw some screenies up tomorrow. :D
User avatar
Demolisher
Posts: 1749
Joined: Mon Aug 11, 2008 12:59 pm
Graphics Processor: nVidia with Vulkan support
Location: Winchester, VA
Contact:

Re: Atherius Project(Restarted)

Post by Demolisher »

Captain Proof wrote: -No more Errors...no unclosed sectors...nothing!I ran an error check after I created each sector.
Sounds tedious. I usually check every 100 or so sectors :P .
Locked

Return to “Abandoned/Dead Projects”