[WIP] ZDoom Wars (Version 0.85)

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
Locked
User avatar
Captain Ventris
Posts: 4608
Joined: Mon Jul 31, 2006 4:25 pm
Location: San Antonio, TX

Re: [WIP] ZDoom Wars (NEW RELEASE! Check First Post)

Post by Captain Ventris »

Mik57 wrote:Map command? I should just be able to idclev to map 9, and play it. And the music does need to be named from the level it is in. Otherwise, you can't hear the music while playing. You just hear the default music for that map.
MAP zMAP09

Type exactly that into the console.
User avatar
Mik57
Posts: 675
Joined: Sun Jul 27, 2008 1:39 pm
Location: Phelan, California

Re: [WIP] ZDoom Wars (NEW RELEASE! Check First Post)

Post by Mik57 »

Alright. Why is it zmap 09 anyway? Is it the ninth one?
User avatar
XutaWoo
Posts: 4005
Joined: Sat Dec 30, 2006 4:25 pm
Location: beautiful hills of those who are friends
Contact:

Re: [WIP] ZDoom Wars (NEW RELEASE! Check First Post)

Post by XutaWoo »

The ZMAP is just something random due to ZDoom War being in, well, ZDoom. 9 was just a random number, really.
User avatar
Captain Ventris
Posts: 4608
Joined: Mon Jul 31, 2006 4:25 pm
Location: San Antonio, TX

Re: [WIP] ZDoom Wars (NEW RELEASE! Check First Post)

Post by Captain Ventris »

I don't know about the crazy obstacle thingies between each segment. I like the concept of forcing monsters onto a path to wind across, but some have +DROPOFF, and I don't want to take it off, because it would be silly if your entire army was stopped by a staircase. Possibly increase the roof height, to accommodate for enormous units like Inquisitors and Maulator. Good work so far, and thanks for your efforts!

EDIT: Oh, and the map causes the console to vomit forth a constant stream of ACS errors, and the players don't regenerate mana. D:
User avatar
XutaWoo
Posts: 4005
Joined: Sat Dec 30, 2006 4:25 pm
Location: beautiful hills of those who are friends
Contact:

Re: [WIP] ZDoom Wars (NEW RELEASE! Check First Post)

Post by XutaWoo »

That's probally because the script lump in the ZDoom Wars main file is called behavior. Recompile it with another name, and remember to change the name in the #library "". I will increase the ceiling of the path, though.
User avatar
Mik57
Posts: 675
Joined: Sun Jul 27, 2008 1:39 pm
Location: Phelan, California

Re: [WIP] ZDoom Wars (NEW RELEASE! Check First Post)

Post by Mik57 »

K. I don't really know much about scripting, just the extremely basic stuff. So, if anyone wants to script my maps, feel free to.

Just finished one of the outposts, now I need 1 more outpost and the main fortress, then copy paste, small modifications, and Im done. Woo!
User avatar
Captain Ventris
Posts: 4608
Joined: Mon Jul 31, 2006 4:25 pm
Location: San Antonio, TX

Re: [WIP] ZDoom Wars (NEW RELEASE! Check First Post)

Post by Captain Ventris »

XutaWoo wrote:That's probally because the script lump in the ZDoom Wars main file is called behavior. Recompile it with another name, and remember to change the name in the #library "". I will increase the ceiling of the path, though.
Alright, I'll get to that. Thanks again.

EDIT: Okay, there are no longer conflicts. Is something supposed to happen in your map, by chance? What do the present ACS scripts do?
User avatar
XutaWoo
Posts: 4005
Joined: Sat Dec 30, 2006 4:25 pm
Location: beautiful hills of those who are friends
Contact:

Re: [WIP] ZDoom Wars (NEW RELEASE! Check First Post)

Post by XutaWoo »

Captain Ventris wrote:Alright, I'll get to that. Thanks again.

EDIT: Okay, there are no longer conflicts. Is something supposed to happen in your map, by chance? What do the present ACS scripts do?
The higher part of the cave randomly lowers into a lavapit, which kills most things almost in an instant. It's suposed to stop flooding in the middle.

Also, higher ceiling'd: clicky.
User avatar
Captain Ventris
Posts: 4608
Joined: Mon Jul 31, 2006 4:25 pm
Location: San Antonio, TX

Re: [WIP] ZDoom Wars (NEW RELEASE! Check First Post)

Post by Captain Ventris »

XutaWoo wrote:
Captain Ventris wrote:Alright, I'll get to that. Thanks again.

EDIT: Okay, there are no longer conflicts. Is something supposed to happen in your map, by chance? What do the present ACS scripts do?
The higher part of the cave randomly lowers into a lavapit, which kills most things almost in an instant. It's supposed to stop flooding in the middle.

Also, higher ceiling'd: clicky.
Oh bejeebus. That soudns fun. XD

I'll check out the latest version, and Edit when to comment.

EDIT: The roof height is great now, any ole' thing can fit through easily. However, the height difference between the edge of the pit and the raised part of the cavern is too great for many monsters to cross at all, and it's a little annoying to have half your army end up in holes, waiting for the caverns to lower and kill them.

Perhaps give a warning that the cavern is about to lower, like a brief quake or something. Give at least enough time for the player to clear out, since dying will annihilate your entire army. Good work so far!


In other news, the Lich now has 3 special items (one that makes him a ghost unit, one that scares monsters, and one that drains health from monsters). He's ready to be tested and balanced. :D
User avatar
BouncyTEM
Posts: 3822
Joined: Sun Aug 24, 2003 5:42 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: 2280 Lol Street: The Calamitous Carnival (formerly Senators Prison)

Re: [WIP] ZDoom Wars (NEW RELEASE! Check First Post)

Post by BouncyTEM »

Captain Ventris wrote:
XutaWoo wrote:
Captain Ventris wrote:Alright, I'll get to that. Thanks again.

EDIT: Okay, there are no longer conflicts. Is something supposed to happen in your map, by chance? What do the present ACS scripts do?
The higher part of the cave randomly lowers into a lavapit, which kills most things almost in an instant. It's supposed to stop flooding in the middle.

Also, higher ceiling'd: clicky.
Oh bejeebus. That soudns fun. XD

I'll check out the latest version, and Edit when to comment.

EDIT: The roof height is great now, any ole' thing can fit through easily. However, the height difference between the edge of the pit and the raised part of the cavern is too great for many monsters to cross at all, and it's a little annoying to have half your army end up in holes, waiting for the caverns to lower and kill them.

Perhaps give a warning that the cavern is about to lower, like a brief quake or something. Give at least enough time for the player to clear out, since dying will annihilate your entire army. Good work so far!


In other news, the Lich now has 3 special items (one that makes him a ghost unit, one that scares monsters, and one that drains health from monsters). He's ready to be tested and balanced. :D
SEND, now! :P :D

Edit: Awesome...:D
User avatar
Captain Ventris
Posts: 4608
Joined: Mon Jul 31, 2006 4:25 pm
Location: San Antonio, TX

Re: [WIP] ZDoom Wars (NEW RELEASE! Check First Post)

Post by Captain Ventris »

Heh.

Does anyone know a wad from where I can get graphics for a player holding a metal Shield?

Edit: I've decided not to do an Angel OMA. I just don't feel like it. XD However, I would still like to do the Inquisitor OMA.
User avatar
BouncyTEM
Posts: 3822
Joined: Sun Aug 24, 2003 5:42 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: 2280 Lol Street: The Calamitous Carnival (formerly Senators Prison)

Re: [WIP] ZDoom Wars (NEW RELEASE! Check First Post)

Post by BouncyTEM »

Captain Ventris wrote:Heh.

Does anyone know a wad from where I can get graphics for a player holding a metal Shield?

Edit: I've decided not to do an Angel OMA. I just don't feel like it. XD However, I would still like to do the Inquisitor OMA.
Inquisitor OMA?
User avatar
Captain Ventris
Posts: 4608
Joined: Mon Jul 31, 2006 4:25 pm
Location: San Antonio, TX

Re: [WIP] ZDoom Wars (NEW RELEASE! Check First Post)

Post by Captain Ventris »

Bouncy wrote:
Captain Ventris wrote:Heh.

Does anyone know a wad from where I can get graphics for a player holding a metal Shield?

Edit: I've decided not to do an Angel OMA. I just don't feel like it. XD However, I would still like to do the Inquisitor OMA.
Inquisitor OMA?
Yes, the one you were doing the recolor for. ;)

EDIT: I would really love to have graphics of some robot fists right now, lol.
User avatar
BouncyTEM
Posts: 3822
Joined: Sun Aug 24, 2003 5:42 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: 2280 Lol Street: The Calamitous Carnival (formerly Senators Prison)

Re: [WIP] ZDoom Wars (NEW RELEASE! Check First Post)

Post by BouncyTEM »

Ah, right, that.
User avatar
Captain Ventris
Posts: 4608
Joined: Mon Jul 31, 2006 4:25 pm
Location: San Antonio, TX

Re: [WIP] ZDoom Wars (NEW RELEASE! Check First Post)

Post by Captain Ventris »

Bouncy wrote:Ah, right, that.
Heh. It will do minor AOE damage with every step, can fly slowly, has several weapons, can raise a reflective barrier, and will have constantly present armor of a high degree which makes him immune to Blast Damage. Giant Mech smashing action is fun. Anyone know of where I can find robot fists? I would love for it to have a close combat attack.
Locked

Return to “Abandoned/Dead Projects”