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The Last Strongholds a.t. Abyss to Hell (Update p.3)

Posted: Sun May 23, 2004 5:43 pm
by Tormentor667
Ok, finally, here is the information thread towards my latest project "The Lost Stronghold at the Abyss to Hell" (omg, long titlez0r!!!)

So here we go...

How did the project start out?
After I played Starcraft for some hours on the Battle.net (one of these Bullet Time maps, where you have to defend your entry against several thousands of monsters), the idea of creating a kind of "Assault DooM" game came to my mind. I thought about a player or more players defending their base of incoming enemies, several waves of them in several levels and maps. So I started to work on a small test-map and asked for some little script help (only a monster-count) in the ZDoom forums, nothing serious as you can see.
After I have started the thread, a few ZDoomers developed small scripts and we talked about the stuff and how they could improve it. Later on that, Chilvence began working on a advanced version of randy's script, and, thx god, he is a goddamn good coder :) I told him several of my ideas I had in mind and he integrated all of them (and some more of his own good ones) into a large script (3,88kb!!!) and well, now I'm working on the maps and Chilvence does some fine-adjustment to the script itself :)

So, what is your project now going to be about?
It's very easy to explain: You are a marine (surprise) and your job this time is not to infiltrate a base and kill all enemies and stuff, this time <ou have to defend a base of your own against incoming waves of evil demons and bad minions! Every once in a while, you will get powerups, new weapons, health and ammo between each wave and you will really need that, because each wave gets harder, with more and stronger enemies trying to get into your base. The enemies main goal is to reach a special point in your base itself. As soon as they manage to get there, you have lost and the game is over. In some maps, this is very easy, because your base has just one entry, other maps have bases with 3 entries, so you have to open your eyes wide and be pretty careful ;)

How many waves / levels will there be?
Each level consists of about 10 - 20 waves, each wave consists of 10 - over 100 enemies, and my plan is to create at last 15 or more maps (levels).

Is also some new stuff planned in this project?
Indeed :) I will also add some new demons, mostly some altered original ones, like the RocketLauncher Zombie, the RailgunArachnotron, the HighSpeedPinky. As soon as .64 is out, I will also try to add some new weapons (Mine Thrower, Railgun, Vulcan Cannon).

What about other special things?
I have also planned to include some "themed" assault maps, for example the defence of "Castle Wolfenstein" of incoming nazi-monsters, the defence of a city part in a "Duke Nukem" city or the defence of a hell base agains "Marines" (BFG, Plasmagun, SSG, etc.) and hopefully also some other 3D Games :) So, just wait and be surprised ;)

Do you have some screenshots of the maps?
Not yet, but for now, 3 maps are already finished and just wait for the script itself (the "Training Course", the "Episode 1 UAC" base and some kind of "Facing Worlds" on a lava sea).

Anything else I need to know?
I will use this thread as a "newscenter", where I will update from time to time with new information and screenshots of the maps itself :)

...and now, give me some comments on what you would like to see and what you think about the idea itself!

List of Updates
Page 2: Screenshots, Titlechange and Progress Report (May, 29th)
Page 2 (bottom): More screenshots and progress report (May, 30th)
Page 3 (top): New screenshot, beta stage :)

Posted: Sun May 23, 2004 7:07 pm
by BouncyTEM
Great ideas there, Tormentor. I will definitely want this.

Posted: Mon May 24, 2004 7:00 am
by CodeImp
What? This isnt finished yet,...? FINISH IT ALREADY!
heh, yea sounds like a cool idea :)

Posted: Mon May 24, 2004 7:16 am
by Tormentor667
@Bouncy - And I will definitely finish it soon (as soon as .64 is released, Chilvence can fix up his his script and I have finished my maps and "special goodies")

@CodeImp - *g* thx :)

Posted: Mon May 24, 2004 8:03 am
by Curunir
/me gives Tormentor some hot lovin'

Yes, baby! Cutman made Defrag Doom, now is your turn to make Phobia Doom! \o/
I absolutely love the idea. A couple of years ago I populated some small dm maps with tons of enemies and played on them with respawn on to emulate this kind of feeling, only without any real objective.

I *love* the idea. Do finish it and ask if you need any help.

Posted: Mon May 24, 2004 9:24 am
by Cutmanmike
Maybe you should have scripted marines to help you too. and if they die, they're dead for the rest of the game :D

Posted: Mon May 24, 2004 12:13 pm
by Tormentor667
@Curunir - I will, very soon if everything works out as fast and fine as it is now :) I just have to wait for .64!

@Curmanmike - No, they are too dumb, but you can play these maps coop ;) (also in the script itself implemented!!!)

Posted: Mon May 24, 2004 8:44 pm
by Bio Hazard
Tormentor667 wrote:you can play these maps coop
\o/

Posted: Mon May 24, 2004 11:37 pm
by Curunir
We'll have to wait for .64 to see this map? Great, man! That's SOME consolation, allright! :P

Posted: Tue May 25, 2004 4:18 am
by Tormentor667
@BioHazard - ?

Re: [Project]"The Lost Stronghold at the Abyss to Hell&

Posted: Tue May 25, 2004 4:31 am
by Chilvence
\o/ = Hooray
Tormentor667 wrote:I told him several of my ideas I had in mind and he integrated all of them (and some more of his own good ones) into a large script (3,88kb!!!)
I make it to be 20k uncompiled and 5-6 k compiled... did you remove all the comments?

Anyway, since this project may take a while, I will probably be able to make some nice improvements in that time, so if you're working on a map and something comes to mind, dont just forget about it ;)

What I want to try is to make the script more scalable based on dificulty and number of players - the settings you write will be the base settings for maybe 1 player playing on hurt me plenty, and then all the arrays will be cycled through and multiplied by dificulty / players. You will be able to set the multiplier yourself, so that say, for each player above player one, multiply the monster count by 1.2 (20% more monsters) and if playing on Too young to die, multiply it by 0.5 to end up with 60% of the defined monsters.

I think that made sense...

And no, you wont have to change anything again ;)

Posted: Wed May 26, 2004 6:38 am
by Tormentor667
No more comments? :(:(:(:(:(:(:(:(:(:(:(:(:(

Posted: Wed May 26, 2004 7:25 am
by Chilvence
Huh? I was just wondering how your script ended up smaller than mine.

Posted: Thu May 27, 2004 8:52 am
by Giest118
Aaand on a (nearly) totally unrelated note, St00pid's scripts lump is nearly 30 kb in size. (<

Posted: Thu May 27, 2004 9:15 am
by Chilvence
Its not the size that counts, its what you can do with it ;)