Submerged

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.
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Alterworldruler
Posts: 622
Joined: Mon Dec 19, 2005 7:31 am

Post by Alterworldruler »

KoF, no ammo to take out the sea terror boss, i mean too small number of shells to take out him
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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
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Post by Tormentor667 »

Any chance to get a full version soon?! :)
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Shadelight
Posts: 5113
Joined: Fri May 20, 2005 11:16 am
Location: Labrynna

Post by Shadelight »

I'll try Tormentor, but I've been out of ideas lately. :X
Alterworldruler, here's a tip to save ammo for the boss, don't kill all the imps at the beginning in the room with the ceiling windows.
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Alterworldruler
Posts: 622
Joined: Mon Dec 19, 2005 7:31 am

Post by Alterworldruler »

BlazingPhoenix wrote:I'll try Tormentor, but I've been out of ideas lately. :X
Alterworldruler, here's a tip to save ammo for the boss, don't kill all the imps at the beginning in the room with the ceiling windows.
I didn't kill them
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Cutmanmike
Posts: 11351
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom
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Post by Cutmanmike »

It's good but IMO the monsters are way too cartoony lookin'. I ran out of ammo too.
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Phobus
Posts: 5984
Joined: Thu May 05, 2005 10:56 am
Location: London
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Post by Phobus »

:laff: The sea monsters are my department, sorry :P
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Shadelight
Posts: 5113
Joined: Fri May 20, 2005 11:16 am
Location: Labrynna

Post by Shadelight »

Okay...I added some new things in the wad from Lilwhitemouse's HQuest lake stuff, but it randomly exits me out of the game at the beginning.
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solarsnowfall
Posts: 1581
Joined: Thu Jun 30, 2005 1:44 am

Post by solarsnowfall »

That's a GZDoom problem I've encountered myself. I haven't been able to pin point a common cause.

Anyway, there's no reason for all those scripts for the bubbles. Get rid of all those old scripts and replace them with this one.

Code: Select all

Script 4 OPEN
{
    for (int tid=1; tid<=47; tid+=2)
    {
        Spawn ("MapSpot", GetActorX(tid) + random(-8.0, 8.0), GetActorY(tid) + random(-8.0, 8.0), GetActorZ(tid), tid+1, 0);
        Thing_Projectile (tid+1, random(204, 206), 0, 0, random(5, 10));
        Thing_Remove (tid+1);
    }

    delay (1);
    restart;
}
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Shadelight
Posts: 5113
Joined: Fri May 20, 2005 11:16 am
Location: Labrynna

Post by Shadelight »

One month bump but eh, it'll manage.

I've begun searching for water monsters and I would like to request an Aqua Demon(with aquatic features :3) while I'm at it.
I finally fixed a bug that's been bugging the hell out of me, a random crashing bug, all I needed to do was fix a few missing texture areas and bam, it worked, but then it suddenly stopped working again and I'm sure it's for the same reason. I plan on adding pipe detail to some of the rooms when SLADE gets Slope support back(since I hate dealing with them in Doom Builder), I even plan on making a sequel to this since I have the rest of the map planned out(I hope it works well, x.x). Bouncy is supplying help by making a few M&M monsters in decorate and Phobus I will still credit(and everyone in there) for the Water Resource Wad.
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Shadelight
Posts: 5113
Joined: Fri May 20, 2005 11:16 am
Location: Labrynna

Re: Submerged

Post by Shadelight »

Bump! I finally found this old WAD and I hope to improve it and add new stuff. :)
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