Shadow Warrior Total Conversion 12 maps well done!!!!
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: 64
- Joined: Sun Apr 21, 2013 4:05 am
- Location: Deadside, Marrow Gates
Re: Shadow Warrior Total Conversion
Behavior-wise, the monsters and weapons are extremely accurate to the original game, great work. Are you recreating the maps from scratch?
-
- Posts: 2059
- Joined: Mon Feb 07, 2011 5:02 am
Re: Shadow Warrior Total Conversion
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...
-
- Posts: 1162
- Joined: Mon Oct 05, 2015 8:37 am
Re: Shadow Warrior Total Conversion
Are heat-seeking missiles included in this mod? I came across plenty of nukes so far, but no homing missiles so far.
-
-
- Posts: 16890
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
Re: Shadow Warrior Total Conversion
It is already included, but rarely spawns in Cell and Cell pack replacement.
-
- Posts: 147
- Joined: Mon Apr 28, 2014 10:50 pm
- Location: Russian Federation
Re: Shadow Warrior Total Conversion
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).HMNuke93 wrote:Behavior-wise, the monsters and weapons are extremely accurate to the original game, great work. Are you recreating the maps from scratch?
-
- Posts: 215
- Joined: Sun Aug 28, 2016 3:35 pm
- Location: Russia
Re: Shadow Warrior Total Conversion
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?
-
- Posts: 1162
- Joined: Mon Oct 05, 2015 8:37 am
Re: Shadow Warrior Total Conversion
You mean them?
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.
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.
-
- Posts: 147
- Joined: Mon Apr 28, 2014 10:50 pm
- Location: Russian Federation
Re: Shadow Warrior Total Conversion
It's Wanton Destruction ninjas.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?
well, I'll see what I can doJohnnyTheWolf 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.
-
- Posts: 603
- Joined: Tue Feb 17, 2015 5:54 am
- Location: Germany
Re: Shadow Warrior Total Conversion
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.
-
- Posts: 147
- Joined: Mon Apr 28, 2014 10:50 pm
- Location: Russian Federation
Re: Shadow Warrior Total Conversion
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.
-
- Posts: 1162
- Joined: Mon Oct 05, 2015 8:37 am
Re: Shadow Warrior Total Conversion
Maybe you could use the models from SgtMarkIV's Extermination Day mapset for Brutal Doom. I hear he has made them destroyable.
-
- Posts: 215
- Joined: Sun Aug 28, 2016 3:35 pm
- Location: Russia
Re: Shadow Warrior Total Conversion
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 TCLex 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.
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).
-
- Posts: 147
- Joined: Mon Apr 28, 2014 10:50 pm
- Location: Russian Federation
Re: Shadow Warrior Total Conversion
These differences I remember. The rooms have a problem in portals that do not work correctly in Zandronum. And I need multiplayer support.Mere_Duke wrote: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 TCLex 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.
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).
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.
-
- Posts: 13720
- Joined: Tue Jan 13, 2004 1:31 pm
- Preferred Pronouns: She/Her
Re: Shadow Warrior Total Conversion
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).
-
- Posts: 147
- Joined: Mon Apr 28, 2014 10:50 pm
- Location: Russian Federation
Re: Shadow Warrior Total Conversion
I know this method, but so far my goal is to transfer maps to stable Zandronum buildsRachael 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).