I've updated the first post with screen shots and a general description of the project for those not familiar.
[EDIT] Added two new enemies, AT-ST Driver, and a mad claw Wookie. The player now has a single frame sprite, so I'm not looking at DoomGuy during camera shots.
[EDIT2] Two AT-ST drivers will now hop out of an AT-ST before it explodes. All maps that have a special puzzle item will now show that item on screen while it is in your inventory (for that map only). I've replaced the Shield Converter sprites with a rip from Dark Forces, not really happy with it but it's better then mine. A few general improvements to a few of the maps (overhauled the two Wampa cave maps).
[EDIT3] Added my inaccuracy code to the Light Repeating Blaster.
[EDIT4] Added a sniper SnowTrooper type. Retaliators travel faster and ignore your shields (+PIERCEARMOR). Redid the AT-ST to better match the AT-AT. Added the Strife targeter graphics to the speeder airstrike weapon.
Current stats:
39 enemy types
62 maps (excluding start maps & misc maps)
14 puzzle items
[EDIT5] Weapon changes:
Added a gauge to the Light Repeating Blaster to indicate it's inaccuracy.
The Fusion Cutter has limited use before it needs to recharge.
Thermal Detonators now behave a bit different. Instead of exploding on impact, they simply drop and continue their countdown. 48 tics after you throw a grenade, it'll explode. Now you can use them at point blank range and back off before they explode.
[EDIT6] Adding two more Jawas, an engineer, and shamaness.
[EDIT7] Added the Jawa engineer, and redid the crawlers treads.
Not going to bump this thread for this:
http://home.midmaine.com/~lilwhitemo/cr_v345.zip Contains all the aforementioned changes since 3.44.
[EDIT8] Re-did the Jawa Engineer, gave him a junk pack. Added the Jawa's "Monster" droid. There's three different pieces, bottom, middle, top, from which it randomly selects a part. Get some weird combos (Probe droid head, R2 body, Gonk legs, etc..). The monster droid is now what the engineer builds.
[EDIT9] Added a new blue key map, with a Jawa Shamaness guarding it. She's not difficult to beat, once you figure it out. Jawas can now drop light blaster batteries.
I'm going to add a universally present map, the main Rebel base. There you can go to heal, buy weapons, and some other stuff you'll have to figure out. Just not sure how I'm going to connect it to the hub.
[EDIT10] Added the rebel base. A speeder bike parked outside your home will transport you there and back. I'll place the bike in a few other maps where it's appropriate.
[EDIT11] Fixed a bug with the drivers spawned by AT-STs. Replaced the SMALLFONT, makes the game menus a bit annoying to navigate, but no alternative AFAIK.
[EDIT12] Fixed some missing player sounds, added some new ones. Removed a few AT-STs, and increased their HPs a bit.
[EDIT13] Trying to get around the random() issues. You now have to go to the rebel base to receive your mission. Not sure how effective this will be on random().
[EDIT14] Added a new map, a blizzard. Bounty hunters drop a few more credits now. Speeder strikes are more readily available, to deal with AT-STs easier. Strikes can no longer be used in-doors now. Fixed the R2 movement sound. Light repeating blasters over-heat a bit faster. Assorted tweaks to existing levels.
[EDIT15] Replaced the cargo loader graphics with a design based off the TIE Crawler. Modified it's behavior a bit as well, giving it a blaster attack, and increasing the self-damage done by exploding crates. I've also added a shield reflection effect.
[EDIT16]
http://home.midmaine.com/~lilwhitemo/cr_346.zip
[EDIT17] Fixed(?) a bug with the TIE cargo handler, and the Warehouse level. I've enabled level swapping for the link maps, to make hubs a little more random. Gonna try and make the key & gate maps swappable as well.
[EDIT18] Key and gate maps can now be swapped. Need to go through and disable the re-populating scripts for when a map is swapped. Modified the light repeating blaster so you can't chaingun snipe with it.
[EDIT19] Woohoo! Maps will no longer repeat until their entire pool has been used up. Either something changed in ZDoom along the way, or I wasn't doing it right the first time I tried this (Though Graf seemed inclined that ZDoom couldn't handle it at the time).
Just streamlined the map selection code. Multidimensional arrays and functions are your friends. :) Went from a few pages of code to a dozen lines.
[EDIT20] Re-enabled the bonus awards and quick play. Quick play is now toggled by a switch from the rebel base.
[EDIT21] Added a SnowTrooper speeder bike enemy. The droid bonus now gives you an orbiting remote that takes shots at enemies around you. Only lasts for the hub following the award.