DooM II Standoff [IN PROGRESS]

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SirHax0rz
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DooM II Standoff [IN PROGRESS]

Post by SirHax0rz »

Hey guys. SirHax0rz here. Or as you guys know me as, TwEaKeD97. I'm back. I'm glad to see that everyone tried keeping the thread alive for a few days. Sad news, my PC crashed a few days after I launched the thread and my WAD was destroyed.

But now I'm back.

I'm doing a remake of the project, but it isn't an RPG. (It never was anyways.)

The new name is DooM II Standoff (A.K.A. STANDOFF or STANDOFF.WAD) and that's what it's staying at.

First progress marker:
Spoiler:
Last edited by SirHax0rz on Tue Aug 07, 2012 10:48 am, edited 2 times in total.
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Abba Zabba
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Location: a place lol!
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Re: DooM II Standoff [IN PROGRESS]

Post by Abba Zabba »

Neat, I'll keep an eye on this.
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wildweasel
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Re: DooM II Standoff [IN PROGRESS]

Post by wildweasel »

You know, the rule about including screenshots for your work-in-progress is mainly in place so that people don't go hyping a project that has only had all of five minutes' worth of work done on it.
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SirHax0rz
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Re: DooM II Standoff [IN PROGRESS]

Post by SirHax0rz »

wildweasel wrote:You know, the rule about including screenshots for your work-in-progress is mainly in place so that people don't go hyping a project that has only had all of five minutes' worth of work done on it.
Five minutes? Try 5 hours, considering I made this post while working on it. You'll get it.
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insightguy
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Re: DooM II Standoff [IN PROGRESS]

Post by insightguy »

I'm guessing most of the work was in code....
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hugoroy
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Re: DooM II Standoff [IN PROGRESS]

Post by hugoroy »

It would be a bit better if you showed the code in action, because someone could make a room like that in 5 minutes.
HexaDoken
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Re: DooM II Standoff [IN PROGRESS]

Post by HexaDoken »

Done exact same room in 92 seconds. Altho I kinda can't see wall textures from here, but setting them will hardly take me more than a minute. Geez, it took longer for my doom builder to load up than to replicate that map. Other 298 minutes 27 seconds of your hard work better produce a chunk of GOOD code, or this is really dumb.
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SirHax0rz
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Re: DooM II Standoff [IN PROGRESS]

Post by SirHax0rz »

Not asking for rude replies, I'm very amateur. In time you'll get what you want. If you guys can't handle that and are just gonna give me more rude replies, grow up a little.
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wildweasel
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Re: DooM II Standoff [IN PROGRESS]

Post by wildweasel »

The point is that you should really wait until you have something more substantial done on the project, not how long you worked on it.
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SirHax0rz
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Re: DooM II Standoff [IN PROGRESS]

Post by SirHax0rz »

Alright guys, I'm almost done with a working beta version.

What I'm trying to fix:
  • Doors
  • Monster Spawns
  • Non-active script (sort of) during round
What I'm trying to do:
  • Get the shop to work
  • Count kills
This is my full (in progress) script:
Spoiler:
Here's the current screenshot:
Spoiler:
I'll be making a video once I get a minimal working script. (At least round 1.)
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hugoroy
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Re: DooM II Standoff [IN PROGRESS]

Post by hugoroy »

All that the waves look like is a square room of the same monster.
The script is looking good though, so maybe this project will shine in the end.
Follow wildweasel's advice, work on your project so it looks good and you have something of worth to show, then people will probably be more interested.
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wildweasel
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Re: DooM II Standoff [IN PROGRESS]

Post by wildweasel »

I feel I should really elaborate further about why I feel that way about this project.

I was a member of DigitalMZX, a community surrounding the DOS game creation system, MegaZeux. In that community, there was a thing people called the "Demo Curse" - in short, the more you hype your creation (and the sooner), the more likely it is that you'll eventually get tired of your project and either cancel it or forget about it altogether, or else you'll lose your work in a hard drive format or similar (something that, judging from your other thread two years ago, may have already happened). Many MegaZeux games that looked promising ended up being shelved due to any of the above reasons, even in spite of them being hugely popular (such as Zog the Hunter 2, Booshkies, Orb of the Twisted, Chronostodian, any number of other attempts). I've seen the same thing happen around here, too, and I won't deny that even I've had it happen to creations of my own (Music Is The Weapon).

I don't mean to discourage you from working on your stuff. I just think that you really should continue working on it in "stealth mode" until you feel it's truly ready for the public to give it a look.
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SirHax0rz
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Re: DooM II Standoff [IN PROGRESS]

Post by SirHax0rz »

Thanks for the feedback guys.

In the early beta release, it's gonna have 5 rounds. I'll make updates, but I'm not saying anything.

I also have other plans which I might scrap, so I'll keep those secret.

I've gotten it so kills add points. I've totally erased the Doors script because it's faulty. I'm going to be working on that. After that, all I need to do is incorporate beating the game and the shop.
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SirHax0rz
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Re: DooM II Standoff [IN PROGRESS]

Post by SirHax0rz »

Sorry for the lack of updates, I've been going through a rough time. But rest assured I have not given up.
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