You need to rip a wall on the left side of that V for vendetta picture.Mav3rick wrote:if you mean this...Spoiler:already done and that switch is the one that lower the bars...
The Mansion (AKA Ao Oni Doom)
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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.
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Re: The Mansion (Aka Ao Oni Doom)
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Re: The Mansion (Aka Ao Oni Doom)
Yup that did the trick i guess maybe changing in some way the wall texture may help to see itEd the Bat wrote:He needs to attack a wall close to the portrait of Codename V, to reveal a door.
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Re: The Mansion (Aka Ao Oni Doom)
I know, I need to make it more obvious...Mav3rick wrote:Yup that did the trick i guess maybe changing in some way the wall texture may help to see itEd the Bat wrote:He needs to attack a wall close to the portrait of Codename V, to reveal a door.
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Re: The Mansion (Aka Ao Oni Doom)
well im on the second map the one with rain and seem more tense the ambient with the lighting but yeah if the light is tone down and the aparition can be random and even make him apear in other rooms with a sound of something breaking will do the trick giving more suspence
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Re: The Mansion (Aka Ao Oni Doom)
I noticed there were several other maps included in previous versions of this project. Are there any plans to restore them, either as part of this or in separate projects?
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Re: The Mansion (Aka Ao Oni Doom)
Well, I'm not restoring the old maps that's for sure, since they were a bad quality. And since I am the new leader of this project instead of Tristan I can make most decisions myself.Ed the Bat wrote:I noticed there were several other maps included in previous versions of this project. Are there any plans to restore them, either as part of this or in separate projects?
But I am however considering adding another chapter called "The City".
I am currently working on a bonus map and a secret map. In order to extend the wad a little bit.
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Re: The Mansion (Aka Ao Oni Doom)
I remember playing the original version of this mod way back. It honestly wasn't that impressive. ((plus most of the secrets were just dumb memes)) But it honestly looks like you are actually making it look like something nice now. I do hope I won't have to just run away from the enemy all the time, That's my main complaint with horror games today. Give me a weapon goddammit.
Also the monster will go away after a certain amount of time now, right? I remember playing this online and the monster was stuck in this one room making the map unwinnable unless you went kamikaze.
And no offense but please tell me that you removed all the pony references from the original mod.
EDIT: judging by the screenshots, Why the hell is Mr. Game & Watch a playable character?
Also the monster will go away after a certain amount of time now, right? I remember playing this online and the monster was stuck in this one room making the map unwinnable unless you went kamikaze.
And no offense but please tell me that you removed all the pony references from the original mod.
EDIT: judging by the screenshots, Why the hell is Mr. Game & Watch a playable character?
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Re: The Mansion (Aka Ao Oni Doom)
I really, really appreciate your compliments. I'm aware that the older versions where really crappy compared to the latest one, but hey... Why did you think I wanted to work on this? Sadly, Youtube and the Internet in general containClownman wrote:I remember playing the original version of this mod way back. It honestly wasn't that impressive. ((plus most of the secrets were just dumb memes)) But it honestly looks like you are actually making it look like something nice now. I do hope I won't have to just run away from the enemy all the time, That's my main complaint with horror games today. Give me a weapon goddammit.
Also the monster will go away after a certain amount of time now, right? I remember playing this online and the monster was stuck in this one room making the map unwinnable unless you went kamikaze.
And no offense but please tell me that you removed all the pony references from the original mod.
EDIT: judging by the screenshots, Why the hell is Mr. Game & Watch a playable character?
alot of gameplay video's of those older versions. I hate this because it gives our current wad a bad name. Almost like all that effort was for nothing.
And no, sadly the monster won't go away after a certain amount of time. It currently seems impossible to script that. But the new version does however have more teleport spots. Meaning that the player is safe in a higher quantity of sections.
And no, I didn't remove ALL the pony references. But I did however removed all of them except a single one. I'm not sure if Tristan(The original developer) would agree if I would remove that. (I hear alot of people complaining about the ponies)
And about the classes Mr.G&W is a class because I'd like to do something original instead of generic army classes. Mr.G&W isn't the only unusual class in the game you know
By the way, I'm releasing a patch for the wad soon. It fixes most bugs people are complaining about. And also an bonus map.
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Re: The Mansion (Aka Ao Oni Doom)
Will you be fixing the bug with using the moue on the main menu? The back button is given a monstrous 2000x2000 size in TEXTURES, meaning using the mouse can crash the engine due to infinite loops. The whole thing can be fixed by just changing this:...to this:...in your TEXTURES lump.
Code: Select all
Graphic M_BBM, 2000, 2000
Code: Select all
Graphic M_BBM, 55, 55
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Re: The Mansion (Aka Ao Oni Doom)
It's already fixedEd the Bat wrote:Will you be fixing the bug with using the moue on the main menu? The back button is given a monstrous 2000x2000 size in TEXTURES, meaning using the mouse can crash the engine due to infinite loops. The whole thing can be fixed by just changing this:...to this:Code: Select all
Graphic M_BBM, 2000, 2000
...in your TEXTURES lump.Code: Select all
Graphic M_BBM, 55, 55
Ironically I just fixed the bug today, and after fixing this I saw your post.
The next version will be V5.6.7 and it mostly consists of bug fixes(And an bonus map). If I'm lucky I can still release it late in November, but it CAN be delayed to December.
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Re: The Mansion (Aka Ao Oni Doom)
Excellent. I'm curious to see what the next version will bring.
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Re: The Mansion (AKA Ao Oni Doom)
Well, so I gave this a playthrough just today. I've been meaning to do this for a while since the idea rather amused me, and it's always a shame to see long-term projects get buried away under newer posts. Anyways, I took a few notes for the sake of this post:
·Your footstep system is a little sketchy, it sounds like there's an invisible scariest demon hellspawn following you around wherever you go. I'd recommend that instead you base it on, well, Footsteps instead.
·Outdoor area in start of game is kind of flat and ugly, maybe put a few trees, slope hills, and generally more open design in order to create a more immersive feel.
·House is literally just outside of town -- it's right there! Also, maybe have some sort of gate in front of the property to keep the player from being able to run into the street. It's kind of weird to be able to go all the way to the invisible walls.
·I can jump along the edge of the stair rails and go through to the next floor down (this made evading Ao Oni very easy), maybe fix this by using 'actor hits floor' things set to activate a teleport script. Transitions between rooms are kind of jarring anyways, with some doors not even opening when you touch them.
·It'd be nice to have more item descriptions for various things throughout the house.
·Environment/player scale is all whack. Some things are too tiny, some things are too flipping huge. Like those doors.
·I once evaded Ao Oni for like, five minutes, and he didn't go the hell away.
·No, no, no, no, no. Eggman has a cape.
·Why the hell can I be Eggman in a horror mod.
·The 'jail bar shake' sequence hasn't been ported. I imagine it could be done by taking a recording of the event from the game, extracting the video's individual frames and then resizing/compressing them as needed. Then make use of this little gem by MaxEd.
·What is with all the memes? Why can Sonic.exe be here, but not Snoic? He'd fucking eat Sanic.exe nearly immediately, no prob.
·Why can't I jump across pits?
·I'd recommend using ambient sound things in the rainy level instead of changing the music tracks, not only is it jarring, but it tends to screw up the Ao Oni chase music.
·Why do shotgunners drop clips?
Anyways, I really liked this mod either way, it was really fun and I hope to see it's completion.
·Your footstep system is a little sketchy, it sounds like there's an invisible scariest demon hellspawn following you around wherever you go. I'd recommend that instead you base it on, well, Footsteps instead.
·Outdoor area in start of game is kind of flat and ugly, maybe put a few trees, slope hills, and generally more open design in order to create a more immersive feel.
·House is literally just outside of town -- it's right there! Also, maybe have some sort of gate in front of the property to keep the player from being able to run into the street. It's kind of weird to be able to go all the way to the invisible walls.
·I can jump along the edge of the stair rails and go through to the next floor down (this made evading Ao Oni very easy), maybe fix this by using 'actor hits floor' things set to activate a teleport script. Transitions between rooms are kind of jarring anyways, with some doors not even opening when you touch them.
·It'd be nice to have more item descriptions for various things throughout the house.
·Environment/player scale is all whack. Some things are too tiny, some things are too flipping huge. Like those doors.
·I once evaded Ao Oni for like, five minutes, and he didn't go the hell away.
·No, no, no, no, no. Eggman has a cape.
·Why the hell can I be Eggman in a horror mod.
·The 'jail bar shake' sequence hasn't been ported. I imagine it could be done by taking a recording of the event from the game, extracting the video's individual frames and then resizing/compressing them as needed. Then make use of this little gem by MaxEd.
·What is with all the memes? Why can Sonic.exe be here, but not Snoic? He'd fucking eat Sanic.exe nearly immediately, no prob.
·Why can't I jump across pits?
·I'd recommend using ambient sound things in the rainy level instead of changing the music tracks, not only is it jarring, but it tends to screw up the Ao Oni chase music.
·Why do shotgunners drop clips?
Anyways, I really liked this mod either way, it was really fun and I hope to see it's completion.
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- Joined: Tue Dec 31, 2013 1:24 pm
Re: The Mansion (AKA Ao Oni Doom)
As devastating as this announcement has to be... I cancelled the project.Jaxxoon R wrote:Well, so I gave this a playthrough just today. I've been meaning to do this for a while since the idea rather amused me, and it's always a shame to see long-term projects get buried away under newer posts. Anyways, I took a few notes for the sake of this post:
·Your footstep system is a little sketchy, it sounds like there's an invisible scariest demon hellspawn following you around wherever you go. I'd recommend that instead you base it on, well, Footsteps instead.
·Outdoor area in start of game is kind of flat and ugly, maybe put a few trees, slope hills, and generally more open design in order to create a more immersive feel.
·House is literally just outside of town -- it's right there! Also, maybe have some sort of gate in front of the property to keep the player from being able to run into the street. It's kind of weird to be able to go all the way to the invisible walls.
·I can jump along the edge of the stair rails and go through to the next floor down (this made evading Ao Oni very easy), maybe fix this by using 'actor hits floor' things set to activate a teleport script. Transitions between rooms are kind of jarring anyways, with some doors not even opening when you touch them.
·It'd be nice to have more item descriptions for various things throughout the house.
·Environment/player scale is all whack. Some things are too tiny, some things are too flipping huge. Like those doors.
·I once evaded Ao Oni for like, five minutes, and he didn't go the hell away.
·No, no, no, no, no. Eggman has a cape.
·Why the hell can I be Eggman in a horror mod.
·The 'jail bar shake' sequence hasn't been ported. I imagine it could be done by taking a recording of the event from the game, extracting the video's individual frames and then resizing/compressing them as needed. Then make use of this little gem by MaxEd.
·What is with all the memes? Why can Sonic.exe be here, but not Snoic? He'd fucking eat Sanic.exe nearly immediately, no prob.
·Why can't I jump across pits?
·I'd recommend using ambient sound things in the rainy level instead of changing the music tracks, not only is it jarring, but it tends to screw up the Ao Oni chase music.
·Why do shotgunners drop clips?
Anyways, I really liked this mod either way, it was really fun and I hope to see it's completion.
Mainly because of many, many flaws that were simply too tedious to fix... and at the same time I have plenty of personal work like school to finish. (I'm 16) I couldn't finish the project any time, working on it all alone. So I was forced to scrap the whole project. Also it became a bit boring sticking to Doom modding for over 3 years now... so I decided to quit Doom modding all together and move on to the Source-Engine.
Although I glad this is the first project that received at least an mixed reception since all of my previous projects were failures... so it was a great way to bring my Doom developing journey to an end.
Well thanks for giving critic and anticipation... but the project is officially dead now unless someone else asks my permission to work on it and revives the project.