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View Full Version : Reanimated (First Post!)


Planky
May 19th, 2004, 05:44 PM
http://pages.quicksilver.net.nz/druids/Doom/reanimated1.png
http://pages.quicksilver.net.nz/druids/Doom/reanimated2.png
http://pages.quicksilver.net.nz/druids/Doom/reanimated3.png

As seen in #legacy...

This map began as a test bed for learning Doom Mapping and Legacy Editing. As it stands, it has 3d floors, a fair bit of scripting (lighting, story and whatnot), a 3d elevator, and textures from Sock's Tech1 set.

I never have been one for making entire maps (this is my first one) - they usually consisted of a few sectors so I could learn the basics of mapping.

*tries to find his other shots*

PumpkinSmasher
May 19th, 2004, 05:46 PM
is this a map you are working on, or can I download it somewhere?

Planky
May 19th, 2004, 05:51 PM
Work in Progress

ToXiCFLUFF
May 19th, 2004, 06:58 PM
Heh, it looks good Planky.

Third shot I don't like so much though, and I think the textures kind clash with the Tech1 set.

One funny similarity is that my map on WIP using the Tech1 set is called Slime Pit, and... well, the name of yours is remarkably similar.

http://www.wadsinprogress.info/?a=listwads&wad=204

Planky
May 19th, 2004, 07:17 PM
Heh. It was thanks to your level that I found out about the tech1 set.

Acrid Pit is actually the wrong name for this map, it's for a different one I'm making. This one is meant to be called 'Reanimated' - just got confused between the two.

I wasn't trying to steal your idea's :)

Danimetal
May 20th, 2004, 02:31 PM
Looks quite good, specially the light stuff. I just love coronas :). What´s the story about?.

ToXiCFLUFF
May 20th, 2004, 05:07 PM
Heh, I wasn't accusing you. In all honesty, I just found the coincidence funny.

Planky
May 20th, 2004, 08:15 PM
Third shot I don't like so much though, and I think the textures kind clash with the Tech1 set.

That's just because I haven't put in the texture I'm going to use for that room. You can see one of tech1 textures on the raised up floor under and above the transparent linedefs.

What's the story about?

It's not so much of a story, just some thing along the lines of you protecting a base that gets attacked by an advancing horde of monsters - as a result of the attack, the base gets locked down.

The player then has to kill the power inorder to get a key which will then let him get through certain parts of the base and fight part of the aforementioned horde, to a security room to gas the bastards.

Danimetal
May 21st, 2004, 11:22 AM
Cool :). I really like the second screenie and the light effects. Maybe I found the steps on the left of the screen a little bit tall, but I like it anyway... This room would look really killer with a bit of dark and an effect of fading lights.
By the way, maybe I´ve went insane, but aren´t the rooms on the two first screenies mirrored?. It seems like they are the same room but with some dinamic light changing (ideas come to me as I say this :D).
PS: I´d like to add my work to this section of the forums but... How do I post screenies?????.

Doom_Dude
May 23rd, 2004, 08:35 AM
Lookin cool. Wish I knew how you do those cool light jobbys. Suppose it must take a bunch of crazy fragglated scriptin.

Danimetal
May 23rd, 2004, 01:25 PM
Incredible how cool can some coronae and cyan textures look like :).

Exl
May 23rd, 2004, 02:24 PM
This is how: http://home.tiscali.nl/dennis.meuwissen/files/documents/legacyopengllights.txt

Doom_Dude
May 23rd, 2004, 03:24 PM
Cool. Thanks Exl. I have a Jedi style map I want to build after V2 is done and these fancy lights should work out well methinks. :D

Third shot I don't like so much though, and I think the textures kind clash with the Tech1 set. I was gonna say I agree with you but I think if some texture was introduced to the scene that had some red on it, it might look way better....

Planky
May 23rd, 2004, 03:59 PM
Doom_dude: You can also set the flags for the obj using fs - rather than a deh patch, but it means you have to set them for every instance of that obj

On a sidenote: Are the hud pic's meant to overlap like that?

iori
May 23rd, 2004, 04:29 PM
They do that at certain resolutions.

ToXiCFLUFF
May 24th, 2004, 12:42 AM
Another way is to just make new objects by replacing heretic ones, and then setting them to use spritesets with corona/dynlights attached to them. E.g. you could put a blank TLMPE0 sprite in the wad and set the object to use it, and it'd cast off the blue light of that object.

Using the Heretic dynamic lights as well, you have about 20 sprites to use... although you do need to use FS if you want to change the properties of the dynlight/corona. Hopefully though, we'll have a better method of doing this stuff soon.

Doom_Dude
May 24th, 2004, 05:42 AM
Hopefully though, we'll have a better method of doing this stuff soon. I have lots of time to wait. I'm also waiting for slopes but I ain't holding my breath. :p*tries to find his other shots* Now where did Planky go. I was hoping to see more shots. ;)

Danimetal
May 24th, 2004, 01:49 PM
This is the second time I mention slopes in 5 minutes but don´t blame me!. Doom Dude inspired me :P.
Now serious... How does one use the Heretic stuff in Doom???. I suppose one must have some wads and so... So, how?.

ToXiCFLUFF
May 24th, 2004, 01:58 PM
This is the second time I mention slopes in 5 minutes but don´t blame me!. Doom Dude inspired me :P.
Now serious... How does one use the Heretic stuff in Doom???. I suppose one must have some wads and so... So, how?. You don't need the wads, but you can replace and use Heretic things in dehacked. It's basically just using higher numbers. E.g. thing number 157 is the Heretic invulnerability.

You can also use Heretic flags, like the item bobbing, pushable objects and missiles which go through people.

Danimetal
May 25th, 2004, 01:44 AM
Hmmm... And where I get docs to know what I´m doing if I use these thingies???.
Thanks :).

ToXiCFLUFF
May 25th, 2004, 06:18 AM
I'll post a link up to them soon... Boingo was supposed to be making a more complete reference, but I haven't seen him around for a while.

There's an example of it in the Dehacked lump of the FSweapon wad.

Danimetal
May 25th, 2004, 07:10 AM
Is FSweapon what you sent me?. I´ve got FStest.wad :P.
Hmm. I think I´m bothering the original purpose of this thread... Sorry!!!!.

ToXiCFLUFF
May 25th, 2004, 07:31 AM
If it has a huge fireball throwing BFG weapon, then yeah.

Danimetal
May 25th, 2004, 10:11 AM
Hmmm. Its a multiple mancubus fireball BFG. Also a candle launcher :P.

Planky
May 25th, 2004, 03:19 PM
I'm using that fs weapon of tox's in this very map.

I'm also making/modifing the berserk to make the player scream randomly until it wears off (Supposedly the Doom3 beserk is like that).

iori
May 25th, 2004, 03:32 PM
hahah cool
you can make the beserk wear off? Odd.

Exl
May 25th, 2004, 11:01 PM
I think he means the red fade effect that the berserk does. Anyways, your project's name got stolen Planky!

http://karthik82.com/doom/wad_show.php?name=reanmtd

Danimetal
May 26th, 2004, 12:50 AM
Cool :). I managed to do weapons to throw shells with ToXiCFLUFF´s .wad. I´m using it in my project :).

Planky
May 30th, 2004, 09:12 PM
I think he means the red fade effect that the berserk does. Anyways, your project's name got stolen Planky!

http://karthik82.com/doom/wad_show.php?name=reanmtd

Yes that's what I meant, I don't want to think about the headaches i'd get from a 1 hour deathmatch with a guy that screams for the entire round. /me shudders

Heh, I already talked to karthik about that - nothing more than coincidence. It's suprising that the name hasn't been used before and suddenly we have two people wanting to use it.

-Ki-
May 31st, 2004, 12:10 AM
Where is that wad of tox's? I keep on hearing about it but never seen it.

Planky
May 31st, 2004, 05:25 PM
He posted the link to it on the first page:

http://www.wadsinprogress.info/?a=listwads&wad=204