[Stronghold] Final version 1.0 out!

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
Tormentor667
Posts: 13554
Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany
Contact:

Re: Stronghold - Public Alpha (build 2 new!)

Post by Tormentor667 »

Everyone who is interested can provide me ads ;) (in PSD format please so I can alter them) By the way: If you have any suggestions concerning new items, ads, monsters or things like that, feel free to suggest them :)
User avatar
corysykes
Posts: 329
Joined: Mon May 07, 2007 6:03 pm
Location: Location i have no Location

Re: Stronghold - Public Alpha (build 2 new!)

Post by corysykes »

instead of the ads being the some they could be different like there could be the one about armor and night of the homeless and other ones have something about kdizd just an example and they shout have ambient sounds aswell like humming or static or some random chatter that you cant hear properly but some times you may hear things like "beer is good" (_)3 :P in muffeled sounds just random ideas

keep going i love it i cant stop playing it :D
User avatar
.+:icytux:+.
Posts: 2661
Joined: Thu May 17, 2007 1:53 am
Location: Finland

Re: Stronghold - Public Alpha (build 2 new!)

Post by .+:icytux:+. »

haha.. i quite like the idea about the ambient sounds in the lobby. like:

Code: Select all

"mumble mumble beer is good mumble mumble damn that revenant mumble mumble mumble mumble hahahaha mumble mumble mumble the bfg is awesome mumble mumble mumble mumble stripping lady marines are hot mumble mumble mumble mumble demon stew with blood sallad please mumble mumble mumble mumble mumble mumble map01 music sux mumble mumble mumble mumble mumble mumble yarr mumble mumble mumble mumble mumble giant enemy crab mumble mumble mumble mumble mumble demon porn on impse.com mumble mumble mumble mumble mumble mumble mumble greetings mumble mumble mumble mumble mumble mumble mumble huge cacodemon attacked me from behind mumble mumble mumble mumble i saw 2 demons having fun in the bush mumble mumble"
and so on...

dosn't have to be too loud tho...
CaptainToenail
Posts: 3975
Joined: Fri Jul 06, 2007 9:16 am

Re: Stronghold - Public Alpha (build 2 new!)

Post by CaptainToenail »

Lol, nice idea :lol:
User avatar
KeksDose
 
 
Posts: 596
Joined: Thu Jul 05, 2007 6:13 pm
Location: my laboratory
Contact:

Re: Stronghold - Public Alpha (build 2 new!)

Post by KeksDose »

Icy's idea wrote: giant enemy crab
That's my secondary name on Skulltag, along with KeksDose and Toasters of Evil. >_< Also, I tried the new build. I think it's pretty amusing, but for my tastes, even on UV a bit easy (maybe because I like to abuse the chain gun \ pistol and the bullet puff bug?!). But I never tried it in Nightmare, so I DO GUESS I'm missing a funny challenge (turbo demons and being super-sniped by shotgun guys xD).
User avatar
Tormentor667
Posts: 13554
Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany
Contact:

Re: Stronghold - Public Alpha (build 2 new!)

Post by Tormentor667 »

Easy?! O_o
User avatar
KeksDose
 
 
Posts: 596
Joined: Thu Jul 05, 2007 6:13 pm
Location: my laboratory
Contact:

Re: Stronghold - Public Alpha (build 2 new!)

Post by KeksDose »

Yeah, but maybe I didn't try out everything fully YET. From what I've seen now, all I need to do is run a bit and snipe, and that's where I'm best. :P Maelstrom is sniping. When I get the chain gun there, I can take down everything from the window, and the demons or spectres with the shotgun. Mars actually has the shotgun pretty early, and if I stand at the right position, I can take any monster down. By now, I think Downtown was the most difficult, you need to be a lot more strategical, and I still think about how to pass this. It's a map where you must find a certain routine, and use your ammunition wisely. So don't think I meant the whole set is too easy for me :P I just played the three first that were actually playable, and I really didn't have enough time to test a bit more. >_> So I should have said "Easy for the most part to the point where I played", because 2 of 3 maps (Maelstrom and Mars) were actually easy, just Downtown is damn hard, even if you abuse the save states >_>
User avatar
Vader
Posts: 4241
Joined: Fri Jul 30, 2004 4:00 am
Location: Germany

Re: Stronghold - Public Alpha (build 2 new!)

Post by Vader »

Finally got around playing this again.
Very nice work so far, especially on the Intermap... I like it a lot!

I have one major problem with it though and I hope this will get fixed in later builds;
The setup of the different waves is in all 3 playable maps exactly the same! Starting from the spawned items and enemys and ending with the messages you get after completing a wave, it's all identical. This is propably also the reason why it felt repetive to some people!
I also think it's quite easy because of this, with the exception of the 'mars' map, wich is insanely hard in comparison to the others.
I think the main problem with this map is the short distance between the spawning points and the monster goal.
Demons and spectres get into the building in no time and once they are coupled with HK's and Barons, in the last wave IIRC, it gets really unfair.

It also seems to me, that the mines are nearly useless!
You can't effectively block entrys with them, as single mines are way to unlikely to be stepped on by a monster and multiple mines destroy each other upon detonation, wich is quite a waste of ammo...

Anyway, keep it up!
User avatar
qwerqsar
Posts: 236
Joined: Sat Jun 02, 2007 10:06 am
Location: The beautiful Anahuac (A mexican kind of Midgard)
Contact:

Re: Stronghold - Public Alpha (build 2 new!)

Post by qwerqsar »

Vader wrote: I also think it's quite easy because of this, with the exception of the 'mars' map, wich is insanely hard in comparison to the others.
I think the main problem with this map is the short distance between the spawning points and the monster goal.
Demons and spectres get into the building in no time and once they are coupled with HK's and Barons, in the last wave IIRC, it gets really unfair.

It also seems to me, that the mines are nearly useless!
You can't effectively block entrys with them, as single mines are way to unlikely to be stepped on by a monster and multiple mines destroy each other upon detonation, wich is quite a waste of ammo...
I given it a replay and i like the Maelstrom and the Stigma maps because they give time... and thus they are easier. My real problem, after playing a while was Mars after all... that one is pretty darn hard becuase there is no way to block the monsters (besides barrels, lol) and there are two entrances! So when the Knights come inj knocking, well, i get stressed to put just two down and the others have already entered the stronghold. So there is the difficulty problem, it is not in the difficulty setting, but in the map.

And i second that idea of random conversations. It would be a nice detail to get close to a foodcore and hear some random mumblings, hehe... :cheers:
User avatar
corysykes
Posts: 329
Joined: Mon May 07, 2007 6:03 pm
Location: Location i have no Location

Re: Stronghold - Public Alpha (build 2 new!)

Post by corysykes »

ill mumble for this :P i dont cear if any one hears me talking but even so they sort of wont :D
Last edited by corysykes on Mon May 05, 2008 6:11 pm, edited 1 time in total.
User avatar
Tormentor667
Posts: 13554
Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany
Contact:

Re: Stronghold - Public Alpha (build 2 new!)

Post by Tormentor667 »

@Keksdose - Well, Downtown is only supposed to be beatable with clever usage of portable items ;)

@Vader - The waves and messages are the same right now as I haven't touched them yet. I only used the same from STR02 (Mars) to test things but I have already finished the real wave settings on my hd, so expect a new alpha with a completely finished Tier 1 very soon ;) Beyond, I obviously have to alter the Mars map in terms of difficulty settings :P Any ideas on how to improve the mines?

Concerning the random conversations: I have already thought about that as well, at least some speech parts of some sort of base operators or things like that but I am no good voice actor, so if anyone wants to volunteer, feel free to do so :)
User avatar
Vader
Posts: 4241
Joined: Fri Jul 30, 2004 4:00 am
Location: Germany

Re: Stronghold - Public Alpha (build 2 new!)

Post by Vader »

Ah, good to know!

About the mines:
Well, for one I'd completely disable that they can be shot/killed. It may be a bit unlogic, but it'd definetly help to make them more usefull IMO.
Second, I don't know how the mines are set up at the moment (how they "know" when to explode), but if you have the mines perform a melee attack once a monster is in range, I'd simply increase the melee-range a bit.
Otherwise, there's surely a way to make them explode earlier through some A_jumpifcloser action...
User avatar
corysykes
Posts: 329
Joined: Mon May 07, 2007 6:03 pm
Location: Location i have no Location

Re: Stronghold - Public Alpha (build 2 new!)

Post by corysykes »

i mumbled :P
(it wouldnt let me upload it here dunno why)
http://www.mediafire.com/?kfyityujkhc
User avatar
Tormentor667
Posts: 13554
Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany
Contact:

Re: Stronghold - Public Alpha (build 2 new!)

Post by Tormentor667 »

Take a look, this is how the LandMineLayer is set up:

Code: Select all

//////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////// MINE LAYER ///////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////

ACTOR LandMineLayer : Weapon 25084
{
   SpawnId 200
   Inventory.PickupMessage "You got some Landmines!"
   Inventory.PickupSound "misc/w_pkup"
   Weapon.AmmoType "Mines"
   Weapon.AmmoGive 5
   Weapon.AmmoUse 1
   Weapon.AmmoType2 "Mines"
   Weapon.AmmoUse2 1
   States
   {
   Spawn:
      MINE A -1
      Loop
   Ready:
      LAYR A 1 A_WeaponReady
      Loop
   Deselect:
      LAYR A 1 A_Lower
      Loop
   Select:
      LAYR A 1 A_Raise
      Loop
   AltFire:
      LAYR B 8 A_PlaySound("weapons/minebeep")
      LAYD ABCDE 1
      TNT1 A 10
      LAYT A 1 A_PlaySound("weapons/minethrow")     
      LAYT BCDEFGH 1
      LAYT I 1 A_FireCustomMissile("Landmine2",0,1,0,8)
      LAYT JKLMNOPQR 1
      TNT1 A 10
      LAYU ABCDE 1
      LAYR A 6                     
      Goto Ready
   Fire:
      LAYR B 8 A_PlaySound("weapons/minebeep")
      LAYD ABCDE 1
      TNT1 A 10
      TNT1 A 19 A_FireCustomMissile("Landmine3",0,1,0,0)
      LAYU ABCDE 1
      LAYR A 6                     
      Goto Ready
   }
}

ACTOR Landmine
{
   Radius 5
   Height 5
   Mass 1000000
   Health 20
   Damage 10
   SeeSound "weapons/tink"
   ExplosionDamage 192
   ExplosionRadius 128
   DONTHURTSHOOTER
   Speed 0
   +NOBLOOD
   +SHOOTABLE
   +MISSILE
   States
   {
   Spawn:
      MINE A 0 A_Gravity
      MINE AB 5
      Loop
   Death:
      MISL B 0 A_PlaySound("weapons/mineexpl")
      MISL B 8 A_Explode
      MISL C 6
      MISL D 4
      Stop
   }
}


ACTOR Landmine2
{
   Radius 5
   Height 5
   Mass 1000000
   Health 20
   Damage 10
   SeeSound "weapons/tink"
   DONTHURTSHOOTER
   Speed 15
   +NOBLOOD
   +SHOOTABLE
   +MISSILE
   +DOOMBOUNCE
   States
   {
   Spawn:
      MINE A 0 A_Gravity
      MINE AB 5
      Loop
   Death:
      MINE A 0 A_SpawnItem("Landmine")
      Stop
   }
}

ACTOR Landmine3 : Landmine2
{
   Speed 2
}

ACTOR Mines : Ammo 25085
{
   SpawnId 201
   Inventory.Amount 2
   Inventory.MaxAmount 20
   Ammo.BackpackAmount 5
   Ammo.BackpackMaxAmount 40
   Inventory.PickupMessage "Picked up some Landmines."
   Inventory.PickupSound "misc/i_pkup"
   Inventory.Icon MINEA0
   States
   {
   Spawn:
      MINE B -1
      Stop
   }
}
So, Vader, could you be so kind and alter the weapon to make it exactly act like you have it in mind?
User avatar
Vader
Posts: 4241
Joined: Fri Jul 30, 2004 4:00 am
Location: Germany

Re: Stronghold - Public Alpha (build 2 new!)

Post by Vader »

I just tried a few things, but it doesn't seem to be as easy as I thought, unfortunately.
I definitely would get rid fo the +Shootable flag and the health property, but other than I've no idea how to make the mines haver a bigger activation radius ATM.
I'm not a DECORATE guru, so maybe someone else can help you here...
Locked

Return to “Abandoned/Dead Projects”