New maps, and other projects whose primary focus is new maps, belong here.
Note: This forum, and all forums below it, are not for questions or troubleshooting! Threads created here are for active projects only! If you have questions please feel free to use the Editing subforums or General forum.
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.
Hey, Doomers! This is a single map I've been working off and on for the last few weeks.
This takes place in the Vietnam War, you've been tasked with tracking down some maps of POW Camps. Look out for VC hiding in tall grass!
Screenshots:
Spoiler:
Credits are included in the WAD file. I'd really like to know what you guys think of it and what could be improved.
Please note that this WAD is not multiplayer compatible ...yet.
Please run in GZDoom.
I've just played trough it... It's not bad, some things need improvement in my opinion:
Spoiler: Opinions
-weapons balance: I never shotted with the colt, you find too soon that wondeful M16 (M4?).
-pick ups balance: too much ammo and too much medipacks.. I played the whole level like Rambo, and my life never went under the 80% thanks to medipacks, and my ammos never finished...
-enemies placement: I liked the embushes you created here and there, but you should consider in make enemies more dangerous, in order to prevent people to play in the way I just did.
Ah, and I would choose a more fitting music, I muted the one you choose after a while because it was ruin the atmosphere.
Hope not to have been to rude, but keep your work up, I really want to see where this mod can go.
EDIT: Thoughts on the mod? It was really fun, I loved it. It wasn't totally run & gun, it made me make use of those sandbags and crates quite often. However, SoloSpaghetti is right about the pistol- it's totally useless since the M16 is right there. Besides that, the mod was good.
I'd love to see more levels for this!
Last edited by TheMightyHeracross on Sat Jul 05, 2014 9:05 am, edited 1 time in total.
It's good. Nice natural environments and such, I like it so far.
Vietnam war movies tend to have this trope of having everything filled with makeshift deadly traps with pointy logs and stuff. Should I expect some of those?
I like this - weapons and monsters are a bit basic but I definitely like the vibe. Definitely a lot less uniformly claustrophobic than the jungle map in Twilight Warrior.
Is there a semiauto mode for the gun? Accuracy is definitely a huge advantage you have over the opfor on this map so the fullauto gets a bit frustrating at times.
I played NAM + SEAL TEAM (dos required) before (not pro @ them though). I think this project can benefit (hopefully w/o not much burden) from a semi-combination. I really like the NAM npc scripts + weapons. Unfortunately, NAM suffers b/c of some enemies just popping out of teleporters + stuff like that. You always have to watch your back + building interiors are your only sure cover (once you clear the inside parameters). As a Duke3D clone, it's okay in its own right.
SEAL TEAM is an old game w/ some simple graphics, but I still like the sprites and there seems to be more interaction (although it might get boring after it drags on [been shooting grenades {have to finish the "no ammo capacity limit option" game session campaign sometimes}]).
You command fire team of four (out of a limited list of men [statistics!]) to follow certain commands.
Spoiler:
-formation: column (for booby-trap and ambush navigation), in line (trench-like and booby-trap prone), diamond (concentrated field/angle firepower and grenade prone), + veewedge (like diamond formation, but a bit more spread out w/ rear chilling @ the back seat).
-speed: run (fast, visible, + noisy), crouch (medium, semi-visible, + silent), + prone (slow, yet can give enough time for VC/NVA to detect threat agents, semi-visible, + silent).
-team fire orders: in field of fire (to each soldier's currently held field of fire), fire @ target (to fire on command @ the foreman's chosen target), fire @ will (free will to fire @ any target available), + crease fire (leave the firing to the foreman, that would usually be you in fps).
-split team/single soldier movement orders: stealth (crouch/prone to chosen spot), halt (stops + await further orders), asap (Arrive @ waypoint/chosen spot as Soon As Possible [run]), + join team.
-split team/single soldier special orders: snipe, demolition (destroy target structure), cover fire, search (that's really a use button for team members [search for traps, capture prisoners, search enemies/corpses, + complete objective requirements]).
You issue support orders in the terms of heavy artillery.
Spoiler:
-attack @ chosen spot (note that support team units can't figure out who it is shooting @ so get out the way!): lssc boat attack (weapon: m60 lmg), uh-1b helo attack (weapon: rockets/m60 lmg), ov-10a aircraft attack (weapon: rockets), + crease attack (abort attack and retreat to default/chosen spot).
-exit @ chosen spot (end current mission, but not the tour/campaign): extraction (helo waits on chosen spot to pick up team in either mission completed/aborted), + emergency extraction (in a situation of duress, helo arrives to [primary] team's current spot, mission completed/aborted can go both ways).
-movement: loiter (goes to chosen spot, engage enemies @ spot, + awaits further orders [good to fish out enemies]).
You/team can use misc stuff (medical kits, prisoner handling kit [stealth required]) + detect/disarm booby traps (pits [target falls into hidden square], trip wires [activates grenade/land mine], + stakes [like Shadow Warrior caltrops embedded in ground]).
Aside from teams, you get a list of other stuff. You can also reinsert for the sake of enemy confusion (but I highly doubt that would be effective/efficient in rl). Various primary/secondary/voluntary objectives. Landscape stretches for miles (or @ least to cover a potential chase scenario). Day/night transition. Weather transition. Interactive (destructible) blocking trees/houses. Interactive (destructible) noisy grass/plants. Cows/carts/civilians (they all supposed rare to see, but damage to these actors will incur heavy consequences [civilians seeing team might cause panic noise {don't know why though so I capture them too when possible}]). RPG stats experience (should make the missions much easier to complete). You can take your time on the missions until you succeed or fail. Best of all, the SEAL TEAM maps uses more tree/plant actors (I can't say for slopes though) to create a jungle. I guess you can say I like destroying trees and mucking into water/plants. I almost forgot about me like the SEAL TEAM music too (e.g. Rolling Stones - Paint It Black mid), but I had not gotten to rip any of the resources just yet.
Basically, SEAL TEAM is a strategy/simulation w/ less emphasis on fps elements. However, I don't mind those fps elements. Thought some of these paragraphs (although annoyingly boring and NAM looks like more army than navy perspective) could serve as ideas for this project.
xenoxols wrote:How did you rip the sprites from Nam?
The .ART files are in the GRP file.
xenoxols wrote:Because this would be a vietnam war era m16, wouldn't it be kinda cool for it to jam every once in a while?
Hmm, if I make another level I might put in an M60 with a chance to jam. Since you rely on the M16 a lot it would be a pain to have it jam often.
Slax wrote:Oh my. This + some fancy colored, spooky lighting and fog could be a dream.
That could be interesting, I might put some orange-ish evening fog in. The only thing I'm worried about is that the tall grass already obscures enemies quite a bit.
Hetdegon wrote:*War flashbacks*
*Single teardrop*
It's good. Nice natural environments and such, I like it so far.
Vietnam war movies tend to have this trope of having everything filled with makeshift deadly traps with pointy logs and stuff. Should I expect some of those?
I was thinking of putting landmines in but I couldn't think of a way to do it without it being cheap. Maybe I could do something like in Arctic Wolf? (Slightly off flat texture)
Vaecrius wrote:I like this - weapons and monsters are a bit basic but I definitely like the vibe. Definitely a lot less uniformly claustrophobic than the jungle map in Twilight Warrior.
Is there a semiauto mode for the gun? Accuracy is definitely a huge advantage you have over the opfor on this map so the fullauto gets a bit frustrating at times.
I can put in a single shot altfire.
RV-007 wrote:Basically, SEAL TEAM is a strategy/simulation w/ less emphasis on fps elements. However, I don't mind those fps elements. Thought some of these paragraphs (although annoyingly boring and NAM looks like more army than navy perspective) could serve as ideas for this project.
I actually like the sound of that. It could be interesting to have a team to command, but I'd definitely need help with the coding.
Hmm, if I make another level I might put in an M60 with a chance to jam. Since you rely on the M16 a lot it would be a pain to have it jam often.
That could be the point - you have to kill a dude to upgrade to an AK, and be rewarded for getting them before they run out of ammo for you to loot
(though the M16 might be more precise over long distances, especially when you can actually rely on the sights being properly zeroed whereas you know nothing about the VC's quality control on this sort of thing)
People probably already pointed these out but here are my thoughts
The Colt and M16 share ammotype, the Colt is utterly useless since you get the M16 right at the start and there is way too much ammo in the level. I never ran out. In real life these weapons would use separate ammo, I think this would work best here.
The music is really out of place. Some more jungle themed music would be fitting.
More detail to the level, it felt kinda blocky in places and not really convincing as a jungle.
Did I mention that this is MUCH BETTER than Nam? Even though that isn't saying much, I have yet to see a good Vietnam fps experience, and this is a very good start.