[Project] "Knee-Deep in ZDoom"

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.

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
Tormentor667
Posts: 13549
Joined: Wed Jul 16, 2003 3:52 am

Post by Tormentor667 »

@Risen - After playing E1M6 and several parts of E1M4 and E1M3, I think we need such a marker - if not the one I had in mind - then another one!
User avatar
Enjay
 
 
Posts: 26573
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Post by Enjay »

Maybe make it appear on easier difficulty settings?

If there are a lot of areas where what to do next is not obvious, then I certainly would't mind a hint. I hate mindlessly searching for an undiscovered, not obvious switch etc. Wandering through areas that have already been cleared time and time again is also not Doom IMO. From what I've seen, this is going to be one of the best Doom mods ever. I've been impressed by everything I've seen and by the way the team seems to be cooperating. It'd be a shame if an easily fixable aspect of gameplay tarnished the project.

However, I haven't played the maps, so I'm just going by what people are saying.

Hey, maybe the hint glitter could be activated on demand? A script to activate/deactivate the glitter objects could be bound to a key. Then players could optionally switch them on if they get really stuck.
User avatar
Risen
Posts: 5263
Joined: Thu Jan 08, 2004 1:02 pm
Location: N44°30' W073°05'

Post by Risen »

I wouldn't mind having something, but glitter? It doesn't fit at all. Can we come up with something else?

I do like the on-demand option.
User avatar
Tormentor667
Posts: 13549
Joined: Wed Jul 16, 2003 3:52 am

Post by Tormentor667 »

Risen wrote:I do like the on-demand option.
Same to me, so we really should consider this! Anyone willed to do that and present the script for every map with sort of guide how to insert it?
User avatar
Risen
Posts: 5263
Joined: Thu Jan 08, 2004 1:02 pm
Location: N44°30' W073°05'

Post by Risen »

I may be able to do something while I have all the maps this weekend; however, first we need to know what we will be doing and how it will work.

What about an arrow at the floor of each of these places, that only glows when the option is on?
User avatar
Tormentor667
Posts: 13549
Joined: Wed Jul 16, 2003 3:52 am

Post by Tormentor667 »

@Risen - Well, not on the floor bit I like the idea of an arrow (toggleable by keys) that is bopping over the terminals and items, which are useable :) Maybe a red doom-font-styled arrow (full brightness, about 20x20 pixels big), what do you think?
User avatar
Risen
Posts: 5263
Joined: Thu Jan 08, 2004 1:02 pm
Location: N44°30' W073°05'

Post by Risen »

Now we're getting somewhere.

I agree it needs to have visual effect, but bouncing (or spinning) is too far from the visuals of the rest of the game. What about glowing in brightness? fading in transparency?

Edit: Try coming up with a graphic/decorate object that does this. If someone else wants to work on a system to implement them, we can include this with the intermap scripts so it is already loaded into the maps. I will be out for a few days. If nobody has come up with anything good by Saturday evening (or sometime Sunday), then I will put something together.
Last edited by Risen on Thu Jan 20, 2005 11:58 am, edited 1 time in total.
User avatar
Tormentor667
Posts: 13549
Joined: Wed Jul 16, 2003 3:52 am

Post by Tormentor667 »

I don't understand what you actually mean with "too far from the visuals of the rest of the game", if it looks doomish, then it fits, doesn't it? Glowing in brightness is also okay with me as long as you mean, the arrow fades from one lightlevel to full light, just that the pointer will be seen easier!
User avatar
Risen
Posts: 5263
Joined: Thu Jan 08, 2004 1:02 pm
Location: N44°30' W073°05'

Post by Risen »

Oops, jumped in there before my edit. See adjusted post above.
User avatar
Skunk
Posts: 1189
Joined: Tue Jan 18, 2005 1:04 am

Post by Skunk »

What about floorglow like on the Grand Theft Auto games?
User avatar
Tormentor667
Posts: 13549
Joined: Wed Jul 16, 2003 3:52 am

Post by Tormentor667 »

Skunk wrote:What about floorglow like on the Grand Theft Auto games?
No because we will get big problems in rooms with a light of 255 and also every map needs much more work then with just an object!
User avatar
Skunk
Posts: 1189
Joined: Tue Jan 18, 2005 1:04 am

Post by Skunk »

I dunno, GTA was pretty bright and you could still see the little circle of glowly light that says "This does something." San Andreas also had transparent yellow triangles. You could use those.
User avatar
Tormentor667
Posts: 13549
Joined: Wed Jul 16, 2003 3:52 am

Post by Tormentor667 »

GTA is not Doom!
Ninja_of_DooM
Posts: 667
Joined: Tue Aug 05, 2003 2:42 am
Location: Lossiemouth, Scotland

Post by Ninja_of_DooM »

Tormentor667 wrote:GTA is not Doom!
Precisely. What I'm think of (and many more are) is indeed a red arrow in the Doom font/style and make it bob in the air above an important terminal/ object, like the healrh vials in Hexen and heretic. So what'll it be then?
User avatar
Kirby
Posts: 2697
Joined: Thu Aug 26, 2004 1:23 pm

Post by Kirby »

OK, here is my room :P

EDIT: I also like the idea of the on-demand help. It will give confused players a much needed helping hand (Me thinks E1M4 will definitley need :P) As for the bouncing starts or glitter that Torm suggested, I think its fine if we find good coloration that fits with Doom!

Return to “Levels”