Chex Pack (WIP)

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
cq75
Posts: 1212
Joined: Sun Dec 27, 2009 9:28 pm
Graphics Processor: nVidia with Vulkan support
Location: Just beyond the line horizon

Re: Chex Skulltag Pack (WIP) [looking for mappers]

Post by cq75 »

skib wrote:You said you are looking for mappers.
I might be able to help.
I am looking for mappers, yes. Post screenshots of your work, and I'll accept them on a case by case basis if they are good enough. Use Chex3 as the IWAD, and CSPXX.pk3 (XX replaced with the latest version) as additional files in Doom Builder 2.

Don't forget about my config, that should help.

Here's some tips:

1. The space in hallways/passageways/rooms should not be smaller than 64 for any reason, except for secrets. In tiny passages, it's too easy to get stuck, and impossible to dodge fire. I use 128 as my minimum hallway size.

2. Don't litter the level with weapons. Some games have you tripping over super shotguns, but if you have auto switch on you might lose a firefight because you accidentally ran over a zorcher.

3. I do not recommend using the usual Doom standard weapon placement (i.e., super shotguns at every spawn) unless it's vital to your map.

4. Chex Quest does not have tech bases! You're going to have to be creative, especially since Chex's E1 and E2 are generally inferior in detail to Doom's maps.

5. If you want to make good Chex maps, it helps to make your own textures. You don't have to draw them from scratch but simple Photoshops (like what I did in places for INV01) can turn a boring, repetitive texture into something new, that gives a lot more insight into the room it's put in.

You can find a good guide here, too http://www.skulltag.com/forum/viewtopic.php?f=43&t=188
User avatar
skib
Posts: 179
Joined: Sat Jan 29, 2011 6:30 pm

Re: Chex Skulltag Pack (WIP) [looking for mappers]

Post by skib »

@Wild weasel Here's a beta of a mod for a competition

@cq75 Ok, those tips are reasonable! :D
User avatar
BouncyTEM
Posts: 3820
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: Chex Skulltag Pack (WIP) [looking for mappers]

Post by BouncyTEM »

Uh, yeah, about that mod of yours, Skib...screenshots would help. :P
Spoiler:
Honestly I think these speak for themselves. :\
User avatar
cq75
Posts: 1212
Joined: Sun Dec 27, 2009 9:28 pm
Graphics Processor: nVidia with Vulkan support
Location: Just beyond the line horizon

Re: Chex Skulltag Pack (WIP) [looking for mappers]

Post by cq75 »

Thanks for posting screenshots, Bouncy, but why not just tell Skib to do so?

Do you want feedback on this mod, Skib? I'm not interested in it enough to give a detailed review, unless you really want one. I'd rather play Chex Quest or Doom than Heretic.

I don't care very much about the quality of your previous work, I'm not hiring you, or anyone else as a permanent mapper, I judge maps individually, and take the best ones.

If you give me a Chex map, I'll critique it.
User avatar
skib
Posts: 179
Joined: Sat Jan 29, 2011 6:30 pm

Re: Chex Skulltag Pack (WIP) [looking for mappers]

Post by skib »

It's just to show you what I can do!
You don't need to play!
I will make a Chex map for you!
User avatar
cq75
Posts: 1212
Joined: Sun Dec 27, 2009 9:28 pm
Graphics Processor: nVidia with Vulkan support
Location: Just beyond the line horizon

Re: Chex Skulltag Pack (WIP) [looking for mappers]

Post by cq75 »

I updated the doom builder 2 configs so they now included Skulltag's pre-defined dynamic light things

Link: http://www.mediafire.com/?1b3zbijc4vid28o
User avatar
cq75
Posts: 1212
Joined: Sun Dec 27, 2009 9:28 pm
Graphics Processor: nVidia with Vulkan support
Location: Just beyond the line horizon

Re: Chex Skulltag Pack (WIP) [looking for mappers]

Post by cq75 »

A new version, with a new map, ZM05!

.pk3: http://wadhost.fathax.com/files/CSP14-11.zip

Screenshots:

Image
Image
Image
Image
Image


Image
Image
User avatar
cq75
Posts: 1212
Joined: Sun Dec 27, 2009 9:28 pm
Graphics Processor: nVidia with Vulkan support
Location: Just beyond the line horizon

Re: Chex Skulltag Pack (WIP) [looking for mappers]

Post by cq75 »

I'm working on a railgun replacement

These sprites fit right over the skulltag railgun sprites.

EDIT Newest (and best) version:
Spoiler:
EDIT - pickup sprite:

Image

.pk3
Rail ZorcherV4.pk3
With pickup sprite
(133.99 KiB) Downloaded 61 times


Ways to launch this .pk3:

1. As a PWAD of Doom 2, using the Skulltag Engine

OR

2. As a PWAD on CSP.pk3.

Load it in the order Chex3.wad -> CSP.pk3 -> RailZorcherV2.pk3
Last edited by cq75 on Thu Jun 09, 2011 11:08 pm, edited 1 time in total.
User avatar
skib
Posts: 179
Joined: Sat Jan 29, 2011 6:30 pm

Re: Chex Skulltag Pack (WIP) [looking for mappers]

Post by skib »

It's good!
Do you mind if i map for doom instead?
I can't map for chex quest.
User avatar
cq75
Posts: 1212
Joined: Sun Dec 27, 2009 9:28 pm
Graphics Processor: nVidia with Vulkan support
Location: Just beyond the line horizon

Re: Chex Skulltag Pack (WIP) [looking for mappers]

Post by cq75 »

Not at all. If you make anything good for Chex Quest that you want me to try, let me know.

Update: Re-coded the railgun so you can reload it manually.

I also fixed up some maps
User avatar
cq75
Posts: 1212
Joined: Sun Dec 27, 2009 9:28 pm
Graphics Processor: nVidia with Vulkan support
Location: Just beyond the line horizon

Re: Chex Skulltag Pack (WIP) [looking for mappers]

Post by cq75 »

Added some detailing to the subway map

(flemoids not included in the final map)

Image
Image
Image
Image
User avatar
cq75
Posts: 1212
Joined: Sun Dec 27, 2009 9:28 pm
Graphics Processor: nVidia with Vulkan support
Location: Just beyond the line horizon

Re: Chex Skulltag Pack (WIP) [looking for mappers]

Post by cq75 »

New version out! (ChexSTPack15-1.pk3)

It contains a new map (ZM06 - Quarry) and the railzorcher sprites, with new behavior to allow for an early reload (you don't have to fire all four shots before you reload it)

Image
Image

Contains a new skin, the crate disguise skin. It is slightly larger than the original player in radius and height.

Image
Image
Image
User avatar
Captain Ventris
Posts: 4605
Joined: Mon Jul 31, 2006 4:25 pm
Location: San Antonio, TX

Re: Chex Skulltag Pack (WIP) [looking for mappers]

Post by Captain Ventris »

cq75 asked me to post in his thread, but my Skulltag account seems to have asploded, sooo anyway: As I mentioned in-game, the shading on the railgun leaves something to be desired on the entirely original bits (the center and coil at the tip). They're hardly shaded, and certainly not to the degree of the original smooth Chex Quest sprites. They just stand out as a bit too MSPaint-y. Still, like I said, I liked the design, it's the right kind of quirky.
User avatar
cq75
Posts: 1212
Joined: Sun Dec 27, 2009 9:28 pm
Graphics Processor: nVidia with Vulkan support
Location: Just beyond the line horizon

Re: Chex Skulltag Pack (WIP) [looking for mappers]

Post by cq75 »

you're right, it is barely shaded. Any tips on how to improve it? Shading is the hardest part for me.

If I can't figure it out, I'll do some photoshopping.


New version out: Chex Skulltag Pack P15-2

A new map is included: ZM07

http://wadhost.fathax.com/files/ChexSTPackP15-2.zip

Screenshots of ZM07:

Image
Image
Image
Image
Image
Image
Image
Image
Image


I also fixed a few bugs, the LAZ device used to allow freeaiming even if the server forbade it.

Unfortunately, I introduced a new bug, the CL Zorcher is messed up. I'm planning on releasing a new version of this mod soon, so that new version will have that fixed.
Captain Ventris wrote:but my Skulltag account seems to have asploded
Unless something changed since I last checked, all you need to do is reset your password.
User avatar
Captain Ventris
Posts: 4605
Joined: Mon Jul 31, 2006 4:25 pm
Location: San Antonio, TX

Re: Chex Skulltag Pack (WIP) [looking for mappers]

Post by Captain Ventris »

I have no idea about spriting, just calling what I see.

and the ST forums claim not to remember my username-e-mail combo, so gg.
Post Reply

Return to “Gameplay Mods”