Ben2k9 wrote:Is that my Lava Demon I see working its way into a mod already?
The Dark Gargoyle too! I couldn't have found them at a better time either, as at the time I was coming up with a few ideas for a lava-based area. I bumped up the demon's projectile speed to make him a bit more dangerous too.
Thanks for posting those in resources (unless of course you want them taken out, that can be done too
)
neoworm wrote:Nice so far. If you would want some help with sprites just ask. I am willing to help.
I'd say I've already done the only extra sprites I'll be needing for this one (weapons, and their respective mana pickups). Thanks for dropping in with the offer though!
printz wrote:...but it wouldn't hurt to still make some cryptic puzzles for the players willing to explore the map for secrets and stuff. It's good when you also need to solve problems, in a first-person action game
With my current entry level knowledge of scripting, I don't think I'd be able to come up with anything very complex in this respect. At this point in the mod (there's a little over an hour of gameplay for someone who doesn't know the maps like myself... yay!) most of the 'puzzles' involve simply finding the switch or sequence that opens that locked door or gate that bars your way. They're certainly not right in front of your face, and some switches are more obscure than others, but not nearly on the level as what we've seen in the original. But with that and my previous comment about going back to review early work said, I learn more tricks of the trade as I progress through, and might be able to come up with something satisfying to place in there to scratch your head at. I'm new, but don't worry, the seams aren't showing or flying apart
.
ETTiNGRiNDER wrote:The new weapons/monsters I could go either way on... would have to see how they work out in actual play but they seem to look decent for the most part. ... <snip> ... What features make it require GL? 3D floors?
Yeah, it's hard to ask for suggestions or comments when all you have to go on are flat screenshots and text descriptions. In my own playthroughs I have found the new weapons to have good utility and even strategic value (well they should, I didn't just throw new weapons in without some sort of plan for them!). The secondary purpose of them, of course, is to have fun
and they are fun to use as well. I'm happy with them, I dont think most gamers realize(including myself) that it can be pretty challenging to come up with a new arsenal or weapons that aren't totally out of place, even if it's only two like I've added.
And yes, there are 3D floors in use in many places in the mod (hah, including in those flasks you don't seem fond of), though they're
mostlyfor decoration. Some areas could be reworked to allow for progress without them. There's also dynamic lighting, which largely attracted me to using GZdoom. There are a lot of dark/moody areas in the maps designed to be enhanced by dynamic lights from the lights.pk3 file. You can still see without them of course, but lights.pk3 was also included in the design decisions and process. These dark sectors don't translate over to Zdoom well at all... as I've tried it and everything is so much darker than it is in GZdoom for some reason (I won't pretend to understand the technicality of the engines). Also, the 2.5D environment simulated by Zdoom makes looking up and down in some height-oriented environments difficult.
Thanks to everyone for the positive comments, they've been great motivation so far!