#classic-doom-maps-mods

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ionic stratus
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I tried doing it from the DECORATE\ZOMBIEMEN.txt file, but that didn't do shit.

inner zealot
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I'm still kinda

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Getting non-map stuff working

ionic stratus
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Because apparently despite that being there, a script call is used that does it even though from what I'm reading you don't need that?

exotic moss
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they are in more than one

ionic stratus
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God what a clusterfuck.

exotic moss
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the variants

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it is more organized than it was

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I am using it as a base and removing all the garbage

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so a lot

light prism
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it is definitely a clusterfuck

ionic stratus
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Either way I just want the beheaded ones gone. if RNG seed allows for a lot of them on a map that's early they basically kill the balance.

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Wazzat?

light prism
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should just play this instead

ionic stratus
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@exotic moss So where else do I need to go if I want to purge the headless zombies from my Brutal Doom setup?

exotic moss
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one easy option is to replace them with something else

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zombievariant.txt

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as well

ionic stratus
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That's what I tried doing. Didn't work.

exotic moss
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if it is being called up in ACS need to check that out not sure yet

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the spawns must have a txt too

light prism
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removing the 'replacebeheaded' state SHOULD be enough

ionic stratus
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Doesn't work tho.

light prism
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unless that is a depreciated, vestigial method that hasnt been removed, and its all happening via ACS

ionic stratus
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ACS?

light prism
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scripting

haughty flower
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Action Code Script

golden drum
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If you don't know acs you should prolly go learn it

haughty flower
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"ACS (Action Code Script) is the scripting language that was originally created for Hexen by Raven Software and has been greatly expanded by ZDoom."

ionic stratus
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Gotcha.

golden drum
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Lets you do alot of things in hexen format and udmf format maps

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When you go acs you never go back

inner zealot
exotic moss
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I need to delve into it just learned the rest but I am at that point

inner zealot
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Nice call, guys

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Looks way better

ionic stratus
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So I'm guessing this is going to be an attempt to turn Doom into Zelda 1, but first person?

inner zealot
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Basically

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I'm the third in a line of attempts

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I've made the most progress.

light prism
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youll need to alter gameplay really

inner zealot
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Of course

light prism
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imagine trying to play topdown zelda with tank controls

ionic stratus
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Well, someone made Castlevania work in 1st person, so I'd say anything's possible. ;P

exotic moss
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it is

inner zealot
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One problem I already have is that you kinda bump into things a lot.

exotic moss
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basically Hexen

inner zealot
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Since there's not a lot of space to move

exotic moss
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needs to be adjusted so might not be totally accurate and to scale keep in mind

ionic stratus
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1:1 conversions of the existing Z1 maps may not work that great honestly. You may have to modify them to better fit Doom's gameplay.

exotic moss
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^

inner zealot
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That's what I was thinking

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I realized this a little late down the line

ionic stratus
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Like, keep the basic layout, sure.

light prism
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yeahhh the maps are tilebased junk

exotic moss
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I plan on doing a concept like that at some point

inner zealot
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I'm thinking of bumping it up to 2:1

light prism
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imo i would probs reimagine them entirely, keeping the theme and very slight resemblances

inner zealot
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Which would be... painful

ionic stratus
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Anyway @light prism mentioned a couple script calls that apparently handle Zombiemen replacement. But I can't find where they're located.

light prism
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egh

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search for the script numbers

ionic stratus
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If I could find them that would help. >.<

inner zealot
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The map looks cool. but plays like ass. Would only get worse with enemies added

ionic stratus
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it would have to be somewhere in the scripts folder though, right?

inner zealot
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(Enemies can't leave their own "screen", by the way.)

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(So they couldn't wander wherever)

exotic moss
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zscript would help

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worth learning while it is new

golden drum
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Maybe try slowing the player down and removing sprint

exotic moss
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for sure

inner zealot
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I thought about that

light prism
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zscript is mostly undocumented so its a pain in the ass

inner zealot
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But then you'd move really fucking slow

exotic moss
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my wife noted it was moving too fast

light prism
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some of its features are useful off the bat, like conditions, anonymous funcs, etc

exotic moss
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you need to

golden drum
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so that "Link" isn't running around the zelda 1 overworld like an olympic runner

exotic moss
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for sure

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to death mountain and back

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in 30 seconds

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lol

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ok delving through brutal 21 now

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about to eat and figure this shit out

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removed meathshields from decorate but they are still in all the weapon code

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so of course it breaks stuff

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mainly using Brutal for all the nifty extras and shelving the rest, I am doing several projects that need it's various functions, in the process learning how everything works and making my own mod from scratch on the side...still need to learn this ACS compiler stuff

vocal crypt
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I weirldy have an idea of monsters that are like sponges to your guns

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like walls

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walking walls

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no attack

ionic stratus
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What I also find odd.

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If I disable the new monsters, headless zombiemen still show up.

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So it's like that option doesn't even serve a purpose.

exotic moss
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could be broke to begin with no telling

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still Beta

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Beta forever

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heh

lavish hollow
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no

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Lol

vocal crypt
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Beta Forever

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sounds like a weird mod name

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heh

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Doom Fortress Forever

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DFF

inner zealot
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Fortress Forever is a good game

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It does make you realize why Valve patched out bunnyhopping, though

ionic stratus
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Also the script calls I found @light prism seem to just be reference to the option settings, which as I mentioned, apparently do nothing?

haughty flower
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Anybody here use GDCC?

golden drum
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wuzzat?

haughty flower
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alternative acs compiler

golden drum
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what's the point of it?

haughty flower
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Has more features than regular acs, if you need more

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Was wondering why DRPG's conversion to GDCC made it so unstable..

exotic moss
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doomrpg?

haughty flower
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yeah

exotic moss
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doomrpg is unstable in itself

haughty flower
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Well 0.10 seems to be, I've not had any problems with 0.9 which is prior to the conversion.

exotic moss
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yeah i used them all

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after awhile they bug out

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defeats the point imo

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just me

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but i am no expert

haughty flower
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yeah they kinda went feature nuts

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lol

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really is quite impressive though all the stuff they modded into gzdoom

exotic moss
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looking into making my own Doom style RPG

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I work on several things at once to keep busy

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no rush

haughty flower
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I'm thinking about working on 0.9 since 0.10 just crashes every couple levels

exotic moss
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yeah would rather use Strife as a base

haughty flower
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Ohhh

exotic moss
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and just make my own and not fuck with it

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can do a hub easy

ionic stratus
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So I just tried deleting zombiemanvariant2.txt. What happened was what I expected, fatal error due to missing file.

exotic moss
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yeah it gets called up @ionic stratus

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got to remove any refernce to that

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we need to track it down

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can't do it that way

haughty flower
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Your own RPG mod eh?

exotic moss
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yeah

haughty flower
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noice

lavish hollow
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I've been thinking about my own RPG for quake or hexen 2

haughty flower
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eww old 3d haha

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RPG for quake would be cool

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not really any good engine to work with though

exotic moss
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community is too small for those games imo

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not worth it

lavish hollow
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That's why they need big projects like that

exotic moss
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sure someone has to start

lavish hollow
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That way people who want mods for them can actually have something to play

exotic moss
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just not me

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still learning Doom but I love Quake 1

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a lot

lavish hollow
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Same here

haughty flower
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I still play quake 1 on my tablet once in a while

exotic moss
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know nothing of its engine tho

lavish hollow
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I've been playing quake more than I have been playing doom recently

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It uses a simplified type of C for its coding

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QuakeC iirc

exotic moss
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I am a total scripting noob so it intimidates me so I have stuck to Decorate

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I am easing into it so I don't get overwhelmed

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no job so I mod 24/7

lavish hollow
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I've also been working on a doom mod but it's a pretty simple weapons mod

light prism
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@haughty flower i use GDCC

exotic moss
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when I am not sexing it up

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my Twin Peaks style mod is actually fairly cool

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uses Startanity as a base

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to make everything like the Red Room...edited one of those 18 in 1 megawad packs used for survival

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added a few more maps

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combined custom enemies and sounds in

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just for fun really

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does Impie post here?

ionic stratus
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Man, all this trouble to get rid of one enemy I don't like.

exotic moss
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Ghoul School is cool as hell and underated

inner zealot
exotic moss
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used it for some dialog stuff

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yeah they stalled a little looked like

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assumed you were them

ionic stratus
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I'm sad the Metroid Doom mod I saw seems to more or less be dead. No updates since 2014.

exotic moss
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biggest issue is open world needs to be split up

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caves should be split off like a hub

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and dungeons

inner zealot
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That's exactly what I did

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And am doing

exotic moss
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figured

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saw some are trying otherwise

inner zealot
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All the caves will be in one map, and dungeons get their own maps

exotic moss
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eats up too much resources

lavish hollow
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I wonder if those weird hand monsters in the dungeons will be hard to do

inner zealot
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Hm

exotic moss
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well they should teleport you nto really

inner zealot
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They hit you and you teleport to the entrance?

lavish hollow
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Yup

exotic moss
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yeah but they need to stalk you

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use the code from Fearific

light prism
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you'd have to define what 'entrance' means

lavish hollow
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They follow you and if they touch you, bam

exotic moss
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the zombie stalkers

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thinking of using it for my Doppelganger Cooper

inner zealot
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Oh, anyone here have any experience with weapons?

exotic moss
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follows you and kills you up close

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like how?

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simply replacing them is easy

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if the states are not too complex

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reloads and such

ionic stratus
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Well, I got rid of the include call for zombiemanvariant2.txt, but that creates a new problem.

exotic moss
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what?

ionic stratus
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Any spot where a headless WOULD spawn, nothing spawns now.

exotic moss
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so zombiespawns

inner zealot
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Trying to figure out how to make swords work as intended

exotic moss
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altogether?

ionic stratus
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I assumed that's what the zombiemen.txt file did.

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But apparently it doesn't.

exotic moss
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oh

ionic stratus
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Since no changes there seem to do anything.

exotic moss
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vanilla monster txt has some role in stuff too

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noticed that

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it calls on either one or the other

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not sure in that case

ionic stratus
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Waaaaait a damn minute.

exotic moss
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tell me more lol

ionic stratus
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Hang on a sec.

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If this is what I think it is it's really fucking stupid.

light prism
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if you removed BeheadedZombie actor definition, then yes, it wont spawn

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this is why removing the replace with beheaded state should have been enough

exotic moss
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right but if the other zombies dont spawn either

lavish hollow
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@light prism I think he meant what it was replacing doesn't spawn either

exotic moss
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let me see here...

ionic stratus
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wait, no, nevermind.

exotic moss
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testing

inner zealot
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I lowered the walkspeed and disabled running, jumping, and crouching

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How does it feel?

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Well, I slightly increased walkspeed

ionic stratus
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I'll take a look. Gimme a sec.

golden drum
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gimme a sec to download

inner zealot
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Also, dat 1 MB

light prism
inner zealot
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Changing to .NSF sounds was a good move

light prism
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4kb

ionic stratus
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What's that, Cat?

inner zealot
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Don't care what it is. I'm loading it

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@light prism What the fuck is wrong with you?

haughty flower
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Ehhh

golden drum
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The scale of the world seems larger now

lavish hollow
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HAHAHHA

ionic stratus
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move speed seems good so far.

golden drum
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Maybe make the player shorter

ionic stratus
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Things feel a little boxed in at times due to rocks/trees but technically that's how it would have been in Zelda 1 as well.

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Due to the tile based layout.

golden drum
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I know it's possible, adventures of square did it

light prism
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@inner zealot - What?

exotic moss
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i get no beheaded zombies spawning by removing it simply from the zombietext...

inner zealot
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@light prism AnnoyingDemon.wad

light prism
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what about it

ionic stratus
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@exotic moss That's weird. Why do I get them then.

exotic moss
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maybe I am not playing long enough

inner zealot
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I have one more counter that doesn't involve re-scaling the map

ionic stratus
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Possible?

inner zealot
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That's to make the bounding box for all the decorations slightly smaller

ionic stratus
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From what I've determined a static seed is used to determine replacements, because for me Daedelus map02 always has a bunch of Headless ones.

light prism
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i dont see why there is something wrong with me for annoyingdemon.wad

ionic stratus
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What gets replaced isn't randomized each time, it's a single RNG seed that's used. That much I've determined.

golden drum
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Bruh what sort of prank is this

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lolwut

inner zealot
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Oh, I love it, Cat. It's fantastic.

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The spasm is a nice touch

ionic stratus
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God, I wish I was better at mapping.

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Because if I was, I would totally want to do a fan based sequel to Castlevania, Simon's Destiny.

light prism
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oh the demons themselves?

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yeah i was trying to 'simulate' lag

ionic stratus
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That being Castlevania: Simon's SUPER Destiny (based off the Castlevania 4 levels instead of CV1)

light prism
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there are other enemies with weirdness too heh

ionic stratus
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But yeah, I'm pretty sure as far as enemy replacement goes, it's seeded, and it's a single seed @exotic moss

inner zealot
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@ionic stratus Hit me up sometime, we should try that.

ionic stratus
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So if you don't see them on a map normally, you never will.

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At least that's been my experience.

light prism
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the seed is based on a few things

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chances are if you played through the prior map and then exited

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the seed would be different

ionic stratus
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I've tried loading the same map in question after changing stuff in the pk3.

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And it's always the same zombies that get replaced with headless.

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And the ones that don't get replaced always stay unreplaced.

exotic moss
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hmmm

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my edit may have replaced him already

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I did see them before in this first level

ionic stratus
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Any way you could put up your edit without all the extra resources so it's just a smaller pk3 I could load it after the existing BD? Or would that not work?

light prism
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if you're going straight to the map using 'map' command then yes, its likely the seed will be the same

exotic moss
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nah it is combined with my megawad

light prism
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because i think its linked to Timer, and Timer will be 0

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if you map mapXX

exotic moss
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those guys are replaced with cops

ionic stratus
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@light prism Oh, that makes sense.

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I was using a map command because it takes forever to get to map02 on Daedelus.wad for testing purposes.

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Gotta sit through an opening cutscene and crap every time.

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@inner zealot I'm curious though. How are you going to handle bosses that lack facing sprites for every direction?

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IE, Aquamentus and Gleeok?

exotic moss
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they can face you the whole time like Wolfenstein

inner zealot
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I was going to experiment with that, Toronto

light prism
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@ionic stratus try the 'changemap' command

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it simulates an exit rather than teleporting you to the new map

inner zealot
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Worst case scenario, I could draw the other angles

ionic stratus
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Aquamentus would be kinda weird though because he only has side facing sprites.

inner zealot
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It might not look that bad

ionic stratus
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And Gleeok is drawn from a bird's eye perspective, not a front facing.

inner zealot
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I can make a static decoration with one of his sprites to see if it looks okay

ionic stratus
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So he'd have to be redrawn.

inner zealot
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I highly doubt it would, though

ionic stratus
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@light prism Only problem, that doesn't really matter if the enemy in question is loading all the time, right?

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@light prism Or do you think it's the fact I'm using the map command that's causing it to ignore the changes? which...Still doesn't make any sense.

inner zealot
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Cutstuff did it for MM8BDM made it work

ionic stratus
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Man, y'know what I would love to see for MM8BDM?

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A a non deathmatch single player campaign.,

inner zealot
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I wonder if they use NSF music...

ionic stratus
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Where it just becomes classic first person Megaman.

lavish hollow
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That'd be a different mod entirely

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"death match" is in the name

ionic stratus
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Yeah, I know. But I can dream. ;P

lavish hollow
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๐Ÿค”

light prism
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all that using the map command will do is reset Timer, which will make the PRNG give the same result each time

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changemap won't do that

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its not causing it to ignore any changes or anything

ionic stratus
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@light prism Fair enough. Though in this case I actually kinda WANT the same results because then I know for sure if the changes take effect.

light prism
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just affect the PRNG

inner zealot
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I attempted to recreate part of Metroid's map in UDMF

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Large scale sidescroller maps don't handle well

ionic stratus
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Well yeah.

inner zealot
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And forget about automap

ionic stratus
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sideview 2D just doesn't make sense in doom as a map style. ;P

inner zealot
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Seriously, though

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Can someone help me out with the DECORATE on the swords?

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I have no idea how to make the swordbeam effect work

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That is, them shooting out only when at full health

light prism
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sure

ionic stratus
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Well, if you're not against looking at other people and how they did it, I know reelism has a master sword that does that.

light prism
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when i get home

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its 4pm now and i get home at 6'ish

inner zealot
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Wait, Reelism does?

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I might poke around there, then

ionic stratus
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yeah, one of the melee weapons is the Master Sword, and it has that particular behavior.

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100 health, BEAMS. < 100...Nothin.

inner zealot
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Not directly copy, just investigate

ionic stratus
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(And then it kinda honestly sucks)

inner zealot
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Well, it's not designed for Doom

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It's designed for Zelda

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I'm making Zelda

ionic stratus
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I know, that was more a rant on the weapon in Reelism.

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It's a fun little mod but sometimes you just get crap when the slots aren't nice to you.

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Melee category needs the Excalibat.

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sagenod.

inner zealot
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Agreed

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And now I have to download Reelism

haughty flower
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Reelism is great

ionic stratus
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It is pretty great. I just suck at it. ;P

light prism
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@inner zealot if you stay online i will give a hand when im home

ionic stratus
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I also once had a crazy idea for a Doom 2 mod, but it's way beyond my own scope/capability.

exotic moss
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I need the hand of MisterCat at some point haha

light prism
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whats that

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Hand of Mister Cat (unique item) +100% masturbation speed

ionic stratus
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Doom 2: Borderlands Edition. It's basically a Hell on Earth campaign but with randomized loot, quests, etc.

light prism
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oh

haughty flower
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thats sounds great

light prism
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yeah

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i made some sweet stuff that could work for that

ionic stratus
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Again, way beyond my scope. But I keep thinking 'Dude, hell on earth as a Borderlands style thing would be great.'

exotic moss
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really?

light prism
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an inventory system that allowed for 'enchantments' and such

exotic moss
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that would help for my Fallout mod

ionic stratus
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Anyway yeah, way beyond me if I can't figure out how to nix these headless zombies from someone else's mod. ;P

exotic moss
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don't limit yourself takes practice

haughty flower
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im attemping to gut drpg to try and fix it

light prism
exotic moss
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ooo

haughty flower
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thats nice

exotic moss
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is that fully operational?

ionic stratus
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Okay that's sexy as hell.

haughty flower
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easy to understand ui

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zscript?

light prism
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gdcc

haughty flower
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nice

exotic moss
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super nice

light prism
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its 'fully operational' in that the stats and items and stuff exist

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but theres no use in that mod because battles were gonna be turn based and i never got around to implementing it heh

exotic moss
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right but couldn't that be a pull up menu like in DoomRPG?

haughty flower
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Legend of Grimdoom style gameplay?

exotic moss
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well I was thinking pause it for the menu

light prism
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what is a 'pull up menu'

exotic moss
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then real time

light prism
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im sure it could be adjusted for whatever

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its just graphics

exotic moss
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not pull...

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like a drop down

light prism
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yes, this window system has collapsibles

exotic moss
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right

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cool

light prism
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you mean like a ddlist for the items? with a scroll bar?

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like fallout 4?

ionic stratus
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But yeah, I just think that'd be fun. Oldschool doom with a hint of loot RPG. Also healthbars and damage numbers. because I like seeing my damage. >.>

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I'm obsessive like that.

exotic moss
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well that would be ideal but not essential

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the loot list would probably swell pretty quick

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pouring out of my skull as we speak

light prism
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the only issue with dropdowns like that is that mousewheel is unbindable

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rather, you can bind to it, but you cant getplayerinput from it, or something

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ive never managed to get mousewheel working with getplayerinput commands anyway

exotic moss
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yeah that isn't a deal breaker though...Doom4Doom might have did that not sure

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or whatever it was called

ionic stratus
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Wow, I don't get how the enemy replacements are handled at all

exotic moss
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try replacing those sprite names with the names of existing spirtes

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just have the same zombie come up

inner zealot
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Doom style Zelda logo or Zelda style Doom logo?

exotic moss
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if you just want a fix

ionic stratus
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That would only replace sprites, not the actual enemy/behavior.

livid hearth
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@ionic stratus You probably will want to learn zScript, the way to do damage numbers in zscript is a lot less hacky

exotic moss
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hmm havent even seen its behavior

livid hearth
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but you won't get netplay capabilities with it

ionic stratus
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The behavior's the main problem I HAVE with the beheaded zombies.

exotic moss
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what does it do?

ionic stratus
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Because they're a 150 health mob versus the 50 health on a regular zombie.

livid hearth
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Since ZScript is GZDoom only atm

ionic stratus
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They also are pain immune

exotic moss
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you can remove that

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in their decorate

livid hearth
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ZScript can do things on events

ionic stratus
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And they have no head for headshots.

golden drum
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hey can somebody do me a favor real quick?

ionic stratus
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@livid hearth This isn't something I'd actively be pursuing at the moment. It's more just a random idea.

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But I appreciate the info.

livid hearth
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so like if an enemy gets damaged, it can calculate how much HP is lost and pop out a number using graphics

golden drum
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I need one small part of a map playtested

ionic stratus
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But yeah, I tried changing TNT1 A 0 A_Jump(1, "ReplaceBeheaded") to TNT1 A 0 A_Jump(1, "ReplacePistol") ...That doesn't work. Still get beheaded zombies.

golden drum
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Not sure if people will know where to go

livid hearth
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Normally you'd need ACS to check each monster at every n tic interval, which can get very proccessor intensive if the temporal resolution is too high and too many enemies are present

light prism
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uhhh

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you can probably do some pointer magic and only run a script if the monster is damaged

livid hearth
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Pointer magic can work

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but that might break down once you get down to enemies being damaged through the secondary effects of your attack

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or by each other

light prism
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true

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just dont bother with pointers then

#

make a state that gives them a previoushealth counter

#

then have their pain compare against current health

#

you could probs do it without acs entirely if you did it right heh

#

have them spawn individual digits

ionic stratus
#

Either way right now I just want to get rid of these headless zombies ;P

livid hearth
#

Finding a good way to efficiently check if a monster is damaged can be a problem, but you may need to do hacky shit like setting the pain-chance to 256, and having the actual pain chance be a state jump, but that introduces the problem of letting the player cancel monster attacks every time a monster is hit

#

@ionic stratus Make a Randomspawner that replaces the beheadedzombie and only spawns the class you want

#

with the dropItem property

ionic stratus
#

Iiiii have no idea how to do that.

light prism
#

yeah, definitely an easier thing to do in zscript

ionic stratus
#

Total newb here.

light prism
#

where you can determine that the monster has been hit but not in pain state, or stuff like that

livid hearth
#

Alright so you need an actor that points to 3 actors in its header

#

the name of the spawner actor

#

RandomSpawner, the class to inherit

#

and the actor name of the beheaded zombie

#

in its properties enclosed in the curly braces, you need to define two flags

#

+IsMonster so that the spawned monster counts as a monster in the map stats

light prism
#

i dont think this method uses randomspawner

livid hearth
#

and +FixmapPos to ensure that the monster does not usually spawn stuck in walls or ceilings

#

and then define DropItem "Actor to replace the beheaded"

ionic stratus
#

@livid hearth I appreciate this, but I don't understand any of it. I was basically going off guesswork from what I know of programming and what I found in the pk3 when I first tried nixing the headless zombie.

livid hearth
#

Oh...

exotic moss
#

try smashing your head on the keyboard it works for me

#

๐Ÿ˜ƒ

ionic stratus
#

I basically went into the decorate folder, found the zombieman.txt, zombiemanvariant2.txt file, went through them and was like 'Huh, this seems to control the spawn behavior for them.'

#

And according to MisterCat they should

#

But nothing I do in the files seems to actually prevent the headless variant from spawning.

livid hearth
#

Ahh you're trying to edit the pk3

ionic stratus
#

Yep.

livid hearth
#

What is the file you're trying to edit?

exotic moss
#

Brutal 21

livid hearth
#

Ohhh

ionic stratus
#

The beta version of Brutal Doom, v21, yeah.

exotic moss
#

the decorate txt he is looking at

#

yeah it is a mess

ionic stratus
#

the best I can do is nerf the headless zombieman to not have 100 extra health compared to the regular ones, but he still has no pain, sound, and no head to shoot, which I find very annoying.

exotic moss
#

like I said rename the sprite

#

in his decorate

#

to the normal one

livid hearth
#

Ohh

exotic moss
#

it will just call up the normal sprite and your edited txt

ionic stratus
#

If he lacks a defined head for headshots in his decorate file though, it doesn't really matter, right?

livid hearth
#

are you talking about the kamikazes?

ionic stratus
#

No. These are just a headless rifle based zombie with extra health, make no sound, and have no reaction to pain.

exotic moss
#

no those are the other ones

ionic stratus
#

Which, if you get several of them in an early map, is kinda dumb because suddenly you have zombies that use more than double the rifle ammo you normally need to kill one.

#

And no headshot chance for an instant kill.

#

So yeah, I'm not a fan of a chance for a bullet spongey asshole to replace the less bullet spongey normal guys.

#

Especially when sometimes i've gotten way too many on an early map.

#

Also, wouldn't just swapping the sprites break the headless zombie unless I renamed every individual regular sprite to match the headless one I'm replacing?

#

Because that sounds even more tedious.

exotic moss
#

tedious is something I said when I did that

ionic stratus
#

And I don't see how it would remove the headshot problem because if the headless zombie has no headshots coded, shooting him in the head won't cause headshot stuff to occur.

#

All I'd be doing is reskinning him.

#

Not changing what he is

#

(which is a bullet spongey asshole)

exotic moss
#

you copy over the regular decorate code for the normal zombie

#

then he has normal stats

light prism
#

retro i will take a look at the code when i get home

ionic stratus
#

Alrighty

livid hearth
#

I figured it out

ionic stratus
#

Oh?

livid hearth
#

In DECORATE/Zombiemen.txt Line 119

#

Comment it out

exotic moss
#

yeah that is what I said earlier to do

#

removing that is the first thing I did

livid hearth
#

I don't get it tho

#

the jump chance is 1/256

exotic moss
#

they hardly show up

ionic stratus
#

I tried getting rid of it entirely, that didn't work.

#

Comment is a // right?

#

Before the line of code you want to comment out?

livid hearth
#

yes

ionic stratus
#

Yeah they still spawn for me.

#

Even after I do that.

livid hearth
#

Did you save the changes?

ionic stratus
#

Yeah

light prism
#

man

#

i still cant help but think

#

you are testing using the wrong pk3

ionic stratus
#

unless somehow something in daedalus.wad is causing them to spawn?

light prism
#

like you have multiple copies of brutaldoom pk3 and you are running the wrong one

ionic stratus
#

It's not man, I've checked multiple times. And if I make other changes like health, those stick.

light prism
#

how can you tell

#

try a visual change

#

like scale

#

scale 8.0

#

giant zombiemen

#

health isnt immediately obvious and there is random damage to factor in as well

ionic stratus
#

I dunno man, 1 health and they die from a single shot seems pretty surefire. ;P

#

...Shit, y'know what though?

#

I think it DOES have to do with Daedalus and its monster spawning.

#

Because it's spawning monsters on the fly, as opposed to the old teleporter trick.

#

And the spawned ones (which add to the total monster count) are always headless.

#

So I think it's some kind of conflict/issue with BD and Daedalus and how it handles monster spawns specifically.

golden drum
#

Actually yeah

#

That's probablt it

light prism
#

that would only be true if BD's zombieman replacement has fallthrough that will always make it headless

#

can you pastebin the zombieman.txt again

golden drum
#

I had a map I was making and All of the spawned zombiemen spawned as evil marines with plasma rifles

#

that was v20b

ionic stratus
#

I'm not sure how the spawning for Daedalus works exactly, aside from the fact it's making the monsters on the fly if that makes any sense.

#

Because they're not part of the initial monster count.

light prism
#

yeah, probably some kind of Spawn

ionic stratus
#

So I suspect any Zdoom based map that uses that kind of spawning will have the same problem.

light prism
#

there are quite a few actions that have similar effects

#

uh

#

yeah there's nothing special that should make it always end up at ReplaceBeheaded

ionic stratus
#

And yet that's happening.

light prism
#

HeadlessZombie doesn't replace anything, does it?

#

in the 2 file

ionic stratus
#

And like @golden drum said, he's gotten all evil marines from zombie spawns.

light prism
#

its just actor HeadlessZombie : Zombieman?

ionic stratus
#

It's ACTOR HeadlessZombie: RifleZombie

#

RifleZombie being what the regular Zombieman is replaced with.

light prism
#

yeah, but theres no 'replaces' keyword

#

like Actor HeadlessZombie : RifleZombie replaces Zombieman

#

I mean, there shouldnt be anyway

ionic stratus
#

nope. We just have ACTOR RifleZombie Replaces ZombieMan in zombiemen.txt

light prism
#

ok - replacing is not inherited so that shouldnt be an issue

ionic stratus
#

Sadly this seems to have gone beyond simple removal of those states.

#

Since they aren't the apparent culrprit in this scenario.

light prism
#

they have to be, its stupid

ionic stratus
#

But that tells me any zdoom based map that spawns monsters that way will have the same problem.

light prism
#

daedalus has no reason to try and spawn brutal doom specific mobs

#

well thats easy enough to try

ionic stratus
#

Yet some twisted form of logic is causing that.

#

It just took me a bit to realize it.

light prism
#

make a square map with a playercrossable activation line that runs the action "Thing_Spawn" with some target spots

ionic stratus
#

...I actually don't have a map editor.

light prism
#

GET

ionic stratus
#

I should.

light prism
#

OUT

ionic stratus
#

But I don't.

#

;.;

light prism
#

here

ionic stratus
#

What map format? UDMF?

#

also loads up editor. ...Oh god he has no idea how any of this works.

exotic moss
#

yeah it isn't very intuitive

inner zealot
#

What's the name of Doom's title screen graphic?

#

I forget

ionic stratus
#

Well I made a room.

#

Now I need to figure how you define it as a starting point and how I add spawners.

inner zealot
#

GZDoom Builder is pretty easy to use once you get the swing of it

#

Enter thing mode and right click

#

Instant player spawn

light prism
#

UDMF :3

ionic stratus
#

Also I have no idea how to get out of first person view mode.

inner zealot
#

Q

light prism
#

im on my way home now

#

talk soon

ionic stratus
#

Thank you Zavus.

inner zealot
#

When in first person, you can turn on gravity with G

ionic stratus
#

Gotcha. Now what about the monster spawn cat mentioned?

#

Running the action thing_spawn apparently

inner zealot
#

I can just tell you how to put them down with thing mode

#

I ain't know shit about scripting

ionic stratus
#

Well for this test

#

It has to be using a spawn method.

#

Hrm...Well, I could always do what I told you to do earlier...Hrm.

inner zealot
#

Always keep the ZDoom Wiki open

#

It's the most helpful thing ever

ionic stratus
#

How do I change what map I'm looking at?

#

IE, if I want to view Map 2 instead of map 1.

inner zealot
#

You can only have one open at a time

ionic stratus
#

ooooh, I see.

inner zealot
#

Save your work in your current map (if it's not in an IWAD)

#

Then close it and open Map 2

#

You can close the map without closing the program

#

Also

#

"Open map in current WAD"

#

It's under "File" if you've loaded a map already

livid hearth
#

Okay i did 2 tests

inner zealot
#

Yeah, ignore what I said earlier, do that instead

livid hearth
#

I commented out line 119, and no headless zombiemen spawns

#

then I uncommented the line and changed the spawn chance to 256

#

and EVERY zombiemen are replaced with headless variants

#

also

#

headless zombiemen do react to pain

#

I was able to stunlock them with my chainsaw

ionic stratus
#

@livid hearth Also did some tests, found the problem.

#

It has to do with how another wad is spawning them.

#

Because it apparently ignores all the spawn logic and EVERY one that spawns is a Headless.

#

Right now I'm looking at that map in GZDoom Builder to try and figure out what's going on.

livid hearth
#

Must be spawning them directly

ionic stratus
#

It is. They're being added to the map's total monster count, etc.

#

Unfortunately i know next to nothing about the editor so I can't figure out how to actually view details on the switch that's doing the spawning.

livid hearth
#

I think there's an acs script being used that finds all monster actors and spawns them at random

#

What's the other WAD you tried to use?

inner zealot
#

What's the switch?

ionic stratus
#

daedalus.wad

#

And it's a switch in map02 you press early on to get access to another terminal.

inner zealot
#

Ah

ionic stratus
#

Pressing the switch also spawns several Zombiemen.

inner zealot
#

Okay, in GZDoom Builder, enter line mode and right click on the linedef of the button

ionic stratus
#

Yeah, it's a script execute call

#

Now I need to figure out how to look at the script. XD

inner zealot
#

Hover over "View" at the top

#

Script editor

#

Or press F10

ionic stratus
#

Odd, it says the script is unknown.

livid hearth
#

Unfortunately all the scripts use includes to unknown scripts

#

I think you may need to decompile them

inner zealot
#

Are the scripts in the same WAD?

#

Wait, what kind of question is that...

ionic stratus
#

Yeah.

#

Which is why I'm confused as hell

inner zealot
#

I can't help you there

#

If you need any more help on using GZDoom Builder, though

golden drum
#

@ionic stratus What editor were you using before?

ionic stratus
#

This is the first one I've ever used.

golden drum
#

ah

ionic stratus
#

For doom anyway

golden drum
#

I see

ionic stratus
#

I briefly messed around with the serious editor at one point for Serious Sam.

golden drum
#

serious sam

#

I remember that

#

nostalgia af

inner zealot
#

You got SLADE3?

golden drum
#

who?

lavish hollow
#

you hoo

ionic stratus
#

But yeah, now the question is why these scripts are being called that according to GZDoom, don't exist.

haughty flower
#

what are you guys trying to do

ionic stratus
#

Figure out why when Daedelus is used alongside brutal doom, any scripted spawns end up being all headless zombies.

#

Now that I know that's the reason it's happening.

#

But the scripts that are called which do the spawning seem to not exist in the editor when I open daedalus.wad up

#

Which is weird.

haughty flower
#

it's because it's in hexen format

lavish hollow
#

In vanilla doom without BD in Daedalus, what spawns in place of the headless? @ionic stratus

ionic stratus
#

Regular zombiemen.

lavish hollow
#

When was Daedalus made? I doubt it was made for BD, so it shouldn't have a script like you're describing

ionic stratus
#

Daedalus is from the early 2000s, when ZDoom was just that, ZDoom. GL versions weren't a thing yet.

haughty flower
#

the ACS is all compiled

ionic stratus
#

Bah. So I'm out of luck on that I guess.

lavish hollow
#

Probably

ionic stratus
#

But yeah, whatever it's doing to spawn these zombiemen is ignoring all the spawn rules for them from BD

lavish hollow
#

Did you delete the headless zombie text file?

ionic stratus
#

That just breaks BD.

#

Because then it looks for a non existing file it needs.

lavish hollow
#

Only other thing I could think of would be to make them replace something else

ionic stratus
#

Taking out the include from Decorations.txt will stop the crash, but then nothing spawns when it should.

haughty flower
#

I really don't know how ACS worked back then

ionic stratus
#

It just seems like BD won't play nice with Daedalus.

lavish hollow
#

@ionic stratus I wasn't saying to delete it, I was asking if you had it

ionic stratus
#

OH! I have it, yeah.

#

Hang on

lavish hollow
#

Idk if you already tried it, but since it replaces an enemy, I would say try having it replace something else

ionic stratus
#

The problem is the replacement's done from one file, with another having the actual stats and stuff.

livid hearth
#

I can't get past the first level in Daedalus

#

I get on the elevator to engineering

#

and it just puts me in an infinite loop

ionic stratus
#

Weird. I didn't get a loop.

lavish hollow
#

I'd still say try making it replace another enemy

ionic stratus
#

How would I do that exactly? There's no actual replacement call via actors if that's what you're getting at.

#

In zombiemen.txt, this is what replaces the standard zombieman. ACTOR RifleZombie Replaces ZombieMan

lavish hollow
#

There's nothing like
Actor HeadlessZombie replaced Zombieman

ionic stratus
#

Then there's a bunch of states that can turn RifleZombie into other variants.

#

Nope.

lavish hollow
#

Not in the headless zombie file?

ionic stratus
#

Nope!

lavish hollow
#

Hm

ionic stratus
#

It's all done through the zombiemen.txt through these states:

#

TNT1 A 0 A_Jump(1, "ReplaceAxeman")
TNT1 A 0 A_Jump(1, "ReplaceBeheaded")
TNT1 A 0 A_Jump(140, "ReplacePistol")

#

But those don't seem to do anything regarding the way Daedalus is spawning them.

#

Because it always spawns the beheaded variant.

haughty flower
#

uh ok I have a weird problem, I compiled drpg with gdcc but now all the guns shoot 10x faster, wat

ionic stratus
#

That's what was throwing me off until I stopped and looked at the fact the monsters were actively being spawned, as opposed to teleported in from somewhere else on the map.

#

The only thing we have on the headless variant is this, and it's not a replacement call. ACTOR HeadlessZombie: RifleZombie

#

So I'm not really sure what I could change in this scenario.

inner zealot
#

I have an idea

haughty flower
#

don't play BD

ionic stratus
#

@inner zealot what's that?

inner zealot
#

A way to play with the FDS version of the soundtrack

ionic stratus
#

Oh, separate idea.

#

And I dunno, I wasn't big on the FDS version of the soundtrack.

#

Only time I really felt it was an improvement was on Metroid 1 since it had the item theme we're all used to, versus the US version's.

haughty flower
#

nvm fixed it

inner zealot
#

It'd be a nice option, though

ionic stratus
#

True.

inner zealot
#

I think the only difference is the title screen, actually

ionic stratus
#

@inner zealot Also, I assume you're going to be having the sword be the "gun" and hexen used items will be your inventory based items, right?

inner zealot
#

That's the current plan

ionic stratus
#

The question then becomes though...How do you handle the shield?

inner zealot
#

I thought about it being an alt fire

ionic stratus
#

For the sword?

#

Hm, that's an idea.

inner zealot
#

Once you get the magic shield, of course

ionic stratus
#

What about the regular one? It can still block physical stuff like rocks/boomerangs/spears.

inner zealot
#

I think right clicking and losing the ability to move is the best way to translate it over

ionic stratus
#

That seems a bit harsh, since you still had full mobility with your shield up in Z1 since it was a passive block thing.

#

I'd say reduced movespeed sure, but complete immobility is a bit much.

inner zealot
#

As I remember it, you had to stop moving for the shield to work

ionic stratus
#

Nope.

#

You just couldn't be attacking/using an item.

#

Your shield is considered up in the direction you're facing as long as you aren't doing any kind of action other than movement.

inner zealot
#

Oh

ionic stratus
#

Now collision could get weird in certain scenarios, yes.

#

For example, a fireball's coming from an angle, and you're running forward.

#

And by the time it reaches you, it hits you from a side you aren't facing.

inner zealot
#

Huh

#

I feel like the alt fire is still best option

ionic stratus
#

At least I'm pretty sure that's how it worked. Hell, I'll check.

inner zealot
#

Cuz, either way, you can't attack

ionic stratus
#

And I agree on that regard, if only because passive blocking would feel a bit OP.

#

But hang on a sec, imma verify something

#

Yeah, I just ran into an octorok's shot head on. Blocked it.

inner zealot
#

That clears that up

ionic stratus
#

But yeah, if you wanna use active blocking, I say have it reduce your move speed.

#

Like Link's awakening.

#

I agree with the altfire logic though. it'd be easier to do that way.

inner zealot
#

And more logical for a first person game

ionic stratus
#

Russian Overkill had guns with alt-fire forward shields.

#

So it's a thing people have done

inner zealot
#

And this has to work alongside sword beams

ionic stratus
#

Also when you get further into mapping, one additional thought.

#

Try adding some variance to the walls. What I mean is like...Don't have them all be 2 blocks tall and perfectly square shaped.

#

Maybe try adding some hill effects or something to make them look more like natural terrain/rocks.

#

Add some visual flair to the thing.

#

Mind, this is after you get the basic layout working.

inner zealot
#

I thought about that, too.

ionic stratus
#

Get a functional map before you make it pretty, I say.

inner zealot
#

After looking at other 3D zelda remakes

#

Namely, the voxel Zelda

ionic stratus
#

Plus for Death Mountain, I think you'd kinda HAVE to add some kind ofr vertical aspect to it, to make it feel like an actual mountain.

inner zealot
#

Which also gave me the idea of using a titlemap

#

Yeah, I've been making it go slightly up

ionic stratus
#

Awesome.

inner zealot
#

I haven't gotten to the mountain part yet, though

#

I want you to be able to look down on the overworld when you're at thee top

ionic stratus
#

That's how I'd do it too.

inner zealot
#

Originally, the cieling was two blocks tall consistently

ionic stratus
#

Yeah, that kinda kills the mountain part of death mountain. ๐Ÿ˜‰

inner zealot
#

Only changing to accomodate the dungeons, which I moved higher up

#

When I started going uphill, I realized that wouldn't work

#

So brought all of the cieling like 2000 units up

ionic stratus
#

The dungeon statues you see at the entrance, and in certain trap rooms...Hrm. that'd be another fun thing to have to do.

#

Since they're statues that face a single direction.

inner zealot
#

There's a lot of stuff I'm intimidated by

#

Like the raft/ladder

ionic stratus
#

Unless you just keep them facing the same way regardless, which I mean, Doom did that.

inner zealot
#

Or the doors you have to blow away with bombs

ionic stratus
#

That's going to require scripting I'm sure.

inner zealot
#

Which I know next to nothing on

ionic stratus
#

Guess you get to learn! ๐Ÿ˜‰

inner zealot
#

That is kinda the point

#

OH

#

I do have some slight changes I want to make

#

To make some things less cryptic

#

You know how you have to push some rocks to unlock shortcuts?

ionic stratus
#

Changes can be good if they don't detract too much from the original but improve quality of life.

inner zealot
#

I was going to make those purple, or something

ionic stratus
#

Via the power bracelet? Yeah.

#

Funny enough, I had a similar thought on a Zelda like game I did a design doc for, but never any major coding.

#

My solution to 'How do you find out where the secrets are' was a spell you could learn called Divine Guidance. It would for a few seconds, highlight any secret stuff in a room. IE, stuff you could push, blow up, etc.

inner zealot
#

I like that idea

#

I'm not adding/removing anything, though

ionic stratus
#

Could do something similar with the Power Bracelet though.

#

Have it so once you have the bracelet, pushable rocks and stuff are marked via some kind of effect so you know you can push em

inner zealot
#

A color change, for example

ionic stratus
#

Yeah.

inner zealot
#

I actually do have a solid plan for the lost woods

ionic stratus
#

Teleporters?

inner zealot
#

Portal linedefs

#

It's the entire reason I moved to GZDoom

ionic stratus
#

Heh.

inner zealot
#

Have the actual forest somewhere out of bounds

ionic stratus
#

But yeah, part of me almost, ALMOST wants to try and learn mapping.

#

If only to try and do a themed mapset for a singleplayer mod I love.

inner zealot
#

I, and others here, can help out with that

ionic stratus
#

But level making has always been a weakness of mine. i couldn't even really come up with anything impressive in Mario Maker.

#

The idea in question was actually trying to do a companion level pack to be played with the Trailblazer mod.

inner zealot
#

Can you script at all? Wanna exchange services? Heh.

ionic stratus
#

Nooooope. ;P

inner zealot
#

I kid, of course. But not really.

ionic stratus
#

But yeah, I look at Trailblazer and I'm like 'This needs an homage level pack that uses stuff from every 80s action movie ever.'

inner zealot
#

I experimented with grids

ionic stratus
#

IE, Escape From New York, Die Hard, Predator, etc, etc.

inner zealot
#

Doom doesn't like straight lines

#

The bow seems like a straightforward weapon

#

That brings up rupees, though

ionic stratus
#

I always thought rupees = ammo was dumb myself. ;P

inner zealot
#

I'm not allowed to change it

ionic stratus
#

Bah.

#

But fair nuff.

inner zealot
#

I'm only allowed to tweak things that don't translate well or clear up ambiguity

ionic stratus
#

When you say allowed it sounds like someone else is setting the rules here.

inner zealot
#

I could make a follow up mod that's more inspired than copied

light prism
#

hi

#

im home now

#

who was i helping

inner zealot
#

Zavus, I think

light prism
#

oh that guy

inner zealot
#

What an ass he is, am I right?

ionic stratus
#

@TheMisterCat Pretty sure we can't do anything with the issue I had

#

Since I'm almost certain it has to do with the ACS scripting used by Daedalus.

light prism
#

it may, but that would be very strange

#

unless daedalus was specifically made to be played with brutal doom

ionic stratus
#

I tried looking at the map, the script is compiled so I can't analyze that either.

prisma saddle
#

@light prism Wanna play Roomsies later?

ionic stratus
#

@light prism I heavily doubt it. This was back in 2003 I think?

light prism
#

@prisma saddle - sure, maybe we can go with the layout over detail method this time, make it faster

prisma saddle
#

Yup.

light prism
#

@ionic stratus , yeah, then theres probably something that can be done

#

if you cant replicate it with OTHER wads i'd be amazed

#

so @inner zealot you wanted a method to fire projectile off sword if at full health right

inner zealot
#

Correct.

light prism
#

k

#

just need to set up my new phone

#

cant even figure out how to put the sim card in

inner zealot
#

Is that why you were out?

light prism
#

no, i was at work

prisma saddle
#

What sorta phone is it?

light prism
#

its uhh

#

kiwimobile freedom mini

#

dual sim

inner zealot
#

dual sim?

#

What?

light prism
#

yes, you can have two sim cards

#

but i cant even figure out how to put in one

#

ohhh it has it engraved on the back

haughty flower
light prism
#

@inner zealot do you have a sword set up already?

inner zealot
#

Barely

#

In an extremely poor way

#

It uses the fuckin'

#

Chainsaw attack

light prism
#

well

#

if you have the sprites

#

just chuck them over

#

and ill make it up

inner zealot
#

I... am not at my computer anymore

#

Because it's late and I'm heading to bed soon

#

Think you could work with the fists or some other default graphic?

light prism
#

oic

#

a bit of a pain but whatever

#

i can just do it another time

inner zealot
#

That's probably for the best

light prism
#

its pretty simple

inner zealot
#

The sprites are kinda

#

Poo

#

Pretty much the same image (Zelda sword sprite) with different offsets

haughty flower
inner zealot
#

It doesn't look wrong, just unimpressive

#

I'm probably gonna be working on it tomorrow

#

(Likely long into the night)

#

I'm heading out for now, though.

light prism
#

seeya

inner zealot
#

Ciao.

golden drum
#

Guten Nacht

light prism
#

oh well i dont have to help anyone then

#

time to smoke a joint

ionic stratus
#

Heh.

#

@light prism Part of me kinda wants to learn mapping, but my creative skills are kinda lacking along with the practical skills of mapping. x.x;

haughty flower
light prism
#

learning anything requires just diving in and giving it a go

#

no matter how shit you think you are

#

you dont have to keep everything you make

haughty flower
light prism
#

or tout it as your masterpiece

#

theres always room for improvement

haughty flower
#

Don't be like Omegalore

ionic stratus
#

Fair enough.

light prism
#

also gzdb may look daunting to start with but with hotkey use its pretty easy

#

modes - V L S (vertice, line, sector)

#

Q toggle 3d view, SEDF (WASD shifted to the right by 1) to move around in 3d

ionic stratus
#

Why shifted to the right by one?

light prism
#

left click select, right click edit

exotic moss
#

throws me off

light prism
#

it just is, also A is align in 3d mode so probably that

#

mousewheel does plenty of stuff in 3d mode

#

up and down for sector heights, shift-mousewheel for finer control

#

shift-mousewheel on surfaces (in UDMF mode) to change their brightness levels

exotic moss
#

noticed that on accident

light prism
#

heights of actors

#

ANGLE of actors (its shift or ctrtl or alt or a combination of them, idk)

#

rotation of floor/ceiling textures

#

to start out i would just go new map and then CTRL-D to go into draw mode

#

map out some shapes, you can go off-grid by holding shift

prisma saddle
haughty flower
#

Amazing wad

#

who made that

light prism
#

we're playing roomsies bro

ionic stratus
#

So weird question about mapping in GZDoom, if I decide to get into it.

#

Is it possible to add comments to a map?

#

Like you would in code?

#

Like, just an object or something that literally has no function in the map but can be viewed in the editor as a comment?

light prism
#

yes

#

there is a panel that you can comment for everything

ionic stratus
#

Nice.

#

The way I see it, I'd probably start with basic map layout then work on detailing rooms.

light prism
ionic stratus
#

So I'd need comments for labels/reminders on what I'd be doing with various parts of the map as I got to that point.

light prism
#

thats a good idea really

#

i have never done it personally but if you wanted some pro consistency it would be useful

#

would slow the process down a bit perhaps

ionic stratus
#

Commenting? or that approach of 'Layout first, pretty it up later.' ?

light prism
#

i find layout-then-prettify difficult because often i end up trying to make my layout fit around what i plan the decoration to be like

ionic stratus
#

With the way my mindset works, if I tried to do every last detail in a room before moving on to the next, I'd probably NEVER get it done. ;P

light prism
#

yeah, i have lots of those heh

ionic stratus
#

I mean, like, I'd make each room the right size to begin with and everything but

light prism
#

here try this one

haughty flower
#

what

prisma saddle
ionic stratus
#

Jesus fucking christ there's a lot going on in this map

light prism
#

are you playing on ultra violence?

ionic stratus
#

Hell no, I suck. ;P

#

I meant more in terms of the scripting and everything

#

It's an impressive map though

#

Though I ran into a bug. I think something's not working right because some hell knights were standing on some floors that moved up to become walls

#

And now I'm stuck with no way out. P

light prism
#

oh

#

there is fog on the floor?

#

with some bars?

ionic stratus
#

Yeah.

#

The bars are gone.

#

But the hell knights jammed up the walls and got stuck in the ceiling.

light prism
#

eh whatttt

#

there is a lift where you came down

#

if the bars are gone

ionic stratus
#

Can't get to it. Again, behind the bars were walls where passages used to be.

#

But they didn't raise fully at first because hell knights were on top of them.

#

When I killed the knights, they ALMOST reached the ceiling but not quite.

#

I suspect something broke.

light prism
#

oh lame

#

you shoulda just noclipped through

prisma saddle
light prism
haughty flower
#

that 10tex.pk3 was cool

#

something that I didn't like was the music changing every few areas

#

but I guess it was just that

light prism
#

sad

haughty flower
#

k

light prism
#

i guess

#

i was just testing if i could make it sync up and stuff

#

to when the bigger fights kick in

prisma saddle
ionic stratus
#

@light prism How long did that map take to make?

#

The tech demo one.

light prism
#

tech demo?

#

you mean 10tex?

ionic stratus
#

I assume it was a tech demo of sorts given the name. ;P

light prism
#

it was for a competition where you only use 10 textures

#

obviously i never even finished it though

ionic stratus
#

Shit, that only used 10 textures?!

#

But yeah, how long was building it?

light prism
#

i dont remember

#

not a super huge amount of time