"(File)Size Matters" 64K Compo (Judging not underway)
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.
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.
-
- Posts: 139
- Joined: Tue Apr 09, 2013 3:19 am
Re: "(File)Size Matters" 64K Competition
Updated Wolfenstein 64K mod to V2! New link added in old post, but of course you can download it from here without searching through pages:
Click me!
UPD: The Purple Marine, pretty funny mod! Liked new animation (effect) of recoil/knockback
Click me!
UPD: The Purple Marine, pretty funny mod! Liked new animation (effect) of recoil/knockback
-
- Posts: 49
- Joined: Sun Feb 28, 2016 1:20 pm
- Location: Some forest somewhere
Re: "(File)Size Matters" 64K Competition
Thank you! When I was originally planning it, I had plans to do more things, like a rare chance for weapons to be replaced by more powerful versions, and maby something like that for monsters, but I eventually decided against it, partially do to my decorate noobiness.
Also, I haven't commented on any of the other wads yet, but that was because I didn't want to do anything until this was done.
I think Night64k is pretty interesting. I haven't played too much of it, but it's pretty cool.
Also, I haven't commented on any of the other wads yet, but that was because I didn't want to do anything until this was done.
I think Night64k is pretty interesting. I haven't played too much of it, but it's pretty cool.
-
- Posts: 139
- Joined: Tue Apr 09, 2013 3:19 am
Re: "(File)Size Matters" 64K Competition
Thank you too! Well, I'm looking forward to any new mod for this Competition BTW, I'm working now with new mod. It will not be so interesting or original like my previous mods but anyway I want to give it a tryThe Purple Marine wrote:Thank you! When I was originally planning it, I had plans to do more things, like a rare chance for weapons to be replaced by more powerful versions, and maby something like that for monsters, but I eventually decided against it, partially do to my decorate noobiness.
Also, I haven't commented on any of the other wads yet, but that was because I didn't want to do anything until this was done.
I think Night64k is pretty interesting. I haven't played too much of it, but it's pretty cool.
-
- Posts: 49
- Joined: Sun Feb 28, 2016 1:20 pm
- Location: Some forest somewhere
Re: "(File)Size Matters" 64K Competition
I'll be excited to see it.DeXiaZ wrote:BTW, I'm working now with new mod. It will not be so interesting or original like my previous mods but anyway I want to give it a try
-
- Posts: 1662
- Joined: Sun Jul 03, 2011 8:44 pm
- Location: Dropping today in Station Square.
Re: "(File)Size Matters" 64K Competition
@ Purple Marine
Your mod is very similar to the BURL TUMD mod, with the fast weapons and enemies. The Baron of Hell is OP and almost impossible to dodge in close quarters though. Maybe just have him throw three rapid baron balls at maximum?
Your mod is very similar to the BURL TUMD mod, with the fast weapons and enemies. The Baron of Hell is OP and almost impossible to dodge in close quarters though. Maybe just have him throw three rapid baron balls at maximum?
-
- Posts: 49
- Joined: Sun Feb 28, 2016 1:20 pm
- Location: Some forest somewhere
Re: "(File)Size Matters" 64K Competition
Yeah, I noticed that, although I'm not sure how to go about it. Maybe I will do that. But I actually have a new idea. I made it so it was impossible for it to enter the pain state, as that meant it would stop either of the stronger attacks. What if I make it so that it still does them, but if you can hurt it enough, it will stop? I might go try that right now...MJ79 wrote:The Baron of Hell is OP and almost impossible to dodge in close quarters though. Maybe just have him throw three rapid baron balls at maximum?
EDIT:Okay, my idea was a failure, but I had another, what if I extended it's melee range so that it doesn't use the more powerful attacks when up close? Just a second...
EDIT2:Okay that was garbage too, but I like your idea about the limited amount of times it can throw. I am going to test again...
EDIT3:Yep, you were right about changing it to a three shot burst. I'll go update the link and the description of the baron.
Also, I was thinking of changing some other monsters, maybe do stuff like make the arachnotron shoot faster or something. So I might update it a few more times.
-
- Posts: 1662
- Joined: Sun Jul 03, 2011 8:44 pm
- Location: Dropping today in Station Square.
Re: "(File)Size Matters" 64K Competition
Much better. I'm currently running Lunatic with this and it's so far so good. MAP02 was still hard with the Barons in the beginning of the level but the limited burst made things much easier. Also, the alt-fire for the shotgun just pumps it and does nothing. Is that deliberate or are you planning an alt-fire of some sort?
-
- Posts: 49
- Joined: Sun Feb 28, 2016 1:20 pm
- Location: Some forest somewhere
Re: "(File)Size Matters" 64K Competition
OOHH...
I was messing around when I first made it. I guess I left it in!
I could do something with it though, but I'm not exactly sure what.
I was messing around when I first made it. I guess I left it in!
I could do something with it though, but I'm not exactly sure what.
-
- Posts: 49
- Joined: Sun Feb 28, 2016 1:20 pm
- Location: Some forest somewhere
Re: "(File)Size Matters" 64K Competition
Okay, another small update. I added some A_FaceTargets inbetween each throw in the fast attack for the baron, let me know if this makes him op again.
Also made the arachnotron's reaction time much shorter.
EDIT:I ended up making a bug when I was testing, so I removed it.
Also I made the pain elemental have more health, but the lost souls it creates are weaker.
Also made the arachnotron's reaction time much shorter.
EDIT:I ended up making a bug when I was testing, so I removed it.
Also I made the pain elemental have more health, but the lost souls it creates are weaker.
-
- Posts: 1337
- Joined: Tue Jul 15, 2003 4:18 pm
Re: "(File)Size Matters" 64K Competition
Updated this...AFADoomer wrote:Posting this as a WIP... Probably final at this point, though.
This turns the player into a flying vehicle that can fly through maps in a style similar to Descent. Just load any ZDoom-compatible map.
Doom armor items are replaced by shields that take 100% of the damage until they run out (and they regenerate at a rate of 1% per second).
Controls are pseudo-aircraft style.
- Jump and Crouch increase/decrease the throttle speed
- Forward/Back pitch the nose forward or back (pitch angle)
- Left/Right turn the ship left/right (yaw angle)
- Strafe Left/Strafe Right roll the ship left/right (roll angle)
- Attack fires the laser weapon
*Note: You pretty much have to control both yaw and roll to have controlled flight. I'm using both WASD and arrow key bindings, using the left/right arrows for turn and A/D for roll
GZDoom recommended - this will work in ZDoom, but you lose full pitch range and the models, and the effects look like crap.
Download
Some tweaks to the control mechanism (you can use the mouse to steer now, but still need to correct roll with the strafe keys), but the major addition is that Doom weapon powerups are replaced by various weapon modifiers that change your weapon fire style/damage. It's kind of an "upgrade" system, so you always equip the highest-ranked weapon level that is in your inventory, with a weapon level indicator in the top left of the HUD.
Default: Single slow-firing shot
Level 2: Spread of 3 slow-firing shots
Level 3: Spread of 5 slow-firing shots
Level 4: Single fast-firing, homing shot
Level 5: Single fast-firing, explosive shot
Level 6: Swirling spread of 3 fast-firing shots
Level 7: Swirling spread of 3 fast-firing explosive shots
Same download link as before:
Download
-
- Posts: 1662
- Joined: Sun Jul 03, 2011 8:44 pm
- Location: Dropping today in Station Square.
Re: "(File)Size Matters" 64K Competition
A lil' patch that makes the SS drop a mutant MP40 or something. My first TEXTURES-based weapon ever. Currently at 963 bytes, but I plan to try and make a 64K partial enemies and weapons conversion based on Doom Does Deutschland and Nazis!. Wish me luck.
http://www.mediafire.com/download/fla4v ... j-mp40.pk3
http://www.mediafire.com/download/fla4v ... j-mp40.pk3
-
- Posts: 1906
- Joined: Wed Oct 11, 2006 10:39 am
- Location: at home.. Status: lazy like hell
Re: "(File)Size Matters" 64K Competition
Alas my responsibilities left me little time to work on my entry so I will not make it.
I have attempted multiple ideas but neither of them comes even close to being complete or playable.
One of my entries would have been a rehash of the old DOS game Lotus, but a lot of things were annoying to deal with, especially the trees getting cluttered up due to the physics hating on the fake slopes.
I have also looked into creating a pinball mod with a cacodemon being the ball, as a bouncy projectile. I never could figure out how to use bouncy projectiles. Probably would've gotten somewhere if i actually just tried to code the movement in ACS or something. Oh well.
Thirdly, I had a mod made that hurts the player for 1% health every so many tics, based on difficulty, but there are no monsters, so it's essentially a speedrunning mod where you have to consider detouring to collect health & armor. On paper it looked good but played mostly poorly due to diverse map design.. there was no way it was going to be challenging in some places and not be totally impossible in others.
Finally, I started working on a dungeon crawler for hexen with randomly generated levels based on the idea of Nash's random dungeon mod. This was the main motivator behind creating the UDMF compressor, because it involves so many sectors and linedefs. I would've wanted to make it an oldschool crawler such as Lands of Lore, preferably with multiple party members, tile-based movement/turning. The intention would've been to make it endless with the level generating something different each time you get to the finish. Didn't get very far, I got some test code running on a 4x4 grid with the texture assignments being partially incomplete (and no concept of rooms or types of tiles, just a wall-or-no-wall type of deal). Sadly I realised it would take so much time and effort to finish, so I kinda just drifted away from this idea aswell.
Maybe next time when I'm not doing game developement crunch time
Happy I could at least help out by providing a tool!
I have attempted multiple ideas but neither of them comes even close to being complete or playable.
One of my entries would have been a rehash of the old DOS game Lotus, but a lot of things were annoying to deal with, especially the trees getting cluttered up due to the physics hating on the fake slopes.
I have also looked into creating a pinball mod with a cacodemon being the ball, as a bouncy projectile. I never could figure out how to use bouncy projectiles. Probably would've gotten somewhere if i actually just tried to code the movement in ACS or something. Oh well.
Thirdly, I had a mod made that hurts the player for 1% health every so many tics, based on difficulty, but there are no monsters, so it's essentially a speedrunning mod where you have to consider detouring to collect health & armor. On paper it looked good but played mostly poorly due to diverse map design.. there was no way it was going to be challenging in some places and not be totally impossible in others.
Finally, I started working on a dungeon crawler for hexen with randomly generated levels based on the idea of Nash's random dungeon mod. This was the main motivator behind creating the UDMF compressor, because it involves so many sectors and linedefs. I would've wanted to make it an oldschool crawler such as Lands of Lore, preferably with multiple party members, tile-based movement/turning. The intention would've been to make it endless with the level generating something different each time you get to the finish. Didn't get very far, I got some test code running on a 4x4 grid with the texture assignments being partially incomplete (and no concept of rooms or types of tiles, just a wall-or-no-wall type of deal). Sadly I realised it would take so much time and effort to finish, so I kinda just drifted away from this idea aswell.
Maybe next time when I'm not doing game developement crunch time
Happy I could at least help out by providing a tool!
-
- Posts: 53
- Joined: Sun Jul 25, 2010 7:25 pm
Re: "(File)Size Matters" 64K Competition
Hi.
Unfortunately due to my hectic night shift work schedule I don't think I'll be able to complete this project in time, so I'm just submitting what I have right now.
https://dl.dropboxusercontent.com/u/109 ... ogueDL.pk3
Please excuse the bugs.. and lack of exits.
Runs under recent g/zDoom builds as well as zandronum 3.0
Unfortunately due to my hectic night shift work schedule I don't think I'll be able to complete this project in time, so I'm just submitting what I have right now.
https://dl.dropboxusercontent.com/u/109 ... ogueDL.pk3
Please excuse the bugs.. and lack of exits.
Runs under recent g/zDoom builds as well as zandronum 3.0
-
- Posts: 598
- Joined: Sun Feb 24, 2013 4:07 pm
- Location: United Kingdom
Re: "(File)Size Matters" 64K Competition
Feeling confident about this, as in, it shouldn't be too buggy. Hopefully it shouldn't lag too much on other people's systems. Load it before any PWADs for best results, and there's a settings menu you can mess around with, which is bound to the 'K' key by default. Also, the radiation suit has been replaced with a new item that should help you out. Mostly.
Use the latest SVN revisions if it doesn't appear to work!
Use the latest SVN revisions if it doesn't appear to work!
You do not have the required permissions to view the files attached to this post.
-
- Posts: 2270
- Joined: Tue Jul 15, 2003 7:00 pm
- Location: Maine, US
Re: "(File)Size Matters" 64K Competition
Ran out of steam, so tacked on a quick end message when beaten.
You do not have the required permissions to view the files attached to this post.