added:
custom guns
pack-a-punch
waves
a door so far
4 player co-op beta
need to add:
death cam
respawns
chose able maps
3 more maps
not shown:
max ammo test
this map is called
Doom Der untoten
FYI:
i have to record doom videos at 320x240
Re: Doom Nazi Zombies
Posted: Sat Jun 11, 2011 8:46 pm
by ChronoSeth
I can't even begin to describe how wrong it is to combine Doom-style weapons with CoD screenshot-ripped weapons. Pick one or the other.
Otherwise, it seems like you have some decent ideas for this.
Re: Doom Nazi Zombies
Posted: Sat Jun 11, 2011 9:23 pm
by Shadow43661
Wow no joke earlier i was looking for a nazi zombie doom mod so im all for this but i must agree ether keep doom-style weapons or keep the call of duty ones but i must say i think other than that this looks great keep it up.
Re: Doom Nazi Zombies
Posted: Sat Jun 11, 2011 10:08 pm
by Ral22
Nice idea, I've been waiting to see this in Doom.
Again, agreeing with Chronoseth. Choose one style or the other. Preferably, I would go with Doom-style because you can have more fun with the Pack-A-Punch. Try to make that one machine too, instead of one for each weapon.
Re: Doom Nazi Zombies
Posted: Sat Jun 11, 2011 11:52 pm
by devildemon
Ral22 wrote:Nice idea, I've been waiting to see this in Doom.
Again, agreeing with Chronoseth. Choose one style or the other. Preferably, I would go with Doom-style because you can have more fun with the Pack-A-Punch. Try to make that one machine too, instead of one for each weapon.
i should go with doom style the pack a punch just one will be hard
but i hoping to see if i can get one person to be co-maker on this
Re: Doom Nazi Zombies
Posted: Sun Jun 12, 2011 3:29 am
by Ethril
Why do you GET money for raising the barricades?
Also some of the messages are kind of obnoxious.
Re: Doom Nazi Zombies
Posted: Sun Jun 12, 2011 4:03 am
by wildweasel
Ethril wrote:Why do you GET money for raising the barricades?
Because that's how it works in the Call of Duty game mode on which this is based?
Re: Doom Nazi Zombies
Posted: Sun Jun 12, 2011 4:08 am
by neoworm
Where did this Nazi Zombies concept came from. I already saw Minecraft version with pretty much the same level and concept. And if I remember correctly even some duke nukem version.
EDIT: OK, just got my answer.
Re: Doom Nazi Zombies
Posted: Sun Jun 12, 2011 5:13 am
by Ethril
wildweasel wrote:Because that's how it works in the Call of Duty game mode on which this is based?
Oh.
I knew that.
(that's it, no more posting before breakfast. derp.)
Re: Doom Nazi Zombies
Posted: Sun Jun 12, 2011 4:24 pm
by devildemon
Well good and bad news
1) new way to buy the stuff off the wall its more like nazi zombies
2) i have to restart the map because i went to add textures and then they got fucked up
idea to have a 2 player co-op beta out in like a week or 2
Re: Doom Nazi Zombies
Posted: Wed Jun 15, 2011 8:08 pm
by esselfortium
Odom Zani Mozbies
Re: Doom Nazi Zombies
Posted: Wed Jun 15, 2011 9:08 pm
by devildemon
???????hun???????????????
Re: Doom Nazi Zombies
Posted: Wed Jun 15, 2011 10:35 pm
by TorrentialFire
Maybe you could get closer to Nazi Zombie gameplay if you use some ACS (I'm thinking ThingCountSector and Line_SetBlocking) to bring the barricade down, one pillar at a time; then, once all the pillars are down, remove the blocking flag from a linedef behind the bars. The linedef would hold the demons back until all the pillars fell, regardless of whether they can fit through.
Using an ACS script it would be quite simple. The only issue is that the model I'm thinking of would require two scripts for each zombie spawn sector / repair switch combo. You'd have to keep track of a lot of arrays, tags, and indices.
I believe my logic is close to the mark here, but if someone a little better versed at ACS would scrutinize my work, I haven't tested it. Just thought of it on the spot watching the video.
Note that the code you already have for paying the player for hitting the switch can run parallel to this. All you have to do is execute one script in the other via ACS_Execute.
Sorry, I just had a sudden inspiration.
Spoiler: This is a lot of stuff to scroll through. xD
#include "zcommon.acs"
int PillarArray[6] = {PillarTag1, PillarTag2, PillarTag3, PillarTag4, PillarTag5, PillarTag6};
//Initialize an index that would hold the Sector Tags of each pillar sector.
int IndexCounter = 0;
//Initialize a variable to hold the value of the index of the array in the scripts below, since we want a time based script.
Script # Open //Pillar Raising Script (Ala Zombies destroying the barricade)
{
//This first bit looks to see if there are enemies in the sector behind the barricade and make sure that the Index is not above the number of actual pillars, so it doesn't try to reference an index that doesn't exist.
//Any undefined index (i.e. PillarArray[6]) would default to 0, but we're trying to avoid moving outside of the limits of our variable.
//I assume from the video, the barricade is merely modeled as a door.
//As long as there is an enemy in the sector, raise the index for the next loop.
//Wait three seconds. This would give the player an average of 18 seconds to kill the enemies behind the barricade before it was fully opened and the zombies could spill forth.
While(ThingCountSector(T_NONE, 0, ZombieSpawnSectorTag) > 0 && IndexCounter < 5){
Door_Open(PillarArray[IndexCounter], 15, 0);
IndexCounter += 1;
Delay(35*3);
}
//Bonus: The above while loop will terminate 3 seconds after the last pillar raises. Just like COD, the player could camp the switch and keep the zombies back.
//Of course, we all know how well that works. xD
//Next, if the Index is raised to 5 (which is really the 6th entry in the array i.e. PillarTag6) by the previous portion of the script, then unblock the line and let the zombies spill forth.
//Otherwise: I redundantly set the Blocking of the line to make sure the line blocks if ANY of the Pillars are lowered.
If(IndexCounter == 5){
Line_SetBlocking(ZombieBlockingLine, 0, 2);
}
If(IndexCounter < 5){
Line_SetBlocking(ZombieBlockingLine, 2, 0);
}
//Finally, make sure that none of the loops have put the IndexCounter out of whack.
If(IndexCounter < 0){
IndexCounter == 0;
}
If(IndexCounter > 5){
IndexCounter == 5;
}
Delay(1);
Restart;
}
//This next Script is the switch script. If the player activates this script by pressing the switch, one of the pillars will lower keeping the zombies held back.
//However, the delay in the script forces the player to wait three seconds before the switch can be used again.
Script # (VOID)
{
If(IndexCounter > 0){
Door_Close(PillarArray[IndexCounter], 60, 0);
IndexCounter -= 1;
Delay(35*3);
}
//This is a bit redundant, but it keeps the variable from being lowered below 0 by a player hitting the switch with all the pillars down.
If(IndexCounter = 0){
Door_Close(PillarArray[IndexCounter], 60, 0);
IndexCounter == 0;
Delay(35*3);
}
}
EDIT: Screenshot of the general idea, giving the placement of the pillars and blocking linedef.