community project idea: maps for ww-nazis

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: community project idea: maps for ww-nazis

Post by wildweasel »

I'd honestly prefer to start the project thread myself (now that we have something to show) - could you send me the screenshots you've got?
User avatar
Doctor-Dos
Posts: 184
Joined: Fri Aug 19, 2011 3:42 pm

Re: community project idea: maps for ww-nazis

Post by Doctor-Dos »

wildweasel wrote:I'd honestly prefer to start the project thread myself (now that we have something to show) - could you send me the screenshots you've got?
OK, sounds good!

Unfortunately I am away from my desktop pc at the moment, and I will get them to you in the next few days.

This is gonna be a good project :twisted: :D
User avatar
lzvk25
Posts: 86
Joined: Thu Oct 07, 2004 10:18 pm
Location: Collierville, TN

Re: community project idea: maps for ww-nazis

Post by lzvk25 »

One thing that I noticed is that the sprites used to see the characters shooting sideways are missing. The characters ONLY have shooting frames towards the player. This can be quite an inconvenience for infighting or even COOP and forget about making "friendly" nazis.

Has anybody noticed this ?
:?
User avatar
ChronoSeth
Posts: 1631
Joined: Mon Jul 05, 2010 2:04 pm
Location: British Columbia

Re: community project idea: maps for ww-nazis

Post by ChronoSeth »

It's because most (all?) of the sprites are edited from wolf3d (and wolf3d mods?), which had no sprite rotations for attacking.

However, there is no infighting and AFAIK the player doesn't have a special attack sprite.
User avatar
TerminusEst13
Posts: 1625
Joined: Mon Nov 09, 2009 3:08 pm
Contact:

Re: community project idea: maps for ww-nazis

Post by TerminusEst13 »

Considering the original mod doesn't work with Skulltag, (for the most part) I don't think co-op play will be an issue.
User avatar
Doctor-Dos
Posts: 184
Joined: Fri Aug 19, 2011 3:42 pm

Re: community project idea: maps for ww-nazis

Post by Doctor-Dos »

The Nazi soldiers are supposed to be well trained. I.E. No infighting or friendly fire.
Single rotation attack frames are no problem.

Wolf 3d was not the only game to do this. Blake Stone and Rise of the Triad also did.

Same Engine.
User avatar
Project Shadowcat
Posts: 9369
Joined: Thu Jul 14, 2005 8:33 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: Blacksburg, SC USA
Contact:

Re: community project idea: maps for ww-nazis

Post by Project Shadowcat »

Doctor-Dos wrote:The Nazi soldiers are supposed to be well trained. I.E. No infighting or friendly fire.
Single rotation attack frames are no problem.

Wolf 3d was not the only game to do this. Blake Stone and Rise of the Triad also did.

Same Engine.
Sort of on ROTT, it was much more advanced.
User avatar
Doctor-Dos
Posts: 184
Joined: Fri Aug 19, 2011 3:42 pm

Re: community project idea: maps for ww-nazis

Post by Doctor-Dos »

No, ROTT still used single rotation frames for the attack animations on all enemies.
Only the player models had 8 rotation attack frames.

It did however use more than 8 rotations for some enemies, I.E. Robots.

Rott wasn't all that more advanced that Wolf3d. It sill used 90 degree walls, etc.

It did had much higher res sprites than Wolf3d did though
User avatar
Sgt Dopey
Posts: 558
Joined: Thu Jan 13, 2011 8:44 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Australia

Re: community project idea: maps for ww-nazis

Post by Sgt Dopey »

Doctor-Dos wrote:No, ROTT still used single rotation frames for the attack animations on all enemies.
Only the player models had 8 rotation attack frames.

It did however use more than 8 rotations for some enemies, I.E. Robots.

Rott wasn't all that more advanced that Wolf3d. It sill used 90 degree walls, etc.

It did had much higher res sprites than Wolf3d did though
And Parallax skys, as well as fog, mouse look, Be able to walk under and on top of enemies decorations etc (Even Doom didnt have this), Abillity to look up and down and many other things that i can remember of the top of my head.
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: community project idea: maps for ww-nazis

Post by NeuralStunner »

Doctor-Dos wrote:Rott wasn't all that more advanced that Wolf3d.
Hahahahahaha*Choke*
Spoiler:
User avatar
Doctor-Dos
Posts: 184
Joined: Fri Aug 19, 2011 3:42 pm

Re: community project idea: maps for ww-nazis

Post by Doctor-Dos »

Can we get back to the point of this thread people!
User avatar
Doctor-Dos
Posts: 184
Joined: Fri Aug 19, 2011 3:42 pm

Re: community project idea: maps for ww-nazis

Post by Doctor-Dos »

I have a map almost completed.

It is BIG

You start off in a prison cell (never been done before I think :wink: ) You fight you way up through a big fortress, and finally make it out into a rural area.

I have used a lot of GL lights throughout and have incorporated a "few" callbacks to the first Wolf3d.

My question is should I send it to WildWeasel to play first?

Or should I post it here?
User avatar
armymen12002003
Posts: 1421
Joined: Wed Jun 01, 2011 10:25 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Castle Wolfenstein
Contact:

Re: community project idea: maps for ww-nazis

Post by armymen12002003 »

Doctor-Dos wrote:
My question is should I send it to WildWeasel to play first?

Or should I post it here?
sen it 2 weasel
User avatar
Doctor-Dos
Posts: 184
Joined: Fri Aug 19, 2011 3:42 pm

Re: community project idea: maps for ww-nazis

Post by Doctor-Dos »

Am still working on map... Just don't want Weasel to think I forgot/gave up :mrgreen:
User avatar
Tapwave
Posts: 2096
Joined: Sat Aug 20, 2011 8:54 am
Preferred Pronouns: No Preference
Graphics Processor: nVidia with Vulkan support

Re: community project idea: maps for ww-nazis

Post by Tapwave »

Post pics, then, to see if it's really that big :p
Locked

Return to “General”