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Re: [WIP] ZDoom Wars (Slot 5 emptyness makes me sad!)

Posted: Sun Aug 31, 2008 7:46 pm
by Mik57
Well, I got it from the game red faction. Normally, its a wav file, but I had to download the mp3 version of it.

Here be it:
http://files.filefront.com/Stormrar/;11 ... einfo.html

Re: [WIP] ZDoom Wars (Slot 5 emptyness makes me sad!)

Posted: Sun Aug 31, 2008 8:05 pm
by BouncyTEM
hm, the already compressed one. x.x

No worries though, a quick google for it and I managed to make a better version!

it's not only smaller but it sounds better and less compressed.

http://www.sendspace.com/file/901znl

here you go! :)

2-3 MB.

OGGs are zdoom's best friend when it comes to music. :P

EDIT: I thought i'd save you a bit of extra time, so I modified the music file in the level for you!

http://www.sendspace.com/file/5craim

here we go. :D

Re: [WIP] ZDoom Wars (Slot 5 emptyness makes me sad!)

Posted: Sun Aug 31, 2008 8:19 pm
by Captain Ventris
I wouldn't say the level is done, mik. There are still a couple issues that need addressing.

1. Some cacodemons passed through the walls of the canyon, and I don't think they could come back out. No idea how that would happen.

2. ALL projectiles should pass through those fences. It's lame to have your decent shooters (Mancubi, Cacodemons, you name it) not being able to hit something that isn't directly above them since the fence blocks their shots.

Other than that, WOW. I set up an epic battle on the map, and it was dang impressive other than the bugs I encountered.

Also, the song is cool.

EDIT: Should SOME basic units be able to be altered in some manner using a radius effect ability or something? For example, hitting a bunch of heretic gargoyles turns them into suicide bombers or something? If it was done in clusters, subtly or overtly shifting the purpose of some basic creatures could come in handy, and MIGHT work out.

Re: [WIP] ZDoom Wars (Special abilities for your monsters!)

Posted: Sun Aug 31, 2008 8:56 pm
by Mik57
Alright, thanks a lot, bouncy.

Also, I don't know how to make projectiles go through the fence. I made it blocking by putting bridge objects there. I guess the alternative could be to just remove the fence. Unless there is an alternative anyone knows of?

Re: [WIP] ZDoom Wars (Special abilities for your monsters!)

Posted: Sun Aug 31, 2008 8:58 pm
by Captain Ventris
Perhaps put a short half-wall, short enough for an imp to shoot over. I'm no mapper, so I have no idea if there is a way to keep the fence while including better functionality.

Re: [WIP] ZDoom Wars (Special abilities for your monsters!)

Posted: Sun Aug 31, 2008 9:01 pm
by Mik57
I think ill just get rid of it. It also seems to get cacodemons all bugged up when they fly over it. As for the cacos getting stuck out of the level, where did they get out?

Re: [WIP] ZDoom Wars (Special abilities for your monsters!)

Posted: Sun Aug 31, 2008 9:02 pm
by Captain Ventris
Mik57 wrote:I think ill just get rid of it. It also seems to get cacodemons all bugged up when they fly over it. As for the cacos getting stuck out of the level, where did they get out?
The great big canyon wall visible from the courtyard with the gates in it.

EDIT: Was the rate of the giant wall's descent long enough when you played on the map?

Re: [WIP] ZDoom Wars (Special abilities for your monsters!)

Posted: Sun Aug 31, 2008 9:37 pm
by Mik57
I think I should maybe make it a little bit longer. My friend barely had a tiny defense up (outer wall populated) by the time I attacked.

Re: [WIP] ZDoom Wars (Special abilities for your monsters!)

Posted: Sun Aug 31, 2008 9:48 pm
by Captain Ventris
Mik57 wrote:I think I should maybe make it a little bit longer. My friend barely had a tiny defense up (outer wall populated) by the time I attacked.
Alright, do that. Make it relatively long.

Re: [WIP] ZDoom Wars (Special abilities for your monsters!)

Posted: Sun Aug 31, 2008 10:10 pm
by Mik57
Alright, final version. All bugs tested, and fixed. Fence removed. Canyon Impassable. Music awesome. Huge wall huger (2:55 to lower, about as long as the song.)

I believe this is the final version. Put it on the frontpage if you want.
http://www.sendspace.com/file/cpumwe

Re: [WIP] ZDoom Wars (Special abilities for your monsters!)

Posted: Sun Aug 31, 2008 10:18 pm
by BouncyTEM
I was curious what you would think about this too, FYI. :P
Spoiler:

Re: [WIP] ZDoom Wars (Special abilities for your monsters!)

Posted: Sun Aug 31, 2008 10:23 pm
by Mik57
Looks cool, but its too clear for a stormy night.

Re: [WIP] ZDoom Wars (Special abilities for your monsters!)

Posted: Sun Aug 31, 2008 11:27 pm
by Captain Ventris
Awesome, awesome, awesome. Going on the front page!

EDIT: Is there a way to stop air forces from engaging? Can a line def change type? Like, the wall is a block monster line, but once the wall is lowered completely, it becomes passable?

Re: [WIP] ZDoom Wars (The epic map Tech Monolith is released!)

Posted: Mon Sep 01, 2008 12:00 am
by Mik57
Not that I know of. I know that can get a little annoying, but I guess just invest in some anti-air in the beginning.

Re: [WIP] ZDoom Wars (The epic map Tech Monolith is released

Posted: Mon Sep 01, 2008 1:11 am
by BouncyTEM
shouldn't that be possible with ACS?

EDIT: I know it's not much now, but I got something to contribute.

Dead Link

Dead Link

Dead Link

Dead Link

Dead Link

Dead Link

Dead Link
Dead Link

hosting! :)