[WIP] SSHU
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
[WIP] SSHU
EDIT1:Something Strange Happened in=SSHU better name =p
Finaly my fist mod post here \o/
So it´s only one map, you just enter in uac and many strange things happened, you can´t get out from uac, you run from many places until you find a spaceship, the problem, you don´t know where it´s going to go.
So for the details.
Work time:2 or 3 months
New monsters:no
New weapons:no
New sounds:yes
New music:yes
New map:only one
Source Ports:Zdoom 2.6,Gzdoom,Skulltag (skulltag have two graphcals problens but it works)
it´s done, but, I´ll add somethings more in the final release (not much, more remove skulltag bugs and some details in the map)
Download here
Finaly my fist mod post here \o/
So it´s only one map, you just enter in uac and many strange things happened, you can´t get out from uac, you run from many places until you find a spaceship, the problem, you don´t know where it´s going to go.
So for the details.
Work time:2 or 3 months
New monsters:no
New weapons:no
New sounds:yes
New music:yes
New map:only one
Source Ports:Zdoom 2.6,Gzdoom,Skulltag (skulltag have two graphcals problens but it works)
it´s done, but, I´ll add somethings more in the final release (not much, more remove skulltag bugs and some details in the map)
Download here
Last edited by ibm5155 on Wed Jan 16, 2013 8:02 am, edited 3 times in total.
Re: Something Strange Happened in UAC 0.1
This is... BADASS!
That battle in the red shadows was genius, and the end battle is tough!! Btw, great musics!
That battle in the red shadows was genius, and the end battle is tough!! Btw, great musics!
Re: Something Strange Happened in UAC 0.1
Well, this is a strange mix of some quite advanced features and '94 style mapping. Some of the features are really nice and some of the tricks, puzzles, scenes and fights are well thought through and well executed. However, it also features big square rooms, at least one HOM effect, ceilings that are the same height as the adjacent sky etc etc. I also found ammo balance not quite right.
Is it fun? Well, actually, yes it is.
IMO it should have some TLC spent on it to make it look visually more appealing but the basic idea and the execution of some of the areas is fine.
Is it fun? Well, actually, yes it is.
IMO it should have some TLC spent on it to make it look visually more appealing but the basic idea and the execution of some of the areas is fine.
- TheMistress
- Posts: 304
- Joined: Mon Jan 04, 2010 12:18 pm
Re: Something Strange Happened in UAC 0.1
You need to make more maps for this, and extend the last one! Not because they're too short, But because it was SO much fun to play this wad, I haven't had this much fun in single player since Hell Revealed and stuff
!
Great work!
Great work!
- Devastator
- Posts: 82
- Joined: Tue Dec 13, 2011 12:19 am
- Location: Happy Happy Village, Where Everything's Blue
Re: Something Strange Happened in UAC 0.1
I'll be checking this out.
Re: Something Strange Happened in UAC 0.1
Wow thanks, i did my best in a pentium 3 1GHz (hol*y *******, that was the most instable computer that i moded, i lost so many parts with BSOD >.<)
My first idea was how challenge i could do a mod without new monsters/weapons, not using 1000 monsters in a room, i tried my best =D...
It´s not a final release, just a stable/playable state, you want more? i think i should make a roter for all the maps make sence, hmm, maybe 1 map by 2 months could be a nice idea.
The HOM effect i know, but unfortunately that was the only way that i could work with the wall that explode
Also this map was the most buged map that i did, at least many wall tricks that i discovered dodged it...
Ok, so i´ll finish this map, repairing some bugs in skulltag and detailing some areas.
The next map probably would be the "walking in hell".
PS:How do i put a working secret area? i tried to put one at start and other in the second end =/
My first idea was how challenge i could do a mod without new monsters/weapons, not using 1000 monsters in a room, i tried my best =D...
It´s not a final release, just a stable/playable state, you want more? i think i should make a roter for all the maps make sence, hmm, maybe 1 map by 2 months could be a nice idea.
The HOM effect i know, but unfortunately that was the only way that i could work with the wall that explode
Also this map was the most buged map that i did, at least many wall tricks that i discovered dodged it...
Ok, so i´ll finish this map, repairing some bugs in skulltag and detailing some areas.
The next map probably would be the "walking in hell".
PS:How do i put a working secret area? i tried to put one at start and other in the second end =/
- Devastator
- Posts: 82
- Joined: Tue Dec 13, 2011 12:19 am
- Location: Happy Happy Village, Where Everything's Blue
Re: [WIP] Something Strange Happened in UAC 0.1
This is exactly the kind of thing I've been looking for. Reminded me a bit of Build engine games. I'd definately like to see more like it.
Re: [WIP] Something Strange Happened in UAC 0.1
You might have already fixed this, but the subtractive dynamic lights for the ammo should have "dontlightself" set to one in GLDEFS, so that you can actually see the ammo.
Re: [WIP] Something Strange Happened in UAC 0.1
Actualy i didn´t, the subtractive dynamic lights is from brutal doom, my wip is going to be played in classic doom monsters/weapons or if you don´t like it, use some monsters/weapons pack like brutal doom...amv2k9 wrote:You might have already fixed this, but the subtractive dynamic lights for the ammo should have "dontlightself" set to one in GLDEFS, so that you can actually see the ammo.
I put more than one shell in the same place, with one the shell looks normal, with 2 or more, it happen that bug
- TheMistress
- Posts: 304
- Joined: Mon Jan 04, 2010 12:18 pm
Re: [WIP] Something Strange Happened in UAC 0.1
Just out of curiosity, Will you be making more maps? Because honestly, i wouldn't mind having like 20+ maps like this, With a few more Epic Bossfights like the SpiderMasterMind, I really loved that fight personally, it was something different than just the regular "Cutscene: marine: die cyberdemon Cyberdemon: Some evil line"and then it turns out just like the Tower of Babel fight.
Re: [WIP] Something Strange Happened in UAC 0.1
I don´t know how many maps it´s going to be. The action, well i think not all´ll have the same action, but could have something different like puzzles... Now i need to think in a good continuation history, because i don´t want to lost the quality of the mod with strange things like first map ends in hell, the second start in a city...TheMistress wrote:Just out of curiosity, Will you be making more maps? Because honestly, i wouldn't mind having like 20+ maps like this, With a few more Epic Bossfights like the SpiderMasterMind, I really loved that fight personally, it was something different than just the regular "Cutscene: marine: die cyberdemon Cyberdemon: Some evil line"and then it turns out just like the Tower of Babel fight.
I need to plan more the mod
- TheMistress
- Posts: 304
- Joined: Mon Jan 04, 2010 12:18 pm
Re: [WIP] Something Strange Happened in UAC 0.1
TeeHee, I just found the BFG Secret, where you meet up with all the Archies and stuff, That was cool, is that gonna be some sorta access to a secret level?ibm5155 wrote:I don´t know how many maps it´s going to be. The action, well i think not all´ll have the same action, but could have something different like puzzles... Now i need to think in a good continuation history, because i don´t want to lost the quality of the mod with strange things like first map ends in hell, the second start in a city...TheMistress wrote:Just out of curiosity, Will you be making more maps? Because honestly, i wouldn't mind having like 20+ maps like this, With a few more Epic Bossfights like the SpiderMasterMind, I really loved that fight personally, it was something different than just the regular "Cutscene: marine: die cyberdemon Cyberdemon: Some evil line"and then it turns out just like the Tower of Babel fight.
I need to plan more the mod
Re: [WIP] SSHU UAC 0.1
Well some soplie about that project is going on...
Spoiler:
-
Blue Shadow
- Posts: 5046
- Joined: Sun Nov 14, 2010 12:59 am
Re: [WIP] SSHU UAC 0.1
Just a tip: If you're going to show us screenshots of your work, don't use add-ons like external mods and such (I can see in the second and third screenshots that you're using Brutal Doom) since it will only confuse people in thinking that these are part of the project.
- hideousdestructor
- Posts: 9696
- Joined: Sun Jan 04, 2004 5:37 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Debian Bullseye
- Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
- Contact:
Re: [WIP] SSHU UAC 0.1
Good advice generally, though in this particular case he's already said no new weapons or monsters in the OP and I think Brutal Doom is pretty easily recognizable to the target audience. 



