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Re: [WIP] Virus - Resources Done

Posted: Thu Dec 13, 2007 8:03 pm
by SMG M7
This is one of those projects that fall under "really original stuff." I like those sorts of projects, and the graphics fit in perfectly. No, they aren't insanely detailed, but they fit incredibly well. The screenshots make me think of those old win95 games that I used to love so much. I can't wait to see it to fruition.

Re: [WIP] Virus - Resources Done

Posted: Wed Jan 02, 2008 4:24 am
by Phobus
Ok, for the few of you who are interested, I'll explain why this will take a bit longer yet.

In an effort to make sure I have some independant releases this year (unlike last year) I've taken this project to the early part of mapping (a couple of rooms) and then decided to gear myself up for mapping with another Quicky project. I'm half way through that in the 9 (spread out) days I've had to map on it since starting. The reason I was so keen to do the Quicky project is that it's finally letting me use all of those old ideas I had in a release... plus it's taking a lot less effort than a lot of my recently cancelled projects, simply because it's just Doom 2 mapping with some scripting.

Once Quicky2 is done (there will be a release thread and all the rest of it) I'll get back to this and get the map done as quickly as I can. Of course, school will be starting soon, which slows it all down, but having a real life seems to make ZDoom work pretty slow anyway. Consider this on wait-a-while until I finish the quick map. Besides, knowing how things work out for me, the quick map will probably be the most fun anyway :P

Re: [WIP] Virus - Resources Done

Posted: Tue Jul 15, 2008 5:44 am
by Phobus
*necromancy*

*Bump*

*little bit more necromancy*

And there we are, found the thread again :P

Just an update to say what my plans are for the time being:

I've finished making the resources more complete just this morning. Now that Quicky2.wad is done, and seems to have no bugs, I can upload that to the archives tomorrow and have it done with for good, so that just leaves this wad. The plans for the wad are a doom length episode with a secret map and a credmap sort of thing (like Scourge, but different). However, that takes time, and I may not have enough time, so what I am going to do for sure is try and do as much as possible with the wad (ie. finish a few maps) and release it when my time draws short, as a demo.

Now, if it turns out that I can carry on with it afterwards, then I will, but until then, expect a two or three map demo some time near the end of August, hopefully. :)

Re: [WIP] Virus - Resources Done

Posted: Tue Jul 15, 2008 8:21 am
by XutaWoo
Awesome, this isn't dead and there could be a demo in a month? Great news, Phobus!

Re: [WIP] Virus - Resources Done

Posted: Tue Jul 15, 2008 9:02 am
by Shadelight
Yay, maor Virus. :D

Re: [WIP] Virus - Resources Done

Posted: Tue Jul 15, 2008 9:48 am
by hnsolo77
cool, can't wait for the demo

Re: [WIP] Virus - Resources Done

Posted: Tue Jul 15, 2008 10:51 am
by Remmirath
Seconded...i'm really looking forward to this... :D

Re: [WIP] Virus - Resources Done

Posted: Fri Jul 18, 2008 12:05 pm
by Phobus
Ok, MAP01: Sector Limits is done. Its only small, but its part of an episode, so that doesn't matter too much. Screenshots below in the spoiler. MAP02 will be started tomorrow probably. Turns out I may be able to get the three map demo done quite quickly... and if that happens, maybe I'll do the entire first episode before time may run out as well. I'll try at least.
Spoiler: Sector Limits Screens
Maps will largely be short and non-linear for the most part, showcasing various gameplay ideas, design concepts and slowly introducing the small group of baddies and pickups featured in the first episode (which I will only give a name if I make a second one :P )

Re: [WIP] Virus - MAP01 screens p5

Posted: Fri Jul 18, 2008 12:21 pm
by Remmirath
Nice screens, Phobus...it seems to be promising... :P

Re: [WIP] Virus - MAP01 screens p5

Posted: Fri Jul 18, 2008 12:26 pm
by Unknown_Assassin
Is there 3 different types of weapons, or is there more? If there is more (eg: 7), I think that might a bit overwhelming for the player. The words might detract the person's ability to battle with monsters.

BTW, cool screens. :)

Re: [WIP] Virus - MAP01 screens p5

Posted: Fri Jul 18, 2008 1:41 pm
by Phobus
3 ATM, and at most there will be 5 or 6 (probably 5) once all the episodes are done. You see, the HUD was planned to leave space down the side for at least two more, and two more would fit easily by the looks of things.

Re: [WIP] Virus - MAP01 screens p5

Posted: Wed Jul 23, 2008 5:45 am
by Phobus
I've noticed one major flaw with ZDoom and flying players... you can't use portals anywhere where the player can go (and i'd just worked them out too :( ) and likewise using the sky heights to vary buildings and stuff can't work because you can just fly up and see for yourself how that one was hacked into being. However, MAP02 is coming along nicely, as I'm on the major room for the map now, which will house the exit and the way to open it... thing is though I have to draw on artistic reserves to make large rooms interesting because of the monotonous textures, so architecture may take a while for this project. I anticipate having this map done by next week, and then its only one more for the demo.

And as an aside, I got myself a friendly episode 1 boss and decided to match its power against a Doom2 level. It went through pretty much all of MAP10 on UV owning everything in sight (though it'd not have beaten the cyberdemon even if I had decided to take them against eachother)... admitadly friendly monsters have a huge advantage in fights as they're not targeted until they've hit their opponent. Still, that's a measure of its power for you if and when I finish episode 1 and you can fight it for yourself. :P

Re: [WIP] Virus - MAP01 screens p5

Posted: Wed Jul 23, 2008 6:04 am
by Cutmanmike
Very unique, me likes.

Re: [WIP] Virus - MAP01 screens p5

Posted: Wed Jul 23, 2008 7:54 am
by Wills
This is very different and looks quite fun.

I imagined a mapset about a virus as taking place mostly underground, in tunnels and chambers around and in lots of machinery, etc. But this looks quite nice.

Re: [WIP] Virus - MAP01 screens p5

Posted: Wed Jul 23, 2008 9:56 am
by Phobus
Thank you both :)

@Wills: What you describe is something quite hard to do effectively in Doom (due to the machinery bit, one would expect horizontally moving things better than polyobjects and a lot more besides), and to a certain extent what I'm doing would be better suited to a full 3D engine as well, but there's more to what I'm doing than the idea of a virus. Its a bit more complex and at the same time a fair bit simpler too (artistically mainly).

Progress today:

MAP02 (Recreation) is done! Is an open plan map which works quite nicely for speed running (I flew to the end of the level in 21 seconds as a personal best) but is nicely action oriented too (A UV Max run would involve hunting out some of the monsters, as a bit of a curveball). This map also introduces a weapon, a few pickups (mostly in secrets) and another monster. Arguably easier than the previous map as most of it is space in abundance, and the secrets are more helpful if you manage them.
Spoiler: Recreation Screens
----

Aside from this, I also messed around with the Teledrone to make it a little more interesting (it now has +FLOATBOB whilst it wanders around the area its permitted in, marking a teleporter, first seen in MAP02 as well) and I've made the prism so that it can XDeath and Crash (both of which result in the rest of it shattering, leaving the remaining thing as just one shard), so lets hope you enjoy the sounds of shattering glass :P