Shadow Warrior Total Conversion 12 maps well done!!!!

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HMNuke93
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Re: Shadow Warrior Total Conversion

Post by HMNuke93 »

Behavior-wise, the monsters and weapons are extremely accurate to the original game, great work. Are you recreating the maps from scratch?
osjclatchford
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Re: Shadow Warrior Total Conversion

Post by osjclatchford »

egads this is amazing! gameplay and behaviour is so faithful! should we expect more shadow warrior maps in the future? because I've played the shit out of map one about three times now! love this. very VERY well done! is great with city assault and the like...
JohnnyTheWolf
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Re: Shadow Warrior Total Conversion

Post by JohnnyTheWolf »

Are heat-seeking missiles included in this mod? I came across plenty of nukes so far, but no homing missiles so far.
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Captain J
 
 
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Re: Shadow Warrior Total Conversion

Post by Captain J »

It is already included, but rarely spawns in Cell and Cell pack replacement.
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Lex Safonov
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Re: Shadow Warrior Total Conversion

Post by Lex Safonov »

HMNuke93 wrote:Behavior-wise, the monsters and weapons are extremely accurate to the original game, great work. Are you recreating the maps from scratch?
i'm converted maps for utility "map2wad". Of course most of the elements have to redo because I want the maps to work in the port Zandronum (portals out there do not work correctly, there is no right of flags). On some maps the sector lie on each other - is in zdoom will not work properly due to technical reasons.(exactly the same problem is in the Dark Forces maps).
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Mere_Duke
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Re: Shadow Warrior Total Conversion

Post by Mere_Duke »

I appreciate your work, very well-made & exact conversion, but what with these black-dressed guys (ninjas), I don't remember those from original SW, are they your personal invention?
JohnnyTheWolf
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Re: Shadow Warrior Total Conversion

Post by JohnnyTheWolf »

You mean them?

Image

They are from Wanton Destruction.

* * *

Anyway, two more issues to report:

1- I noticed some of the arm sprites used in the Shuriken throwing animation are still cut off.

2- Once I acquire the Heat Seeker card and use it, I become unable to select it afterwards, let alone pick another one.
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Lex Safonov
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Re: Shadow Warrior Total Conversion

Post by Lex Safonov »

Mere_Duke wrote:I appreciate your work, very well-made & exact conversion, but what with these black-dressed guys (ninjas), I don't remember those from original SW, are they your personal invention?
It's Wanton Destruction ninjas.
JohnnyTheWolf wrote:Anyway, two more issues to report:1- I noticed some of the arm sprites used in the Shuriken throwing animation are still cut off.2- Once I acquire the Heat Seeker card and use it, I become unable to select it afterwards, let alone pick another one.
well, I'll see what I can do
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BFG
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Re: Shadow Warrior Total Conversion

Post by BFG »

great work so far, maybe the car that crashes at the beginning could be a 3D model actor of a car that is scripted to crash.
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Lex Safonov
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Re: Shadow Warrior Total Conversion

Post by Lex Safonov »

I am very bad to create a model, but I'll see what I can do. At the moment I am preparing a 2 and a third card to release. I received a report from the beta test and will be corrected later.
JohnnyTheWolf
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Re: Shadow Warrior Total Conversion

Post by JohnnyTheWolf »

Maybe you could use the models from SgtMarkIV's Extermination Day mapset for Brutal Doom. I hear he has made them destroyable.
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Mere_Duke
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Re: Shadow Warrior Total Conversion

Post by Mere_Duke »

Lex Safonov wrote:I am very bad to create a model, but I'll see what I can do. At the moment I am preparing a 2 and a third card to release. I received a report from the beta test and will be corrected later.
The 1st map is not "exact SW 1st map" TBH. Like there is a room that can be achieved by jumping from crates but there is no window in the TC :D
If you plan to do an "exact" conversion then I can do a detailed comparison in my spare time; all differences I can remember now are:
- when you use a mini-car to get the access card, the actual card is not being "picked" by the car; instead, another copy spawns at the place where you drove the mini-car;
- the car right at the start of the map can be damaged when being shot (the car textures will change to a "broken" ones).
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Lex Safonov
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Re: Shadow Warrior Total Conversion

Post by Lex Safonov »

Mere_Duke wrote:
Lex Safonov wrote:I am very bad to create a model, but I'll see what I can do. At the moment I am preparing a 2 and a third card to release. I received a report from the beta test and will be corrected later.
The 1st map is not "exact SW 1st map" TBH. Like there is a room that can be achieved by jumping from crates but there is no window in the TC :D
If you plan to do an "exact" conversion then I can do a detailed comparison in my spare time; all differences I can remember now are:
- when you use a mini-car to get the access card, the actual card is not being "picked" by the car; instead, another copy spawns at the place where you drove the mini-car;
- the car right at the start of the map can be damaged when being shot (the car textures will change to a "broken" ones).
These differences I remember. The rooms have a problem in portals that do not work correctly in Zandronum. And I need multiplayer support.
In the engine, the texture change is set in the properties of the texture itself (for example, on cars). In a thought, this can be achieved only with the help of ACS scripts. This is an extra work and it is not advisable.
The problem with the key is that I also know it and can tell you the reason - the machines are made by 3d models. In the original game, this machine is made a full-fledged sector and there is a feature of the engine. Therefore, we have to put up with the constraints. If possible, I try to transfer the basic bells and whistles, like a forklift on a second card or a puzzle on a third.
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Rachael
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Re: Shadow Warrior Total Conversion

Post by Rachael »

I don't know how feasible it is for you, but it is possible to set up polyobject portals. These would allow you to move the player into what is essentially an isolated area for movable vehicles and turrets and such. Unfortunately, though, I don't think that will work with Zandronum, yet (unless you're targeting Zandy 4.0).
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Lex Safonov
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Re: Shadow Warrior Total Conversion

Post by Lex Safonov »

Rachael wrote:I don't know how feasible it is for you, but it is possible to set up polyobject portals. These would allow you to move the player into what is essentially an isolated area for movable vehicles and turrets and such. Unfortunately, though, I don't think that will work with Zandronum, yet (unless you're targeting Zandy 4.0).
I know this method, but so far my goal is to transfer maps to stable Zandronum builds

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