SCP - Doom Experiment v0.6-pre2 (WIP)

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Feguelion
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Re: SCP - Doom Experiment v0.6-pre2 (WIP)

Post by Feguelion »

Thanks for the suggestions, I will try making the player able to open the door without looking at them, and make SCP-173 wander around when not having the player in sight.
I have started making a new map in UDMF format but I'm having trouble with doors. I'm using Door Generic, and I tried to use it directly on the door and with a remote switch, I'm able to open the door but I can't close it back. I had 'Repeatable Action' and 'Player presses use' checked.
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Caligari87
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Re: SCP - Doom Experiment v0.6-pre2 (WIP)

Post by Caligari87 »

I think you need to set a delay time or a flag for how long it stays open or something. Check your flags/type against [wiki]Generic_Door[/wiki]

8-)
Kostov
 
 
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Re: SCP - Doom Experiment v0.6-pre2 (WIP)

Post by Kostov »

Caligari_87 wrote:Also, maybe make doors open on player bumping, so you can open them without having to look behind you, or make a box of "use" lines the player can activate while not looking directly at the door.

8-)
The game this project is based on uses buttons beside every door to open them.
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Caligari87
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Re: SCP - Doom Experiment v0.6-pre2 (WIP)

Post by Caligari87 »

True, but I don't use my nose to push buttons ;), I can reach behind my back and push it if I'm trying to stare down an eldritch abomination that wants to eat my face off.

8-)
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tsukiyomaru0
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Re: SCP - Doom Experiment v0.6-pre2 (WIP)

Post by tsukiyomaru0 »

Caligari_87 wrote:True, but I don't use my nose to push buttons ;), I can reach behind my back and push it if I'm trying to stare down an eldritch abomination that wants to eat my face off.

8-)
I think that could be something to be allowed in "Easy Mode", while "Original Mode" goes on the same direction as the actual game is played.
Feguelion
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Re: SCP - Doom Experiment v0.6-pre2 (WIP)

Post by Feguelion »

Caligari_87 wrote:I think you need to set a delay time or a flag for how long it stays open or something. Check your flags/type against [wiki]Generic_Door[/wiki]

8-)
Thanks, it works with a delay. The doors closes automaticaly but the player still can't close it manually. Is it possible to do so (and preferably without a delay)?
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Caligari87
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Re: SCP - Doom Experiment v0.6-pre2 (WIP)

Post by Caligari87 »

It should be, the original Doom doors did. Not sure what might need to be changed to make it work.

8-)
Feguelion
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Re: SCP - Doom Experiment v0.6-pre2 (WIP)

Post by Feguelion »

I have tried multiple ways of doing it (even ticking 'Player can use back', 'Pass use on' and other options) but the door is still manually unclosable. I don't know I may have done wrong, do you have an idea for how to fix this? I have also tried summoning a monster, it managed to open the door but even after that the player can't close it. It looks like the door gets locked when it's opened.
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kevansevans
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Re: SCP - Doom Experiment v0.6-pre2 (WIP)

Post by kevansevans »

I inspired someone? Sweet.

Maybe we can work on this together, I'm willing to donate the scp actors and textures I made for when I was working on mine.

EDIT: So I played around with what you've made here, I'll give you my feedback on how I did things my way and what I recommend improving on your end.

One of the things I tried avoiding was making 173 the main focus of the game. My early builds did have a forced encounter of 173, but i later realized this was too much of a pace breaker, and due to how I wanted the nature of the map to be, it made avoiding 173 too challenging and difficult to give the slip. I later removed the blink mechanic since I moved 173 into his own pen.

Another thing I tried avoiding was forced encounters. I really disliked this aspect from the original game, because what sort of facility requires you to get close to Euclid and Keter class SCP's just to get to another office area? Later versions did start to correct that issue, but it still has a few SCP's it wants you to run into (not including 173 at the start and various scripted scenes).

Speaking of level design, the map feels way too disorganized. It felt like these rooms were in someones house in the basement level. That's about it.

I disliked using weapon slots as SCP Documents. This kind of makes it difficult for the player to look around with a piece of paper in his face, and if he starts scrolling the wrong way while trying to deal with 173, or any other, in a panicked way, it obviously makes that aspect difficult. On trick i did was place signs on walls that would run a script displaying a message of the SCP in brief: https://www.dropbox.com/s/j18qxnsvq6i2c ... 9.png?dl=0

I really like the improvement you've made on my decorate code for 173, but I suggest changing the custom melee damage to something higher than 200. If the player has any form of armor, he'll survive 173's attack initially, making the attack look awkward. of course, armor really wouldn't be something put in the map, but if the player uses idkfa for whatever reason, it would just seem odd. Nit pick of mine, but that's your choice.

Other than that, i think it's a great start, I do hope to see more.
Feguelion
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Re: SCP - Doom Experiment v0.6-pre2 (WIP)

Post by Feguelion »

Thanks you for the constructive critisicm! :)
kevansevans wrote:Maybe we can work on this together, I'm willing to donate the scp actors and textures I made for when I was working on mine.
I would be happy to work with you on this project. :)
kevansevans wrote:One of the things I tried avoiding was making 173 the main focus of the game. My early builds did have a forced encounter of 173, but i later realized this was too much of a pace breaker, and due to how I wanted the nature of the map to be, it made avoiding 173 too challenging and difficult to give the slip. I later removed the blink mechanic since I moved 173 into his own pen.
SCP-173 will still remain, not the main focus, but one of them (I plan finding other hostile SCPs that could also play a big role in the mod). However, it is indeed hard to escape at the moment, but I have started doing various improvements: as I said earlier, the next update will have SCP-173 easier to evade. One of the reasons it is hard to evade is also because of the use of A_Warp, but in the next version I will try to remove it and instead put linedefs before certain rooms that will have a given chance of spawning SCP-173 in the next room.
kevansevans wrote:Another thing I tried avoiding was forced encounters. I really disliked this aspect from the original game, because what sort of facility requires you to get close to Euclid and Keter class SCP's just to get to another office area? Later versions did start to correct that issue, but it still has a few SCP's it wants you to run into (not including 173 at the start and various scripted scenes).
I have already planned some forced encouters, but there won't be too many of them. As for the realism, there could be an unavoidable obstacle, such as a collapsed wall, forcing the player to enter a containment chamber containing another door leading to the next rooms. There will be only one encounter that will work this way, other encounters may include SCP-096 or another SCP in a room with crates or other obstacles and you would have to go through the room carefuly (this would imply that the SCP reached this room by itself).
kevansevans wrote:I really like the improvement you've made on my decorate code for 173, but I suggest changing the custom melee damage to something higher than 200. If the player has any form of armor, he'll survive 173's attack initially, making the attack look awkward. of course, armor really wouldn't be something put in the map, but if the player uses idkfa for whatever reason, it would just seem odd. Nit pick of mine, but that's your choice.
There is an armor item in the mod, similar to CB's ballistic vests. It is used to protect yourself from gunshots of MTF units, guards, helicopters and other armed forces. I have already tested it and every lethal SCPs are able to kill you normally when wearing the armor.
kevansevans wrote:Speaking of level design, the map feels way too disorganized. It felt like these rooms were in someones house in the basement level. That's about it.
As I have stated multiple times, the current map was a simple test and will be completly scrapped in the next update. I have started a new one that should look and feel more like a research facility.
kevansevans wrote:I disliked using weapon slots as SCP Documents. This kind of makes it difficult for the player to look around with a piece of paper in his face, and if he starts scrolling the wrong way while trying to deal with 173, or any other, in a panicked way, it obviously makes that aspect difficult. On trick i did was place signs on walls that would run a script displaying a message of the SCP in brief: https://www.dropbox.com/s/j18qxnsvq6i2c ... 9.png?dl=0
In my opinion the documents arn't really problematic. As for the signs, I already use them except that you can directly read them without having to press anything. They use the warning labels that can be found here: http://www.scp-wiki.net/warning-labels Those signs will also be improved.
kevansevans wrote:Other than that, i think it's a great start, I do hope to see more.
Once again, thanks for the great feedback :) I am really happy to see your interest in this projet, and it would be nice to work with you!

EDIT: If someone knows a way to fix the folling issues:
-Using Door Generic to make a door in UDMF format won't allow the player to close the door manually when there is no delay, despite 'Repeatable Action' checked (I have also tested with other multiple options and specials) I switched back to "ZDoom (Doom in Hexen format)" so this issue is solved
-A way to stop the poison for the player when they use a SCP-500 pill

I have done multipe tests to fix these but still can't manage to do it, so help would be appreciated. :)
Last edited by Feguelion on Mon Sep 08, 2014 12:36 pm, edited 1 time in total.
Feguelion
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Re: SCP - Doom Experiment v0.6-pre2 (WIP)

Post by Feguelion »

Sorry for the double post, but if anyone wants to contribute rooms/maps to the mod, please do it in "ZDoom (Doom in Hexen)" format, because UDMF caused issues with doors.
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Re: SCP - Doom Experiment v0.6-pre2 (WIP)

Post by NachtIntellect »

Feguelion wrote:Sorry for the double post, but if anyone wants to contribute rooms/maps to the mod, please do it in "ZDoom (Doom in Hexen)" format, because UDMF caused issues with doors.
I pretty much work with Doom in Hexen formats, this will be easier for me.
Feguelion
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Re: SCP - Doom Experiment v0.6-pre2 (WIP)

Post by Feguelion »

Whiteace wrote:I pretty much work with Doom in Hexen formats, this will be easier for me.
Thanks for helping out with the map!
I have talked with kevansevans via private messages and he joined the project. We have multiple ideas of what we want to do in the maps, and I will send you a PM too for more details and to avoid spoiling.
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agaures
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Re: SCP - Doom Experiment v0.6-pre2 (WIP)

Post by agaures »

I use UDMF exclusively to map. What is the exact issue with the doors?
Feguelion
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Re: SCP - Doom Experiment v0.6-pre2 (WIP)

Post by Feguelion »

agaures wrote:I use UDMF exclusively to map. What is the exact issue with the doors?
As far as I know, a door with a delay of 0 cannot be closed manually by the player, I did check 'Repeatable Action' and 'Player presses use'. I have also tried with other options and with multiple specials including Door Generic and Door Raise.
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