Ffabbia
May 17th, 2004, 02:05 PM
Seems to be my day for asking dumb questions...but here goes...:D
If you cast your mind back to the Doom II single player game you may recall that the levels are broken up by occasional 'cut scenes' that presents some text on the screen 'You have won, Earth is safe etc....'
Basically, what I want to know is: is it possible to reproduce these text intermissions within a custom episode?
I've sort of been churning an idea around in my head based on a new episode for Doom II set on the Jupitor moon of Calisto - it's a typical hackneyed and cliched 'spaceship crash lands near colony, you are only survivor, check out colony, everyone is dead, monsters have taken over, kill colonists, save the day blah blah blah blah....' but It would be 'objective' based, in that a typical 'mission' might be to locate the radio room, or seal off entrance to base in order to prevent more infestation....whatever...(I prefer actual detailed, story based scenarios with aims and objectives to simple shoot-everything-that-moves fests).
But I would need to use these screens, with my own text; between levels in order to spell out to the player exactly what is required within the objective - hence I would need to use quite a lot of them, maybe one at the beginning of each level.
Is this possible? or are the screens and accompanying text hard coded into the game and impossible to reproduce?
If it is possible, but involves a lot of custom coding or tweaking the source code then I would not know how to begin, I know nothing about programming, modelling or anything else of that nature - however I am pretty good at level design, and as such my new missions would not be a mod or a TC, but would utilise the default monster packs, and the enhanced texture sets already available.....
..it's an idea anyway...can anyone help with this??
If you cast your mind back to the Doom II single player game you may recall that the levels are broken up by occasional 'cut scenes' that presents some text on the screen 'You have won, Earth is safe etc....'
Basically, what I want to know is: is it possible to reproduce these text intermissions within a custom episode?
I've sort of been churning an idea around in my head based on a new episode for Doom II set on the Jupitor moon of Calisto - it's a typical hackneyed and cliched 'spaceship crash lands near colony, you are only survivor, check out colony, everyone is dead, monsters have taken over, kill colonists, save the day blah blah blah blah....' but It would be 'objective' based, in that a typical 'mission' might be to locate the radio room, or seal off entrance to base in order to prevent more infestation....whatever...(I prefer actual detailed, story based scenarios with aims and objectives to simple shoot-everything-that-moves fests).
But I would need to use these screens, with my own text; between levels in order to spell out to the player exactly what is required within the objective - hence I would need to use quite a lot of them, maybe one at the beginning of each level.
Is this possible? or are the screens and accompanying text hard coded into the game and impossible to reproduce?
If it is possible, but involves a lot of custom coding or tweaking the source code then I would not know how to begin, I know nothing about programming, modelling or anything else of that nature - however I am pretty good at level design, and as such my new missions would not be a mod or a TC, but would utilise the default monster packs, and the enhanced texture sets already available.....
..it's an idea anyway...can anyone help with this??