[Contest] Doom Mutator Contest 2!

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Project Shadowcat
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Re: [Contest] Doom Mutator Contest 2!

Post by Project Shadowcat »

DOOMERO-21 wrote:... if i can edit the sprites and sounds of doom2 ....
Basically all you can add is code-work. No new graphics, not even edits.
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MagSigmaX
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Re: [Contest] Doom Mutator Contest 2!

Post by MagSigmaX »

I'm in! I have a good idea on my head... I just hope I can pull it off. :D
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Nash
 
 
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Re: [Contest] Doom Mutator Contest 2!

Post by Nash »

scalliano wrote:Okay, let's get the ball rolling:

Shuffle Lite!

A "diet" version of my monster randomizer wad, with a selection of familiar enemies (and a few new ones) recreated entirely in DECORATE with translations (some of which are better than others, I admit :P), all of which crammed into less than 32kB!

Enjoy!

EDIT: Quick update to fix a couple of sound issues (really need to turn the stereo off when I do this).
Why am I getting startup errors with both the latest SVN versions of ZDoom and GZDoom?

Code: Select all

Script error, "ShuffleLite.wad:DECORATE" line 548:
"DONTHURTSHOOTER" is an unknown flag

Script error, "ShuffleLite.wad:DECORATE" line 574:
"DONTHURTSHOOTER" is an unknown flag
They're both legitimate flags... weird?
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Jimmy
 
 
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Re: [Contest] Doom Mutator Contest 2!

Post by Jimmy »

DONTHURTSHOOTER (no +) isn't a flag. It's a property. :P
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scalliano
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Re: [Contest] Doom Mutator Contest 2!

Post by scalliano »

I see the SVNs are a bit more anal about the syntax. I'll look into it.

EDIT: Fixed.
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InsanityBringer
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Re: [Contest] Doom Mutator Contest 2!

Post by InsanityBringer »

exploding monsters

In the same spirit of 10x. but with a twist... The extra monsters come from when you kill the parent monster!

(note: may change still. Some monsters sometimes spawn outside the map in tight areas. This is unavoidable but I may be able to compensate)

edit: bugfix
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wildweasel
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Re: [Contest] Doom Mutator Contest 2!

Post by wildweasel »

Project Dark Fox wrote:
DOOMERO-21 wrote:... if i can edit the sprites and sounds of doom2 ....
Basically all you can add is code-work. No new graphics, not even edits.
Not even compositing bits of sprites together through Textures? Because that could be fun.
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.ex.inferis.
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Re: [Contest] Doom Mutator Contest 2!

Post by .ex.inferis. »

So these lumps, basically, in the wad file:
DECORATE
SNDINFO
GLDEFS (if for compatibility only)

Is this correct?
*edit: stupid keyboard making me look [censored word]. :P
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Jimmy
 
 
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Re: [Contest] Doom Mutator Contest 2!

Post by Jimmy »

If I can come up with something really wacky I'll give this a shot.
wildweasel wrote:
Project Dark Fox wrote:
DOOMERO-21 wrote:... if i can edit the sprites and sounds of doom2 ....
Basically all you can add is code-work. No new graphics, not even edits.
Not even compositing bits of sprites together through Textures? Because that could be fun.
It's definitely allowed for weapons, hopefully for monsters too. :P (See Kinsie's entry to the first contest.)
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phi108
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Re: [Contest] Doom Mutator Contest 2!

Post by phi108 »

If I have time next week, I may try to throw something together, using Decorate and Textures. I have a proof of concept working, and I'd like to balance and perfect it. I still need to look through the first contest's entries, and I hope to see more great mutations this time!
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Project Shadowcat
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Re: [Contest] Doom Mutator Contest 2!

Post by Project Shadowcat »

wildweasel wrote:
Project Dark Fox wrote:
DOOMERO-21 wrote:... if i can edit the sprites and sounds of doom2 ....
Basically all you can add is code-work. No new graphics, not even edits.
Not even compositing bits of sprites together through Textures? Because that could be fun.
That is considered code-work (...to me, anyway...), because you're still using just Doom2 resources. :P
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Skippy
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Re: [Contest] Doom Mutator Contest 2!

Post by Skippy »

My work-in-progress makes extensive use of TEXTURES to create 'new' graphical assets from the stock Doom II patches and sprites. The rules say TEXTURES and ANIMDEFS are fine.

Please confirm that this is okay! :?
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XutaWoo
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Re: [Contest] Doom Mutator Contest 2!

Post by XutaWoo »

Kinsie got away with it in the last one, so I'd say it's okay.
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Cutmanmike
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Re: [Contest] Doom Mutator Contest 2!

Post by Cutmanmike »

Editing graphics via TEXTURES is fine. I'll stress that in the rules for future entries :P
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dljosef
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Re: [Contest] Doom Mutator Contest 2!

Post by dljosef »

I tried the exploding monsters thing, and I found two things about the SS guard: A whole swarm of them spawn when the original one dies, and the spawned ones have too much health (twice as much as that of the parent) considering their firing rate.
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