Chex Quest Fan Forums

Chex Quest => Chex Quest and Related Topics => Chex Pack => Topic started by: 75 on September 17, 2010, 04:22:27 PM

Title: Progress
Post by: 75 on September 17, 2010, 04:22:27 PM
Since my old progress topic was too much trouble to update, I'm just going to post random updates. You guys can post in here if you have any thoughts on my updates.

What I did in the last few days

1. Improved the look of DUEL01

2. Made it so my flemoids replace chex3's flemoids (i.e., if you play co-op, you'll be facing my superpowered quadrumpus instead of the lame version that only shoots one ball at a time)

3. Added some textures to the wad from TNCQ, a slime texture, three rock textures, and that tiny switch. I can't get the switch to work in ANIMDEFS, though.

4. Made it so that SOME of the 3d slime in INV01 is visible in the software renderer. The 3d floor command had some problems with texture alignment anyway.



What I still want to do

1. Make INV01 less laggy, it has bad frame rates even offline

2. Add dynamic lighting to the floor lamps and projectiles.

3. Add LAZ's fences to DM01 and fix a few HOM problems

4. Make the concessions area more interesting, or just get rid of the two rooms outside of the stadium

5. I'm still working on that zorchmatch map from the legacy engine. I'm adding some skulltag features to it like slopes. I replaced the 3d floors with thing bridges. The water is flat... oh well.

I'm having a hard time with the sky. The original sky looks great in legacy, but it looks horrible in skulltag.

6. Mess with the TERRAIN lump to give slime a damagetype of flem, and add sounds for when chexter goes into slime/water.


Maps I'm working on right now

INV01
DUEL01
DM02
Title: Re: Progress
Post by: LAZ Trooper on September 17, 2010, 11:48:16 PM
I guess this map is "finished" (as much as I finish these). It's sewer deathmatch/duel map. Redo the usual stuff. Also, the small passage to the "death hole" I want to flow just fast enough for you to not be able to fight against it and gain ground (which is why that other part comes off it so you can escape) but I couldn't get it to work myself.

[attachment deleted by admin]
Title: Re: Progress
Post by: 75 on September 18, 2010, 03:28:34 AM
What I did today:

1. Added splashes and sounds to the terrain lump, so a little splash comes up when chexter jumps into water/slime

The sprites from those splashes were edited from Lucius' Zorchmatch wad

I used Arch129's code for the slime splashes.


2. I gave all slime flats automatic damage, so stop using sector actions to cause damage from slime floors, it does it automatically

3. this automatic damage has the correct damagetype, so chexter gets slimed instead of zorched in slime pools

However, it has no obituary... there's nothing I can do about that, sorry  :(

4. improved the look of DUEL01 even more. I'd give a screenshot, but it's kind of hard to show the map in a single shot

5. Fixed the zorchgloves so they're not so fussy to use. Now you have about a 10 tic window to hit something instead of a 4 tic window.


To do

1. Look at LAZ's levels posted above

2. most of the stuff from the last progress post


What I'm stuck on - if you can help let me know

1. INV01 -  I need help with stacked sectors. I'm going to ask on the skulltag forums.

2. Dynamic lighting for floor lamps. It's not hard to code, but I can't figure out what the floor lamps are called.

They're not in chex3.wad's DECORATE lump.



Maps I'm working on:

DUEL01
DM01
DM02
Title: Re: Progress
Post by: QuadrumpusGuy on September 18, 2010, 10:00:08 AM
:whale -Progress Log-  :whale

Yesterday, I worked on the villa and added a garden out sides of the large palace you go into. There are trees, a small grape vine, and a pool. The pool will contain a secret.  ;D

I also added an environment outside of the garden and added some villas. There will be Quadrumpi and BWAs spawning up on the rooftops, as well as Super Cyclopti.  >:D

I also added dynamic lighting to the chandelier and fires, and made the grapevines and fences 3d midtextures.

What I need to do now: Add more details to the room that leads up to the garden and create more rooms. As well as that, start building the other waves.

Screens:

[spoiler](http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screenshot_Chex_20100918_075624.png)
(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screenshot_Chex_20100918_075704.png)
(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screenshot_Chex_20100918_075850.png)
(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screenshot_Chex_20100918_080502.png)[/spoiler]
Title: Re: Progress
Post by: 75 on September 18, 2010, 01:19:16 PM
Looking good QG! I guess I'll just use your GLDEFS for those actors.
Title: Re: Progress
Post by: QuadrumpusGuy on September 18, 2010, 10:58:17 PM
I actually just posted your dynamic light objects over the fires/chandelier. You could add Dynamic lighting to that if you wanted too.  :whale

By the way, the cave in the pool was kind of complicated to make. I had to make my own textures for some of the stuff.
Title: Re: Progress
Post by: 75 on September 18, 2010, 11:04:54 PM
I will

Dynamic lighting is really cool when it shows the flickering of the fire.

Oh, and QG, could you put your screenshots in spoiler tags? You're going to give somebody with dialup a heart attack.
Title: Re: Progress
Post by: LAZ Trooper on September 18, 2010, 11:17:51 PM
It didn't give me a heart attack, I just notice the amount of images and just stop the page loading. Although I've never been sure if spoilering them makes them not load or not...

Also, this level should be finished too, after a one-day development process. XD I'm not exactly sure if it's a crashed spaceship or just a building covered in slime, but all the lights are out and the only lighting is a few dim flickering ceiling lights and pulsing red emergency lights. There's some lite-amp goggles in the vents in a high-friction slime area so it'll hurt to get an advantage. Zorchmatch map, or whatever.

Also, you wanted and avatar or something from me to put in. If what the second attachment on this post works, use it.

[attachment deleted by admin]
Title: Re: Progress
Post by: QuadrumpusGuy on September 19, 2010, 01:36:38 PM
Progress Log #2.

I've been working on the dining hall and the outdoor area outside the dining hall (Inaccessible area, but very huge and for decoration). There are waterfalls out there and a river. I have yet to do some sloping for hills and place more trees.

I did play with sloping in the dining hall and got this interesting Geometry, which I think I'll keep. It looks kinda cool. Tell me what you think. (The halves are symmetrical.)

[spoiler](http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screenshot_Chex_20100919_112906.png)
[/spoiler]
Title: Re: Progress
Post by: matthias720 on September 19, 2010, 01:40:50 PM
Nice picture.  Looks good!
Title: Re: Progress
Post by: QuadrumpusGuy on September 19, 2010, 04:10:40 PM
I'm going to add a Suit of Armor in a display case in here. I was thinking of a Coronet, but scaling it was getting annoying. Maybe a Corona...
Title: Re: Progress
Post by: 75 on September 19, 2010, 04:35:08 PM
Quote from: QuadrumpusGuy on September 19, 2010, 04:10:40 PM
I'm going to add a Suit of Armor in a display case in here. I was thinking of a Coronet, but scaling it was getting annoying.

one of these?

[spoiler](http://www.seriouswheels.com/pics-1960-1969/1968-Dodge-Coronet-Blue-fa-rt-sy.jpg)[/spoiler]
Title: Re: Progress
Post by: QuadrumpusGuy on September 19, 2010, 04:48:14 PM
No...  XD

Like a Circlet.
Title: Re: Progress
Post by: LAZ Trooper on September 19, 2010, 09:43:30 PM
QuoteIs it going to be a human suit of armor, or a total silver chex suit (which would look totally awesome)

I've wanted to make this for a while... it's harder than you'd think

EDIT - drat, I hit the edit button instead of the quote button again... sorry.
Title: Re: Progress
Post by: QuadrumpusGuy on September 19, 2010, 10:26:48 PM
I was thinking human. It was going to be a green or black suit of armor. Pictures of the sprites?
Title: Re: Progress
Post by: LAZ Trooper on September 20, 2010, 10:09:23 PM
Sorry if I'm overwhelming you with my output of maps ;) but here's a CTF map I made today. There a few textures it needs that don't exist, so you'll have to fix those. Also, I didn't do any things (except flags and start spots) or lighting.

If I get a good idea, I may have a city zorchmatch or CTF map soon, too.

[attachment deleted by admin]
Title: Re: Progress
Post by: QuadrumpusGuy on September 20, 2010, 10:16:22 PM
I created the outdoor environment outside of the dining hall. Honestly, I feel like this should be an area for the Invasion.

(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screenshot_Chex_20100920_205025.png)

This slit in the cliffs is where a door is going to go. You'll go outside and enter a different part of the villa. Or should this be just for decoration?
Title: Re: Progress
Post by: LAZ Trooper on September 20, 2010, 11:04:08 PM
That level is looking really good... but is it too big/fancy to not cause lag? Speaking of which, that huge crate fortress CTF maps starts lagging for me with only 1 bot...
Title: Re: Progress
Post by: QuadrumpusGuy on September 20, 2010, 11:53:04 PM
I'm not sure about Crate Fortress. It may be removed. We'll see. It was one of my first multiplayer maps... so, yeah. It has it's faults.

Lag isn't bad as far as considering that open space. I'm not spamming trees... XD otherwise you enter lag city.

The level is big. But it most likely won't lag. We'll just hafta take a look at the finished product. But at the moment, no lagging (except for the trees. I plan on deleting the ones that start on the cliff but slide down -_-)

UPDATE: It will be a playable section :) There is also a secret switch somewhere... hmm....

This will be after you fight the guys in the dining hall / kitchen. There is a wine cellar that is locked (at the moment) but will house a super weapon. A frozen orb zorcher is there, but I think it will be changed.

After the outdoors wave, you will go on an elevator onto the cliffs (or the teleporter back inside) and go to through some hallways. After that will be the final boss wave.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Would anyone like to help test this map?
Title: Re: Progress
Post by: 75 on September 22, 2010, 12:16:25 AM
I'll give it a shot, when I get caught up.  :)
Title: Re: Progress
Post by: MajorSlime on September 22, 2010, 02:05:00 AM
Love to. let me know when your ready; i'm usually available to play from about 3 - 5 and somewhere around 7-8 occasionally.

My own progress:

-added some detail and size to my own crate single flag ctf.
-fixed graphic miscolorations
-added some variety to my conference map
-added some variety to my city invasion map
-got Sandbox half done. I think i'm going to have a couple copies of this map, each slightly changed for a specific game mode.
Title: Re: Progress
Post by: QuadrumpusGuy on September 22, 2010, 07:58:41 PM
The structure of the level is done  ;D

Now I just need to add spawns... and scripting.

By the way, how do I make it so that when you clear out one group of enemies it triggers a spawning of another group? (Not Wave Changing - This was used in Armagedddon Invasion 2, but I don't know the codes for it) I'm wanting something in the final room with 5 waves in one (Each with a mini boss - an elemental version of the flemoid in the wave). Then after those the final boss.
Title: Re: Progress
Post by: MajorSlime on September 23, 2010, 12:10:14 AM
I have no idea... but maybe activation and deactivation could be used?
Title: Re: Progress
Post by: QuadrumpusGuy on September 23, 2010, 08:02:25 PM
Hmm...

I may just say forget... I'll crack open Armageddon's Maps and do some exploring. It's probably one of those IF x = True
Title: Re: Progress
Post by: 75 on September 23, 2010, 09:34:45 PM
I haven't had much chance to work on my maps lately, but I tweaked a few things in MAP01

you guys are going to like this one - animated skybox with moving sky texture.
[spoiler]
(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100923_203252.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100923_203233.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100923_203208.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100923_203200.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100923_203153.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100923_203137.png)[/spoiler]

I wish I could keep the sky from stretching!
Title: Re: Progress
Post by: LAZ Trooper on September 23, 2010, 10:54:54 PM
Well, this will need lots of adjustments (plus it doesn't really have boss fights), but here is a conversion of City Streets (E2M4) as an invasion map. Except for spawner adjustments, I think everything is in working order, except that the broken window texture isn't right.

[attachment deleted by admin]
Title: Re: Progress
Post by: 75 on September 23, 2010, 11:06:23 PM
thanks laz, keep em coming!

I'll look at your maps tonight.
Title: Re: Progress
Post by: LAZ Trooper on September 23, 2010, 11:28:17 PM
Unless I find other maps conversionable, I won't have any new maps until I get a good enough idea to get my creativity flowing again.


Also (unrelated): "Total time logged in: 12 days, 12 hours and 12 minutes." woot
Title: Re: Progress
Post by: QuadrumpusGuy on September 23, 2010, 11:36:38 PM
Here's my Villa Invasion as well. It's getting there...

http://www.mediafire.com/?rsmw9b4ji6sbt3r
Title: Re: Progress
Post by: 75 on September 24, 2010, 01:22:39 AM
Added more detail to MAP01 - I think I'm finally done with this map.
[spoiler](http://[img]http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100924_001946.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100924_001929.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100924_001923.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100924_001917.png)[/img][/spoiler]
Title: Re: Progress
Post by: MajorSlime on September 24, 2010, 01:39:13 AM
Looks good!
Title: Re: Progress
Post by: 75 on September 24, 2010, 01:41:31 AM
I just played through a bit of LAZ08, not bad.

1. Ammo placement needs some work. I'm always running out. It's better to have 10 small ammo spawners that respawn quickly instead of having only one large zorcher crate. I reccomend having spawners for both large packs and small ammo pieces, that way, the people who race in and take everything won't cause everyone else to have no ammo.

2. I couldn't figure out how to get to the quadrumpus (plural) in wave 3 (it might have been wave 2). They were behind windows in a room high above the ground.

Also, slime balls shouldn't be able to go through glass, make the windows broken.

3. Use broken grates for grates the player is able to pass through.

4. In wave 2, the area that you warp to is a really awkward place to fight flemoids. It could use some work in appearance too, it's just a bunch of nondescript brown boxes. Can you make the layout better and make it a more interesting room?

So, fix those things and send it back. I like your map concept.


EDIT - ok, I played all of your maps

I never found a LAZ04 - was that the space station one? I can't find the link to it.

so I'll start with LAZ05

It's a pretty good map, but too cramped. Spread out the spawn locations. I don't recommend putting a random powerup right in the center, since most of the powerups are really strong.

1. the door textures you use have red lights on them, I'm using that to represent locked doors. I'll add the unlocked doors to the wad for the next beta

2. I saw a <!> flag in there, near that huge drop

3. watch your sector tags, there were a few things that shouldn't have been scrolling.

other than that, pretty good. Vary the lighting and add some dynamic lighting to make it look more atmospheric (like INV01). It doesn't have to be dark, but sewers usually don't have the same lighting everywhere.


LAZ06 - couldn't find it

LAZ07

There's not much in it, I guess you didn't put things in it yet.



1. Way too much of that wooden texture

2. A texture bug

[spoiler](http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100924_011910.png)[/spoiler]

3. Since it's the federal building, the sky should probably be CJSKY, the one used in episode 3

[spoiler](http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100924_011921.png)[/spoiler]

4.

[spoiler](http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100924_011952.png)[/spoiler]

I like the idea of having this fenced off (maybe put a phasing zorcher in there that can only be accessed from the outside) but it's kind of a roadblock to traffic going down that hallway. I would recommend moving the fenced in part back so it allows for traffic to move right and left


Oh, and LAZ, could you do the lighting/dynamic lighting/thing placement by yourself? I just don't have time for that sort of thing during the school year.
Title: Re: Progress
Post by: 75 on September 24, 2010, 05:11:01 PM
Added GL defs (dynamic lighting) to every weapon attack/explosion. The bulletpuffs now glow red instead of yellow, but they don't look as cool as the legacy ones. I'm going to look into coronas next.

I'm going to add a red dynamic light to the flemoids' death and pain states.
Title: Re: Progress
Post by: QuadrumpusGuy on September 24, 2010, 05:27:45 PM
Is chefzilla going to stay?  :whale
Title: Re: Progress
Post by: 75 on September 24, 2010, 05:28:10 PM
oh, I almost forgot! I'll add him in now  :)
Title: Re: Progress
Post by: QuadrumpusGuy on September 24, 2010, 05:29:38 PM
Maybe add a skybox moon with a whaleware shaped crater.

Oh, did you try out the Villa Invasion map?
Title: Re: Progress
Post by: 75 on September 24, 2010, 05:54:50 PM
He's in  ;D

The moon is a very cool idea, anyone want to photoshop it for me? I'll do it myself if nobody volunteers, but it's more fun this way  :whale

Quote from: QuadrumpusGuy on September 24, 2010, 05:29:38 PM
Oh, did you try out the Villa Invasion map?

Not yet, sorry. Tonight probably.
Title: Re: Progress
Post by: QuadrumpusGuy on September 24, 2010, 06:00:25 PM
No problem. I may work on it a bit on Sunday for a while tonight, but tomorrow there is on exception. Well, maybe in the morning. But I need to do a few things with the map. I need to add more stuff to wave 10. more flying enemies and such. Maybe we should add some TNCQ G2 enemies.
Title: Re: Progress
Post by: LAZ Trooper on September 24, 2010, 11:32:38 PM
Quote from: 75 on September 24, 2010, 01:41:31 AM
I just played through a bit of LAZ08, not bad.

1. Ammo placement needs some work. I'm always running out. It's better to have 10 small ammo spawners that respawn quickly instead of having only one large zorcher crate. I reccomend having spawners for both large packs and small ammo pieces, that way, the people who race in and take everything won't cause everyone else to have no ammo.

2. I couldn't figure out how to get to the quadrumpus (plural) in wave 3 (it might have been wave 2). They were behind windows in a room high above the ground.

Also, slime balls shouldn't be able to go through glass, make the windows broken.

3. Use broken grates for grates the player is able to pass through.

4. In wave 2, the area that you warp to is a really awkward place to fight flemoids. It could use some work in appearance too, it's just a bunch of nondescript brown boxes. Can you make the layout better and make it a more interesting room?

So, fix those things and send it back. I like your map concept.
1. I just used the original ammo/health locations from the original level, since I'm not good at placing things.

2. Yes, the Quadrumpuses in wave 3 (or 2, whichever) you can't get to, and I didn't get to remove them. And, as I mentioned, the broken window texture isn't correct in some way.

3. I didn't see broken grate textures...

4. Yes, I just used the stock level and didn't really make many changes to the level design.

I'll see what I can do...

Quote from: 75 on September 24, 2010, 01:41:31 AMEDIT - ok, I played all of your maps

I never found a LAZ04 - was that the space station one? I can't find the link to it.
Yeah, that's the space station one, and after looking at my wads I posted I don't see it in one of the ones I posted... strange.

Quote from: 75 on September 24, 2010, 01:41:31 AMso I'll start with LAZ05

It's a pretty good map, but too cramped. Spread out the spawn locations. I don't recommend putting a random powerup right in the center, since most of the powerups are really strong.

1. the door textures you use have red lights on them, I'm using that to represent locked doors. I'll add the unlocked doors to the wad for the next beta

2. I saw a <!> flag in there, near that huge drop

3. watch your sector tags, there were a few things that shouldn't have been scrolling.

other than that, pretty good. Vary the lighting and add some dynamic lighting to make it look more atmospheric (like INV01). It doesn't have to be dark, but sewers usually don't have the same lighting everywhere.
Yeah, I'll replace the powerup spawner.

1. Well, since there wasn't one to use, I just used that, since my levels are not totally complete...

2. Turbo boots are supposed to go there.

3. Yeah, I saw the mistake scrolling place (after I posted it, of course) but there's also the problem of getting some of the water to scroll that I can't make work.

I'll try and work on lighting...

Quote from: 75 on September 24, 2010, 01:41:31 AMLAZ06 - couldn't find it
It should be in LAZlevels4.wad... (post #7 this thread)

Quote from: 75 on September 24, 2010, 01:41:31 AMLAZ07

There's not much in it, I guess you didn't put things in it yet.

1. Way too much of that wooden texture

2. A texture bug

[spoiler](http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100924_011910.png)[/spoiler]

3. Since it's the federal building, the sky should probably be CJSKY, the one used in episode 3

[spoiler](http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100924_011921.png)[/spoiler]

4.

[spoiler](http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100924_011952.png)[/spoiler]

I like the idea of having this fenced off (maybe put a phasing zorcher in there that can only be accessed from the outside) but it's kind of a roadblock to traffic going down that hallway. I would recommend moving the fenced in part back so it allows for traffic to move right and left

Oh, and LAZ, could you do the lighting/dynamic lighting/thing placement by yourself? I just don't have time for that sort of thing during the school year.
Yeah, I didn't thing it, because as I said I'm not too good at it.

1. Well, I liked it...

2. What bug? The textures that need replacing? Which there are a few of that don't exist that I need for this...

3. I can't decide skies!

4. Yeah, I was thinking to use the fenced off areas as weapon spots. And yeah, I think I'll make the hallway more passable.

So I guess I'll make the textures I need, thing it, and send it back.

[attachment deleted by admin]
Title: Re: Progress
Post by: QuadrumpusGuy on September 25, 2010, 10:10:24 AM
Added the wave before the boss. It's gonna be pretty tough!!

There are 2 dark halls in which Commoni, Bipedici, BWAs, Cyclopti, Stridici, and Maximi will come out of, and then two upper halls in which Super Cyclopti fly down from and Quadrumpi spawn and camp up there and slime you. After a while, the Praetor Cyaneus spawns.
Title: Re: Progress
Post by: 75 on September 25, 2010, 06:04:39 PM
Quote from: LAZ Trooper on September 24, 2010, 11:32:38 PM
1. I just used the original ammo/health locations from the original level, since I'm not good at placing things.

Keep trying, I'm sure you'll get the hang of it.

Quote
2. Yes, the Quadrumpuses in wave 3 (or 2, whichever) you can't get to, and I didn't get to remove them. And, as I mentioned, the broken window texture isn't correct in some way.

Oh, I see the problem. STEP3 is the broken window texture, but it's too short. I fixed it just now. Use STEP3 as the midtexture and don't worry if it looks weird, I'll fix it.

Quote
3. I didn't see broken grate textures...

you have to add your own, Arch129 has a very nice set of broken grate textures here (http://www.chexquest.org/index.php?topic=1575.0)


Quote
Yeah, that's the space station one, and after looking at my wads I posted I don't see it in one of the ones I posted... strange.

Could you re-post that one? I can't seem to find it on my computer  :(

Quote
1. Well, since there wasn't one to use, I just used that, since my levels are not totally complete...

http://www.chexquest.org/index.php?topic=1575.0

I'm going to add the whole set, I need them anyway for INV01. Don't rename them, so it makes it easy for me to merge our wads.


Quote
3. Yeah, I saw the mistake scrolling place (after I posted it, of course) but there's also the problem of getting some of the water to scroll that I can't make work.

I'll try and work on lighting...

hmm... that's odd. Did you use a Scroll_Floor sector special or did you use a script?

Quote
It should be in LAZlevels4.wad... (post #7 this thread)

found it! Very nice.

Quote
2. What bug? The textures that need replacing? Which there are a few of that don't exist that I need for this...

The step textures are blue but the floor is red.

If you're looking for more textures, try using GIMP, it allows you to recolor textures so you can get the ones you need.

However, I'm pretty sure there's already a red stair texture in there, since I recolored most of the blue textures to make my CTF map

Are you sure it's not in there? :-\

Quote
3. I can't decide skies!

since it's the federal building, it should probably be the skies used in Episode 3. CJSKY3A/RJSKY3A should do the trick, unless you have something else in mind.
Title: Re: Progress
Post by: LAZ Trooper on September 25, 2010, 09:42:08 PM
Quote from: 75 on September 25, 2010, 06:04:39 PM
Quote
Yeah, that's the space station one, and after looking at my wads I posted I don't see it in one of the ones I posted... strange.

Could you re-post that one? I can't seem to find it on my computer  :(
Yep, attached to this post (I hope).

Quote from: 75 on September 25, 2010, 06:04:39 PM
Quote
3. Yeah, I saw the mistake scrolling place (after I posted it, of course) but there's also the problem of getting some of the water to scroll that I can't make work.

I'll try and work on lighting...

hmm... that's odd. Did you use a Scroll_Floor sector special or did you use a script?
Script. I'm going to hack into it a little tonight.

Quote from: 75 on September 25, 2010, 06:04:39 PM
Quote
2. What bug? The textures that need replacing? Which there are a few of that don't exist that I need for this...

The step textures are blue but the floor is red.

If you're looking for more textures, try using GIMP, it allows you to recolor textures so you can get the ones you need.

However, I'm pretty sure there's already a red stair texture in there, since I recolored most of the blue textures to make my CTF map

Are you sure it's not in there? :-\
Yeah, it's in there, with most of the other textures I needed, except one of Arch's fence textures that I just stuck in the wad with it. Although, if you could do something about the wood texture with the red base/top part, because a 1-pixel strip is left blue and wasn't changed to red and it looks wrong.

And, after about 4 hours of work on it, LAZ07 is done, all lighted, decorated, and thinged. Attached as well.

EDIT: Arg, the attacher is acting up on me... I'll get them posted soon.

Okay, I've got them uploaded. LAZ04 - Spaceship (http://dan.timpeterson.org/LAZ04.wad), LAZ07 - CTF (http://dan.timpeterson.org/LAZ07.zip)
Title: Re: Progress
Post by: 75 on September 25, 2010, 10:23:12 PM
that looks great laz! But it'll be a really short ctf match, since the red flag is about 50 feet from the blue flag. I'll see if I can come up with something cool, maybe stretch it out lengthwise and add more hallways/architecture.

in the meantime, upload some screenshots of it, it looks great!

If you want to mess with it, we can both try. Maybe have the main path be blocked by windows?


@QG - still didn't try out your Invasion map... I've been moving furniture and cleaning literally all day ><

Title: Re: Progress
Post by: LAZ Trooper on September 25, 2010, 11:11:34 PM
Yeah, that is a little easy to just run right through... unless you've got a couple guys with really powerful zorchers guarding carefully... I might tinker with a few things tomorrow to try and make it a little harder... btw, did you try out the sniper spots in the vents? A little hard to hit people (I like to snipe with the railzorcher), but it's fun.

I also started a single flag CTF map, which could be modified to be regular CTF if needed. It will be totally pointless to play with bots because they'll just jump off into the slime... :facepalm

I've done some adjustments to the sewer zorchmatch (LAZ05) and added another room and started some lighting, but I think I'll wait for the next release to get more lighting done. I also did get my scripted scroll to work, though. Doom Builder's script editor was telling me the parameters were different than they were (it had the scroll speed numbers in the wrong places)
Title: Re: Progress
Post by: ChexCommander on September 26, 2010, 04:56:33 PM
[quote  author=QuadrumpusGuy](http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screenshot_Chex_20100918_075850.png)[/quote]

O_O

WHAT EPIC IS THIS

No, seriously, that looks amazing! I've always wanted a map like that!

Seriously, when you guys are somewhat "done," this should totally go on the Skulltag site.
Title: Re: Progress
Post by: LAZ Trooper on September 26, 2010, 09:55:29 PM
Heh, when I first saw that picture loading, all I saw was the very top of the chandelier, and I thought it was the top of one of those old-style (Elvis-esqu) mics, and that made me think "Whoa, is this a Rick Astley level? :o "
I do have an idea I could go with related to that...

Okay, here's my new map LAZ09, designed for regular and one flag CTF. It's pointless to play with bots, so I haven't really played much on it, but I've got the things and everything in there. There's also one patch included that I needed. And if you want to change the texture and the slant parts in the two base buildings, that'd be great.

[attachment deleted by admin]
Title: Re: Progress
Post by: QuadrumpusGuy on September 26, 2010, 10:27:46 PM
Here is my latest version (It's large because of OGG Files. Feel free to make changes).

http://www.mediafire.com/?y72jfzs01dzzffa

This may need some scripting, wad editing, and/or map changes
Title: Re: Progress
Post by: 75 on September 26, 2010, 10:28:04 PM
Progress log

- I coded QG's boss for Villa invasion
- Implemented glowing flats for the texture SQUIGSLI

[spoiler](http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100926_212141.png)[/spoiler]

I mostly did it to see if it would work, the rest of the slime flats/textures will follow

- Attempted, and failed again in creating shining dynamic lights like in Legacy. I'm out of ideas, if you're reading this Lucius, and you still think it's possible, let me know.

- Worked on a sprite for laz's deathmatch map with the flashing red dynamic lights

- Added QG's Villa invasion map to the wad. I'm still working on changing the editornumbers of his actors, and adding his textures to the wad. I didn't put his sounds in yet.

- Looked briefly at E1M3 of Chex Quest: Zorchmatch (on the legacy engine). I'd like to include it in the skulltag pack, along with all the other maps in that wad.


... the board deleted my edit. It really seems to be laggy today.

Now... what did I say?

@LAZ - post more screenshots of your stuff! I'm sure everyone wants to see it :)

@QG - make the changes you need to make ASAP - I'm going to have to change the editornumbers of your decorations and spawn spots, and I'd rather not do that twice.

Hmm... Rick astley mike... you're right laz! Good catch on that one, I'm sure somebody will put it to good use ;)
Title: Re: Progress
Post by: QuadrumpusGuy on September 26, 2010, 11:32:40 PM
Changes that must be made (Either now or eventually):

-Fix Projectile positions for Caeruleus (Is it mandatory?)
-Make a way to end the invasion (I put in Exit_Normal when wave 12 is complete - I don't remember the code you mentioned before...)
-Maybe delete/replace some music. I'm really considering the Floor 59 music for Tower Of Druaga (Famicom Version) instead of Leoric. (Diablo 2 music really eats up your MBs!)
-Fix a texture problem with a cliff area.
-Add a new Zorcher (Maybe move the Frozen Orb Zorcher or replace)*

Most important of all...

-Do a Test to check playability
-Add Alternative Teleportation points (Spawns)
-Fix FreezingZorchSpot
-Create Caeruleus' Sprites

*Whenever a new Mega Zorcher is created, It will go into the Cellar area, and possibly replace the Frozen orb in this level
Title: Re: Progress
Post by: 75 on September 27, 2010, 12:00:39 AM
Quote from: QuadrumpusGuy on September 26, 2010, 11:32:40 PM
-Fix Projectile positions for Caeruleus (Is it mandatory?)
If you mean offsets (x,y,angle) sure, you can change them. Be careful messing with the states, though. Changing the projectile attack order is rather tricky.

If that's what you want to do, meet me in the chat sometime and let me know what you have in mind. Just let me know what you want him to fire in what order and how many times and I'll make it happen. :)


Quote-Make a way to end the invasion (I put in Exit_Normal when wave 12 is complete - I don't remember the code you mentioned before...)
Don't do that, I'll take care of it. Just tell me how long it is and I'll add it to my CMPGNINF (http://zdoom.org/wiki/CMPGNINF) lump

Quote-Maybe delete/replace some music. I'm really considering the Floor 59 music for Tower Of Druaga (Famicom Version) instead of Leoric. (Diablo 2 music really eats up your MBs!)

I didn't care much for Leoric in that level anyway

Quote-Add a new Zorcher (Maybe move the Frozen Orb Zorcher or replace)*

What did you have in mind?


You forgot a few things... add this to it

- Make Dynamic lighting definitions for the flame elemental projectiles, big chandelier, and flame actors.

I know you can use pointlights for the flames, but try playing around in GLDEFS. Why mess with a standard pointlight when you can have something that attaches to each frame? You can even change the light color and radius for each frame.

Don't worry about the floor lamps, street lights, and other chex3 actors, I've either already added dynamic lights to them or I will before the next beta.
Title: Re: Progress
Post by: QuadrumpusGuy on September 27, 2010, 12:13:21 AM
Quote from: 75 on September 27, 2010, 12:00:39 AM
Quote from: QuadrumpusGuy on September 26, 2010, 11:32:40 PM
-Fix Projectile positions for Caeruleus (Is it mandatory?)
If you mean offsets (x,y,angle) sure, you can change them. Be careful messing with the states, though. Changing the projectile attack order is rather tricky.

If that's what you want to do, meet me in the chat sometime and let me know what you have in mind. Just let me know what you want him to fire in what order and how many times and I'll make it happen. :)


Quote-Make a way to end the invasion (I put in Exit_Normal when wave 12 is complete - I don't remember the code you mentioned before...)
Don't do that, I'll take care of it. Just tell me how long it is and I'll add it to my CMPGNINF (http://zdoom.org/wiki/CMPGNINF) lump

Quote-Maybe delete/replace some music. I'm really considering the Floor 59 music for Tower Of Druaga (Famicom Version) instead of Leoric. (Diablo 2 music really eats up your MBs!)

I didn't care much for Leoric in that level anyway

Quote-Add a new Zorcher (Maybe move the Frozen Orb Zorcher or replace)*

What did you have in mind?


You forgot a few things... add this to it

- Make Dynamic lighting definitions for the flame elemental projectiles, big chandelier, and flame actors.

I know you can use pointlights for the flames, but try playing around in GLDEFS. Why mess with a standard pointlight when you can have something that attaches to each frame? You can even change the light color and radius for each frame.

Don't worry about the floor lamps, street lights, and other chex3 actors, I've either already added dynamic lights to them or I will before the next beta.


That's what I mean, the X Y Offsets.

Okay, I'm leaving the waves alone for now.

Yeah. Ancients is good for the dome area, but I think I'll stick with some Tower of Druaga. It suits is better IMO :)

By new zorcher, the zorchers we have been talking about. Superfluid, Radioactive, etc.

Yeah I'll work on Dynamic lightning tomorrow.
Title: Re: Progress
Post by: 75 on September 27, 2010, 08:05:15 AM
Quote from: QuadrumpusGuy on September 27, 2010, 12:13:21 AM
By new zorcher, the zorchers we have been talking about. Superfluid, Radioactive, etc.

ah, yeah. I'll draw those when I get a chance, they're going to be cool.
Title: Re: Progress
Post by: QuadrumpusGuy on September 27, 2010, 05:30:08 PM
Hey, could you send me some blue Recolors of the Quadrumpus? (Cerulean Preferred) I'll fix the zorch patches and add eyes... maybe golden/citron pupils this time... What do you think?
Title: Re: Progress
Post by: MajorSlime on September 27, 2010, 07:21:35 PM
Wow. I really need to get in the chat sometime. Do you guys still use the CQFF chat, or the other one?

And, do you want me to add my LDZ(Large Damage Zorching) Device? It needs some graphic work, but basically, it fires a large ground travelling sort of missile that spawns medium damage distanced mini-nukes along the way.
Title: Re: Progress
Post by: QuadrumpusGuy on September 27, 2010, 07:36:47 PM
I tested Caeruleus... boy.. he's hard to zorch... He did something strange when he was at low health. He kept acting like he was shooting something, but wasn't, until he entered pain state when I frozen orb-ed him. Over all, the map is really good. But the last few waves will be really hard.
Title: Re: Progress
Post by: LAZ Trooper on September 27, 2010, 10:03:36 PM
My 10th map contribution, w00t! This is a city duel/LMS/zorchmatch map, which I call "Ghetto Brawl" and features a Ghetto Blaster on top of a pile of crates in the middle (don't worry, it's a little hard to get to)
There are some textures I needed, but when I tried to put them in, it messed up other textures, so I just included them in the zip, if you could put them in for me. I also ID'd the lines that need their textures changed:
LineID 100 change to BRCKWIN3
LineID 101 change to BRCKWIN1
Change grates to broken versions included (you can figure them out pretty easily, and I included the textures)

Screenshot time!

LAZ05 - Sewer Duel
[spoiler]
(http://dan.timpeterson.org/pictures/LAZ05_1.png)
(http://dan.timpeterson.org/pictures/LAZ05_2.png)
(http://dan.timpeterson.org/pictures/LAZ05_3.png)
This is not final lighting or anything. This won't be finished until after the next release.
[/spoiler]

LAZ06 - Into The Darkness
[spoiler]
(http://dan.timpeterson.org/pictures/LAZ06_1.png)
(http://dan.timpeterson.org/pictures/LAZ06_2.png)
(http://dan.timpeterson.org/pictures/LAZ06_3.png)
[/spoiler]

LAZ07 - Federal Building CTF (2)
[spoiler]
(http://dan.timpeterson.org/pictures/LAZ07_1.png)
(http://dan.timpeterson.org/pictures/LAZ07_2.png)
(http://dan.timpeterson.org/pictures/LAZ07_3.png)
I haven't gotten around to trying out things to stop it from being a super fast game yet.
[/spoiler]

LAZ09 - Pathways Above
[spoiler]
(http://dan.timpeterson.org/pictures/LAZ09_1.png)
(http://dan.timpeterson.org/pictures/LAZ09_2.png)
(http://dan.timpeterson.org/pictures/LAZ09_3.png)
I actually got the idea for this when I fell in the water in LAZ07 and looked at the walkways above me. xD
[/spoiler]

No screenshots of LAZ10 because of my texture needs.


So when's the next release going to be? Once you get all our stuff made to work?

And I can be in the flashchat any day at 10 PM EST if people want to discuss their work.

[attachment deleted by admin]
Title: Re: Progress
Post by: MajorSlime on September 27, 2010, 10:30:02 PM
Um... where are the screens?
Title: Re: Progress
Post by: LAZ Trooper on September 27, 2010, 11:01:05 PM
Sorry, I accidentally posted before I had the screenshots uploaded. They're there now, along with the wad of LAZ10, too.
Title: Re: Progress
Post by: 75 on September 28, 2010, 01:25:42 AM
I like LAZ10 - added!
Title: Re: Progress
Post by: QuadrumpusGuy on September 29, 2010, 05:25:03 PM
So I'm thinking... maybe we should make some Obstacle Course / Puzzle Maps?
Title: Re: Progress
Post by: matthias720 on September 29, 2010, 06:26:24 PM
If I may make a suggestion...

How about an "escape the crate fortress level" and after you escape, you have to have a boss battle.

Just a thought.
Title: Re: Progress
Post by: MajorSlime on September 29, 2010, 06:29:12 PM
Both of you: grand ideas! Lets see if I can think of some...
Title: Re: Progress
Post by: QuadrumpusGuy on September 29, 2010, 06:30:55 PM
I have an idea for one obstacle where you have to rocket jump onto a Super Cycloptis to get onto another platform
Title: Re: Progress
Post by: MajorSlime on September 29, 2010, 06:32:30 PM
uh...

perhaps just a little less... complicated?
Title: Re: Progress
Post by: QuadrumpusGuy on September 29, 2010, 06:33:05 PM
By Obstacle course, I meant insane XD
Title: Re: Progress
Post by: MajorSlime on September 29, 2010, 06:34:03 PM
lets not go Slimenator style, please. These ARE meant for EVERYONE.
Title: Re: Progress
Post by: QuadrumpusGuy on September 29, 2010, 06:44:11 PM
Not like that. Just difficult puzzles and obstacle courses. Some that involves thinking, and some "Barrels o Fun" Styled puzzles.
Title: Re: Progress
Post by: ChexCommander on September 30, 2010, 04:58:33 PM
Quote from: ChexMaster2109 on September 29, 2010, 06:34:03 PM
lets not go Slimenator style, please. These ARE meant for EVERYONE.

Hey, in multiplayer, anything's allowed! ;)
Title: Re: Progress
Post by: 75 on September 30, 2010, 06:03:11 PM
So you guys are going to add bonus levels to invasion now?

I have a race to the finish bonus round in progress for INV01, right after the boss level. It triggers if you find the secret switch.
Title: Re: Progress
Post by: MajorSlime on September 30, 2010, 06:39:04 PM
how would we do this?
Title: Re: Progress
Post by: 75 on September 30, 2010, 06:45:39 PM
check the wiki (http://zdoom.org/wiki/Skulltag_features#Skulltag_Action_Specials)
Title: Re: Progress
Post by: MajorSlime on September 30, 2010, 07:31:46 PM
yeah, but how would we do the bonus level? (please just a short explanation, no links)
Title: Re: Progress
Post by: LAZ Trooper on September 30, 2010, 10:03:10 PM
Preeesenting LAZ11! A capture the flag map that also does single flag CTF. It consists of three apartment buildings, one blue, one red, and one gray with the white flag in it.

There are just a few things I can't do:
Included in the zip are a couple textures. RP_DUDE2 replaces SP_DUDE2 in the red building, and GP_DUDE2 replaces SP_DUDE2 in the grey building. Not included but needed are light grey versions of CJFCOMM2 and BLUCHEX/CJFTRA04.
And if you could do something about the ugly western horizon...

And, screenshots:
[spoiler]
(http://dan.timpeterson.org/pictures/LAZ11_1.png)
(http://dan.timpeterson.org/pictures/LAZ11_2.png)
(http://dan.timpeterson.org/pictures/LAZ11_3.png)
[/spoiler]
Title: Re: Progress
Post by: QuadrumpusGuy on September 30, 2010, 11:43:16 PM
 :o

Those screens.... THIS. IS. EPIC.

I played some of your other maps... the same goes for them.  :whale
Title: Re: Progress
Post by: 75 on September 30, 2010, 11:49:35 PM
Looks very nice LAZ, where's the download?

Also, @QG

The reason why I didn't test the frozen orb or say anything is because I couldn't. My keyboard completely failed, I had to use the power button to get out of skulltag.

There's a button on my trackpad that used to deactivate/activate the trackpad. For some reason, it turned into the "make your keyboard completely useless" button
Title: Re: Progress
Post by: MajorSlime on September 30, 2010, 11:55:26 PM
lol!
Title: Re: Progress
Post by: 75 on October 01, 2010, 03:32:53 PM
I fixed the bug that caused doom weapons to end up in invasion rounds. It turns out that the invasion weapon spawners were spawning doom weapons.

I think I fixed the bug in emperor ceruleus, I haven't tested it yet.

Tested it. Also, he now fires flaz blasts. I might have him launch flem missiles, too.
Title: Re: Progress
Post by: QuadrumpusGuy on October 01, 2010, 05:22:00 PM
Hmm.. I wonder if there is a way to make it so over a period of time (say every 5-10 minutes) in your map, LAZ, to make it go from Day to Night, and vice versa. That would be awesome.
Title: Re: Progress
Post by: 75 on October 01, 2010, 05:32:42 PM
I'm almost certain there is, just make a bunch of sky textures with differing lightness going to night time, and change them steadily.
Title: Re: Progress
Post by: QuadrumpusGuy on October 01, 2010, 05:33:42 PM
But also have the darkness of the level intensify. and have the dynamic lighting really stand out.
Title: Re: Progress
Post by: MajorSlime on October 01, 2010, 06:48:11 PM
that is possible, but hard to do. It would be awesome though! A lot of armeggedon invasions do stuff like that.
Title: Re: Progress
Post by: ChexCommander on October 01, 2010, 07:17:19 PM
Quote from: ChexMaster2109 on October 01, 2010, 06:48:11 PM
that is possible, but hard to do. It would be awesome though! A lot of armeggedon invasions do stuff like that.

So wouldn't the invasion stuff be based on wave? Like, every wave, the sky changes and such? Or is it different?
Title: Re: Progress
Post by: LAZ Trooper on October 01, 2010, 07:21:48 PM
Heh, sorry, loss of mental faculties. Here's the download for LAZ11. I was thinking after looking at my own screenshots, the top floor might look better with windows, but you'd have to adjust ceiling (and possibly sky heights). Your call.

[attachment deleted by admin]
Title: Re: Progress
Post by: MajorSlime on October 02, 2010, 02:00:32 AM
Quote from: ChexCommander on October 01, 2010, 07:17:19 PM
Quote from: ChexMaster2109 on October 01, 2010, 06:48:11 PM
that is possible, but hard to do. It would be awesome though! A lot of armeggedon invasions do stuff like that.

So wouldn't the invasion stuff be based on wave? Like, every wave, the sky changes and such? Or is it different?

yeah, pretty much. I'm going to experiment with player start spawns soon, and i'll let you know what i come up with.
Title: Re: Progress
Post by: QuadrumpusGuy on October 02, 2010, 09:28:14 AM
Here is what I believe to be the (0.01% away from) finished product of Villa Invasion. Caeruleus sprites are in now.

http://www.mediafire.com/?xez1xezkkfasefj

I think I'm gonna work on Deathmatch maps for a while. Then I may work on that one Invasion map I've been working on for a while.

You will need to make some changes though, such as teleporter spawns.

EDIT: 75, for some reason, everything is happening at the countdown and not directly upon Wave Completion, even though I have IS_WAVECOMPLETE in every single invasion script. This also prevents the fanfares from playing. Could you solve this? I have no clue what's going on...

2nd EDIT: I'm starting a new Deathmatch map. This will take place at a mining camp on the Surface of Bazoik. There will be a lot of hilly areas, and the camp in the center.

Once Again, Another download link...

-Fixed some ammo boxes and textures.
Title: Re: Progress
Post by: noob1234 on October 02, 2010, 09:54:50 PM
haven't read this topic in awhile, and all i can say is
EPICNESS!!! :whale :whale :whale :whale :whale
Title: Re: Progress
Post by: QuadrumpusGuy on October 03, 2010, 01:24:14 PM
@75: Have you created ambient sounds for the water and slime? You should do that, and possibly some other ambient sounds too. That would be awesome.
Title: Re: Progress
Post by: 75 on October 03, 2010, 01:38:44 PM
yeah, like a waterfall sound. I have one in my 3d floors concept test map

I don't know what to do for the slime ambient sounds...


Title: Re: Progress
Post by: QuadrumpusGuy on October 03, 2010, 01:48:20 PM
It could be the sound of some amorphous goo substance flowing or something.
Title: Re: Progress
Post by: matthias720 on October 03, 2010, 01:52:44 PM
I'm imagining a blooping-type sound.
Title: Re: Progress
Post by: LAZ Trooper on October 03, 2010, 02:00:12 PM
Could you post a list of all the levels that will be in the next "full" release? It seems we have quite a bit now.

I did some work on LAZ08 on Friday. I changed around that place you teleport to that you complained about it being hard to zorch in by replacing the walls in the middle with counters, opening up the place a lot, but I still have lots of work on the spawners and everything.
Title: Re: Progress
Post by: QuadrumpusGuy on October 03, 2010, 02:42:48 PM
The mining camp is going well. I have added a bunch of hilly terrain, and am adding a moat of slime around the main facility, with bridges leading across.
Title: Re: Progress
Post by: 75 on October 03, 2010, 02:46:02 PM
I was thinking of adding a Brano invasion map, after I found some cool music that would fit

http://www.youtube.com/watch?v=lkp4GcOoP70&feature=player_embedded

http://www.youtube.com/watch?v=nZQzuxEJl-4&feature=related

but I have trouble with modding that sort of map...

Arch, if you ever feel like mapping for skulltag, I'll help you learn how to do it if you need some help  :whale

EDIT - I have to catch up on my homework today, if I can get everything done, I'll do more modding.

EDIT 2 - Hey wait, I should put in that animated phasing zorch ammo sprite while I'm thinking about it...

no... homework!

Random note: sometimes I like to start the mod and just hang out in DM02.
Title: Re: Progress
Post by: 75 on October 03, 2010, 11:28:50 PM
guess what DUEL02 is
[spoiler]
(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20101003_222734.png)[/spoiler]

If it seems like I'm forgetting something, I probably am. Don't be afraid to speak up, sometimes I forget to change things.
Title: Re: Progress
Post by: 75 on October 04, 2010, 09:44:25 AM
Started on DUEL03 - I'm not sure if jade plateau will make a good duel map, but I'm going to give it a shot

[spoiler](http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20101004_085920.png)[/spoiler]



EDIT - fixed lame skybox

EDIT2 - put a new skybox in DUEL02 (DK Zorchmatch)

and gave it a slight reddish tint

(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20101004_091940.png)


Title: Re: Progress
Post by: MajorSlime on October 04, 2010, 06:39:08 PM
i've got a curious question: do 3D floors not work on any competitive game types, or just not on deathmatch?
Title: Re: Progress
Post by: QuadrumpusGuy on October 04, 2010, 07:11:19 PM
Any competitive gametype.

However, to sub for them, you can use Transfer Heights, Stacked Sectors, 3d Bridges + Midtextures, etc.

Anyways... here is my progress on the Bazoik Mining Facility Deathmatch map. I have already cut back on some sloped clusters and am willing to do it again to minimize lag (Trust me, looking at the map from the corner on top of the cliff lags quite a bit).

[spoiler]We have the facility itself (May do some manipulation with lowering the ceiling around it to create a cool effect, maybe for some sections of the building)

(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screenshot_Chex_20101004_165754.png)

A tower which you can get up into by means of a ladder.

(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screenshot_Chex_20101004_165854.png)

Bridges leading over a slime moat

(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screenshot_Chex_20101004_165905.png)

A Small section of the kitchen (And a bit of the very low detailed for the moment mess hall - there are some food spills on the floor and a slimed employee - you can't access the rest because of the slimed door - [spoiler]There's nothing behind it  ;D[/spoiler] ) By the way, I don't think anyone's going to want to eat the food in the trays at this point.... XD

The kitchen itself, is a secret area. You can't access it by jumping over the counter. Instead, you'll have to do something else...

(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screenshot_Chex_20101004_165932.png)

[/spoiler]
Title: Re: Progress
Post by: MajorSlime on October 05, 2010, 12:22:45 AM
My Progress:

REF01 - [||||||  ] - unnamed - singleflag warehouse ctf - I need to make this look more abandoned, and maybe some placement changes
REF02 - [        ] - Virtual Reality - dynamicly changing invasion - This is going to be completely redone
REF03 - [||||    ] - Cyberspace Wars - techno multiflag ctf - Need to change some areas and add some varying textures
REF04 - [||||||| ] - Lost Conference - lost quest/IFC lounge/conference - I need to add some background outside detail
REF05 - [||||    ] - Attack on the Capital - chex city invasion - Decided to add new area, and i'm still messing around with texture variation
REF06 - [||      ] - Sandbox - all game modes - Still working on getting the first one working, then i have to customize for all the game modes
REF07 - [        ] - Bringing the War to the Enemy - invasion on flemoid home world - still in concept, no mapping yet

NUZE - [||||||||] - Finished! (Neo-Uber Zorch Emitter, a nuke launcher. screens soon)
Slime Grenade - [|       ] - still in concept, but I have the basics from other slime weapons
Zorch Hole - [        ] - still in concept, will be a zorch hole in reality, which sucks in nearby enemies; rare weapon
Title: Re: Progress
Post by: 75 on October 05, 2010, 01:22:03 AM
I almost forgot - I added a thing bridge to DUEL03

(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20101005_002025.png)

(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20101005_002032.png)
Title: Re: Progress
Post by: MajorSlime on October 05, 2010, 06:37:12 PM
I almost forgot: two other things, still in planning stage. The summoner, flemoid replacement of arch-vile, and another zorcher. Actually, is it possible to rename the liquid zorcher (maybe the LDZ device?  ;D), this one fits the name a lot better.
Title: Re: Progress
Post by: QuadrumpusGuy on October 05, 2010, 06:50:15 PM
Quote from: ChexMaster2109 on October 05, 2010, 06:37:12 PM
I almost forgot: two other things, still in planning stage. The summoner, flemoid replacement of arch-vile, and another zorcher. Actually, is it possible to rename the liquid zorcher (maybe the LDZ device?  ;D), this one fits the name a lot better.

i hope we get to a place where we can replace all Doom monsters with flemoids.
Title: Re: Progress
Post by: 75 on October 05, 2010, 06:58:09 PM
Quotei hope we get to a place where we can replace all Doom monsters with flemoids.

yeah, we need more flemoid species... I'd like to avoid obvious doom resprites, though (e.g., something that moves like a revenant, fires like a revenant, but looks and sounds like a flemoid).
Title: Re: Progress
Post by: QuadrumpusGuy on October 05, 2010, 07:16:20 PM
Yeah. Plus I hate the Revenant's Guided Fireball missile.

Quadrumpus replaces Mancubus now, right?

The ones that could be replaced are the Chaingunner (NOT HITSCANS), Revenant, Arachnatron, Icon of Sin?, Pain Elemental, Commander Keen (Unless that freeable captive replaces him), Wolfenstein SS (Necessary?).

Anything I'm missing?
Title: Re: Progress
Post by: noob1234 on October 05, 2010, 07:43:11 PM
i have an idea for a pain elemental, but i know NOTHING about modding or spriting.
Title: Re: Progress
Post by: LAZ Trooper on October 05, 2010, 09:22:05 PM
I think I only mentioned this in chat once... How about adding in the Perforatus w/ Armor? It's in TNCQG2, I believe.
Title: Re: Progress
Post by: 75 on October 05, 2010, 09:49:17 PM
It uses hitscan attacks... I don't want hitscan flemoids in the wad unless there is a good reason why they should be firing "bullets" (e.g., a flemoid trooper carrying a zorch weapon)


Oh, and my progress today

- worked some more on DUEL03 - I have a nifty silo now

[spoiler](http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20101005_205456.png)[/spoiler]

- I put the finishing touches on the weapon and ammo placement in CTF02. It's ready to play, I just want to add something really quickly.

- I started on a new weapon concept - using the zorchgloves and the bootspork at the same time. When you are... (sporking?) a flemoid, your right zorchglove arm will come out and deal a powerful punch every once in a while
Title: Re: Progress
Post by: LAZ Trooper on October 05, 2010, 11:20:08 PM
No, dangit, the Perforatus w/ Armor shoots dual slime balls. The regular old Perforatus (which doesn't look quite as good) shoots hitscan.
Title: Re: Progress
Post by: 75 on October 06, 2010, 12:10:47 AM
Quote from: LAZ Trooper on October 05, 2010, 11:20:08 PM
No, dangit, the Perforatus w/ Armor shoots dual slime balls. The regular old Perforatus (which doesn't look quite as good) shoots hitscan.

oh, that sounds cool, like a weaker quadrumpus

I scrapped the zorchgloves/bootspork combo attack, it took all day for me to realize it was impossible to get it to work like I hoped  :facepalm :facepalm :facepalm
Title: Re: Progress
Post by: QuadrumpusGuy on October 06, 2010, 12:14:18 AM
For some reason when I think of the Perforatus, I keep thinking of the TNCQ replacement...  :facepalm The chaingunner blue bwa...

Anyways, a Flemoid Archvile Replacement would be awesome. Would it use zorch to bring flemoids that have already been zorched, and bring them back from the home dimension?
Title: Re: Progress
Post by: MajorSlime on October 06, 2010, 01:18:50 AM
Yup. Picture this: Instead of a tube nose, it has a tentacle mouth, like an octupus. It also carries a staff. When it raises flemoids, it raises the staff, which glows with zorch energy, and its tentacles stick out, which also glow with zorch energy. He can also use his tentacles to attack (I'm thinking propulsor missile  >:D)
Title: Re: Progress
Post by: 75 on October 06, 2010, 03:06:02 PM
Made a lot of progress on DUEL02

(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20101006_140301.png)

The map layout is done, it's an almost perfect replica of jade plateau in blast corps now

Now, I'm going to add surrounding scenery (to make it look more like a canyon/plateau).

I'm not sure why, but some of my vertex slopes aren't working.


In an unrelated note - this is the first map I've made so far that looks exactly the same in opengl and software mode.
Title: Re: Progress
Post by: QuadrumpusGuy on October 06, 2010, 05:29:06 PM
Quote from: 75 on October 06, 2010, 03:06:02 PM
I'm not sure why, but some of my vertex slopes aren't working.

Are your vertex slopes directly on the vertices? You can check this by zooming in all the way. Sometimes they are off by just a bit.
Title: Re: Progress
Post by: MajorSlime on October 06, 2010, 06:28:49 PM
Vertex slopes? Tell me more, I must know more about these... vertex slopes.
Title: Re: Progress
Post by: QuadrumpusGuy on October 06, 2010, 06:33:31 PM
Vertex Slopes are a thing in the Slopes list in your Doom builder Things selection menu. When you place them on a Vertex, you can raise or lower the thing's height and the sector(s) around it will slope towards it.
Title: Re: Progress
Post by: noob1234 on October 06, 2010, 08:41:42 PM
wait... what's the perforatus that's NOT the TNCQ replacement?
awesome map!
...how do the bridges work in software?
Title: Re: Progress
Post by: 75 on October 06, 2010, 09:18:24 PM
They're thing bridges XD

It's not actually flat, it's a series of vertical lines

(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20101006_201344.png)

(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20101006_201355.png)

they sure look real, don't they?


As for vertex slopes...

Make a square sector, then draw four lines connecting the verticies of the square, so it looks like it has an x in it. Put a thing called "vertex slope" in the center vertex. Raise and lower the thing using its Z-height, it will "pull" the sectors adjacent to the vertex up or down.

NOTE: The "z height" of a vertex slope is not like the z height of most things. A vertex slope given a z height of zero will NOT be put on the floor of the sector you put it in - it will be put at zero elevation!

Vertex slopes ONLY work with triangular sectors with three verticies

All sectors attached to the vertex you put the thing on MUST have three vertices, AND be a triangle (a triangle with four vertexes will not work, even if the fourth vertex is in line with the triangle.
Title: Re: Progress
Post by: LAZ Trooper on October 06, 2010, 09:52:54 PM
This is the Perforatus w/ Armor: (http://i6.photobucket.com/albums/y221/drp740/bipedclops.png) (I'm kind of partial to it because I came up with the sprite idea) The code should be in TNCQG2, then, I think.

So this is the most noticeable change I've made from the original E2M4 in my Invasion map:
[spoiler]
The original:
(http://dan.timpeterson.org/pictures/LAZ08_Original.png)
My change:
(http://dan.timpeterson.org/pictures/LAZ08_Invasion.png)
[/spoiler]

And I finally got around to posting my modification to LAZ07 (CTF map) to make it not just a straight run-like-heck-and-win path to capture the flag. Screens:
[spoiler](http://dan.timpeterson.org/pictures/LAZ07_Changes_01.png)
(http://dan.timpeterson.org/pictures/LAZ07_Changes_02.png)
(http://dan.timpeterson.org/pictures/LAZ07_Changes_03.png)[/spoiler]
And file included as attachment.

[attachment deleted by admin]
Title: Re: Progress
Post by: 75 on October 06, 2010, 10:01:33 PM
nice work on the CTF map! I'll put it in, there's a few sprites I did recently (like the recolored blue monitor) that would go really well in there.
Title: Re: Progress
Post by: LAZ Trooper on October 07, 2010, 11:04:11 PM
I started a Villa Zorchmatch map today, which is going pretty well for a map with no prelim-sketching.

What's your status on LAZ04, LAZ06, and LAZ11?
Title: Re: Progress
Post by: MajorSlime on October 07, 2010, 11:04:43 PM
okay...

i've finally completely finished the conference map. thats one. the nuze is looking good; i can't wait for the test play on friday! To do sandbox, however: does anyone know of any acs command or anything that will return the sector tag under the player(I looked and couldn't find any)?
Title: Re: Progress
Post by: 75 on October 07, 2010, 11:47:10 PM
Quote from: LAZ Trooper on October 07, 2010, 11:04:11 PM
I started a Villa Zorchmatch map today, which is going pretty well for a map with no prelim-sketching.

What's your status on LAZ04, LAZ06, and LAZ11?

LAZ04 - It looks too plain at the moment, and I'm not sure what to do with it right now.

LAZ06 - could you extend this one a bit? I like the idea of duel maps, but there's nowhere for me to put weapons in, without putting them in the middle of a major hallway.

LAZ11 - it looks great, but I'm afraid the map structure will be awkward, the elevators worry me, since people trying to get/defend the flag are basically constrained to fighting in a box for a few seconds. Maybe add several elevators?
Title: Re: Progress
Post by: 75 on October 08, 2010, 03:55:58 PM
I'm working on the next release, just cleaning up a few things for the match later today

I removed the HUDMESSAGE scripts that play at the beginning of the map (saying "<Map Name> by <Map maker>.`)

they were kind of distracting, especially in small or action packed maps. You could get zorched before the text even went away!

So, I'm moving that to MAPINFO.


The hudmessages in the invasion maps will stay
Title: Re: Progress
Post by: LAZ Trooper on October 08, 2010, 10:50:17 PM
I have an interesting idea for a level, which may not really be a practical map, but whatev. And for it to really work, is there some way you can keep players from being able to walk, only turn and fire?
Title: Re: Progress
Post by: MajorSlime on October 09, 2010, 12:23:51 AM
absolutely. http://zdoom.org/wiki/SetPlayerProperty
Title: Re: Progress
Post by: Datra on October 09, 2010, 01:36:07 AM
Yay Zorchmatch maps are back! Can't wait to play on those again. ^_^ (and play them against someone who I'm NOT sharing the keyboard with for once)
Title: Re: Progress
Post by: LAZ Trooper on October 09, 2010, 09:23:48 PM
I currently have a bit of work on my plate for once regarding my mapping. What I'm currently working on:

LAZ05 "Sewer Duel" - Still working on lighting and stuff.
LAZ06 "Darkness" - I have literally doubled the size of the level this afternoon, and it should be done at the latest on Monday.
LAZ12 "Villa Zorchmatch" - Just need to put things in, but I can't really think of much to decorate it with, so it's kind of bland. Maybe you can think of something when I post it.
LAZ13 "Whirlpool" - Thanks for the link, CM, that'll help this actually work.
LAZ14 "Bazoik Laboratory Invasion" - a conversion of E1M3 into an invasion map. So far I've got all the acts and flemoid spawners in place, so I just need to set parameters on the spawners.
Title: Re: Progress
Post by: 75 on October 10, 2010, 12:00:08 AM
[spoiler](http://i446.photobucket.com/albums/qq189/Jwaffe/TITLEPIC-1.png)[/spoiler]

[spoiler](http://i446.photobucket.com/albums/qq189/Jwaffe/title.png)[/spoiler]

Title: Re: Progress
Post by: LAZ Trooper on October 10, 2010, 12:15:32 AM
Whoa, lookin' good! :whale
Title: Re: Progress
Post by: matthias720 on October 10, 2010, 11:02:37 AM
:whale
Title: Re: Progress
Post by: noob1234 on October 10, 2010, 03:59:06 PM
Quote from: 75 on October 10, 2010, 12:00:08 AM
[spoiler](http://i446.photobucket.com/albums/qq189/Jwaffe/TITLEPIC-1.png)[/spoiler]

[spoiler](http://i446.photobucket.com/albums/qq189/Jwaffe/title.png)[/spoiler]


:whale :whale THIS!!
Title: Re: Progress
Post by: 75 on October 10, 2010, 04:30:41 PM
I just had an awesome idea for an invasion map

Have you guys played Super Mario Sunshine? I should make an Isle Delfino map! I could recolor the flemoids so they look like shadow mario's ink.  :whale

Maybe the people on the island called for backup

The hotel level and Bianco hills level were really great too
Title: Re: Progress
Post by: QuadrumpusGuy on October 10, 2010, 05:06:30 PM
The final boss could be an Ink Chex Warrior?
Title: Re: Progress
Post by: Datra on October 11, 2010, 02:34:42 AM
Quote from: 75 on October 10, 2010, 12:00:08 AM
[spoiler](http://i446.photobucket.com/albums/qq189/Jwaffe/TITLEPIC-1.png)[/spoiler]

[spoiler](http://i446.photobucket.com/albums/qq189/Jwaffe/title.png)[/spoiler]

It's...it's so Victorious!!
:whale
Title: Re: Progress
Post by: ChexCommander on October 11, 2010, 12:48:14 PM
Skulltag 98c?! Oh geez, I'm outdated...
Title: Re: Progress
Post by: QuadrumpusGuy on October 11, 2010, 05:29:57 PM
So, is it final whether or not your using the Chex3.wad's DMXGUS or Doom2.wad's DMXGUS?
Title: Re: Progress
Post by: LAZ Trooper on October 11, 2010, 09:52:48 PM
Okay, two levels for you today, 75. LAZ06 "Darkness" is now expanded and ready for you, plus LAZ13 "Whirlpool". I don't know how much use LAZ13 is, but it's an interesting concept. You'll see when you play it, but it's basically just conveyor belts going in circles in towards a instant-slime pit, and you can only turn and shoot. It can only be used for LMS, or you'll be able to move and have other zorchers (other than large, rapid, and mini), unless you know of a way to fix that.

Quote from: ChexCommander on October 11, 2010, 12:48:14 PM
Skulltag 98c?! Oh geez, I'm outdated...
XD

[attachment deleted by admin]
Title: Re: Progress
Post by: 75 on October 11, 2010, 10:39:09 PM
I like what you did with LAZ06, I'm going to add a bunch of Brightmaps and other cool stuff to it so it glows in the dark nicely.

As for whirlpool... I don't have much of a use for it.  Seems like it would be far too easy just to pull out the propulsor/zorchlauncher/railgun and blow people away with one hit.
Title: Re: Progress
Post by: QuadrumpusGuy on October 11, 2010, 11:04:52 PM
Hmm.. I may make the Arboretum a Bazoik Map... Would maybe adding some buildings outside the area to perhaps make it look like a colony be okay?

In the central room the water pours into a large whirlpool which if you fall in causes instant death.
Title: Re: Progress
Post by: LAZ Trooper on October 11, 2010, 11:09:07 PM
Quote from: 75 on October 11, 2010, 10:39:09 PM
I like what you did with LAZ06, I'm going to add a bunch of Brightmaps and other cool stuff to it so it glows in the dark nicely.

As for whirlpool... I don't have much of a use for it.  Seems like it would be far too easy just to pull out the propulsor/zorchlauncher/railgun and blow people away with one hit.
That's why I made it so you only get the large and rapid zorchers...
Title: Re: Progress
Post by: noob1234 on October 12, 2010, 12:01:13 AM
Quote from: QuadrumpusGuy on October 11, 2010, 11:04:52 PM
Hmm.. I may make the Arboretum a Bazoik Map... Would maybe adding some buildings outside the area to perhaps make it look like a colony be okay?

In the central room the water pours into a large whirlpool which if you fall in causes instant death.
a non bazoik sky would make it more colony-y
Title: Re: Progress
Post by: 75 on October 12, 2010, 10:53:07 PM
I decided to scrap INV02. It was my second invasion map ever, and it shows. It was built really stupidly, and it would have been really hard for me to make it into something cool.

I never really had a clear idea of what I wanted the map to be, and I still don't, so it's gone. There's not much for me to restore or resurrect since I had no clue what I wanted to do with it from the start.

Title: Re: Progress
Post by: MajorSlime on October 13, 2010, 12:34:09 AM
Thats the sewers, right? I thought that one was pretty cool...

If its the desert one, DONT SCRAP IT. If your stuck, just ask me.
Title: Re: Progress
Post by: Datra on October 13, 2010, 12:38:05 AM
I thought that was the spaceport one.
Title: Re: Progress
Post by: 75 on October 13, 2010, 12:55:44 AM
It's this one

[spoiler](http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100902_115315.png)[/spoiler]

if you think you can do something with it, it's all yours. To tell you the truth, when I started this map I had almost no idea what I was doing.
Title: Re: Progress
Post by: MajorSlime on October 13, 2010, 02:02:44 AM
...

1. Finish Act 1 Boss
2. Add inside of base (some abondoned outpost or something) for Act 2
3. Add subterranean levels or teleport to orbiting spaceship for Act 3

DO ET.
Title: Re: Progress
Post by: ChexCommander on October 13, 2010, 09:46:56 PM
Quote from: 75 on October 13, 2010, 12:55:44 AM
It's this one

[spoiler](http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100902_115315.png)[/spoiler]

if you think you can do something with it, it's all yours. To tell you the truth, when I started this map I had almost no idea what I was doing.

Aww, I like that one! I think the whole ceiling-less outpost idea is really cool!
Title: Re: Progress
Post by: noob1234 on October 15, 2010, 04:45:05 PM
NOOOOO!!
Title: Re: Progress
Post by: 75 on October 15, 2010, 05:22:26 PM
I kind of like CM's idea. I removed the map from the wad, but I'll come back to it later if I come up with something good for it.
Title: Re: Progress
Post by: QuadrumpusGuy on October 15, 2010, 09:21:16 PM
I have been working on an Arboretum CTF/Deathmatch map lately... I'll get some screens later. It's really wierd in Software Mode because the stacked sector ceilings move around with you... but it's fine in OpenGL. I'll get some screens.

EDIT - Also, I've been thinking... Should I make a Lounge for the mod? I may just make an adaption of the Spacechex Lounge from the Cqlounge wad with some modifications. What do you guys think?
Title: Re: Progress
Post by: 75 on October 15, 2010, 09:38:06 PM
I think an adaptation of the space chex lounge is a really cool idea. Go for it!
Title: Re: Progress
Post by: MajorSlime on October 15, 2010, 10:09:50 PM
lets make a giant lounge, with various sections based on various map locations/mods, etc.! The main part can be the space chex lounge.
Title: Re: Progress
Post by: QuadrumpusGuy on October 15, 2010, 11:06:21 PM
Yeah. We need to do some texture extractions first. Yeah, perhaps we should make seperate sections and then combine them onto one map. I'm going to put a claptrap in my map.

(http://i824.photobucket.com/albums/zz169/JulieTF2/Borderlands/8041202.gif)
Title: Re: Progress
Post by: 75 on October 17, 2010, 11:35:22 AM
this game needs a great menu theme

I wish I could write music like this

Title: Re: Progress
Post by: 75 on October 18, 2010, 11:20:50 AM
I'm working on a Skull Tag -like map

(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20101018_093121.png)

this is red key room so far, I'm still working on making the textures look right. It needs chex suits of armor, and red/blue coats of arms. QG, do you know where I can find anything like that? I'd like the armor to be white/shiny metal with red/blue markings or stripes on it. If it turns out to be green with yellow markings on it, I can recolor it in photoshop, just as long as it has some sort of color pattern.

In my version of skulltag, you grab the key, and you use it to unlock a door in your base, which somehow gets you a point (haven't worked that part out yet)

This map is going to be moderately sized, each team gets a small castle. The "skulls" will be replaced with big, old style keys.

(http://clipart.peirceinternet.com/png/key1.png)

I hope I can do that without getting rid of the flemkeys (which are needed for Chex Quest 3)

EDIT - better screenshot

Title: Re: Progress
Post by: QuadrumpusGuy on October 18, 2010, 09:44:17 PM
Looking nice! I think screen shots of the Arboretum CTF/DM are overdue... but I need to wrap up the center room as far as sloping across the perimeter goes. The locking system works great.
Title: Re: Progress
Post by: MajorSlime on October 19, 2010, 12:40:45 AM
Well, now, I guess I should share my awesome idea. I have no screens, because i haven't started, though. I'm going to make a protection map, where you protect something from a flemoid invasion. Fun fun.
Title: Re: Progress
Post by: LAZ Trooper on October 19, 2010, 12:54:45 AM
Quote from: 75 on October 18, 2010, 11:20:50 AM
I'm working on a Skull Tag -like map

(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20101018_093121.png)

this is red key room so far, I'm still working on making the textures look right. It needs chex suits of armor, and red/blue coats of arms. QG, do you know where I can find anything like that? I'd like the armor to be white/shiny metal with red/blue markings or stripes on it. If it turns out to be green with yellow markings on it, I can recolor it in photoshop, just as long as it has some sort of color pattern.

In my version of skulltag, you grab the key, and you use it to unlock a door in your base, which somehow gets you a point (haven't worked that part out yet)

This map is going to be moderately sized, each team gets a small castle. The "skulls" will be replaced with big, old style keys.

(http://clipart.peirceinternet.com/png/key1.png)

I hope I can do that without getting rid of the flemkeys (which are needed for Chex Quest 3)

EDIT - better screenshot


I had an idea for doing Skulltag with the flemkeys, because we need something for scorepillars, I was thinking just do a modification of the little slime spurt/fountain thing, cause you'd just have to do a little modification to make to the animation of the flemkey being put on top and getting enveloped or something. (don't look at me, I can't do graphics)
Title: Re: Progress
Post by: QuadrumpusGuy on October 25, 2010, 08:37:33 PM
It's been a while since I posted some progress, and finally, here's a preview of Arboretum CTF / DM (There will be 2 maps; I think my Crate Fortress map is screwed up because of more then 1 type of spawn point)

[spoiler](http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screenshot_Chex_20101025_172645.png)

Here is the main area. It has plenty of trees and doesn't lag! Also, there are 2 towers for any rail gunners to go to. Also, there are some miniature bases composed of crates in which you can take cover. There will be some health and zorch in those, and perhaps a zorcher/powerup/etc. on that top crate. Also, the stream does move. Notice the aqueducts in the upper parts of the area.

(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screenshot_Chex_20101025_172739.png)

This is what the flag room looks like - has some nice vibrant detailing. Also, you can travel through the water streams.

(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screenshot_Chex_20101025_172747.png)

This is the Security room (Much improved from the Crate Fortress one) The Computers activate different sets of locks that will either block off the front door, the back door, or the waterways to your flag room. Also, this room is just outside the flag room in the hallway. There will be 2 Monitors so you can watch the flag room. I'm thinking in the Deathmatch variant of blocking this room off. There will be quite a few changes in the Deathmatch Variant.

So what do you guys think of it so far?
[/spoiler]
Title: Re: Progress
Post by: MajorSlime on October 25, 2010, 08:46:12 PM
Interesting...

my one question is, the Security Room; is it usable in a way that you can just run by and press a button? I guess what i'm getting to is, will it take away from the gameplay by making you think too much/use it too often/take too long to use it?
Title: Re: Progress
Post by: QuadrumpusGuy on October 25, 2010, 08:49:30 PM
Yeah, but it will take a couple seconds for the locks to be set. The one switch on the wall overrides the locks and resets all of them.
Title: Re: Progress
Post by: ChexCommander on October 25, 2010, 08:53:25 PM
I like the switch idea!
Title: Re: Progress
Post by: QuadrumpusGuy on October 25, 2010, 08:57:11 PM
If you wanted to, you could just have one person hang out in the security room pressing switches. XD I won't place much in that room except for health to prevent camping.
Title: Re: Progress
Post by: 75 on October 25, 2010, 08:58:27 PM
Quote from: ChexMaster2109 on October 25, 2010, 08:46:12 PM
Interesting...

I guess what i'm getting to is, will it take away from the gameplay by making you think too much/use it too often/take too long to use it?

I'm a bit worried about that too. If you can look at it and shut down one hallway really quickly, then it's fine... hmm... too bad there's no way to get some sort of radar or overhead camera of the general area surrounding the doors... that would probably be the best case scenario.
Title: Re: Progress
Post by: QuadrumpusGuy on October 25, 2010, 09:01:49 PM
Perhaps one camera in the Flag room and one in the hallway? Maybe a 3rd for outside?

EDIT: I could do something like in the Sports Arena with buttons that switches the camera.
Title: Re: Progress
Post by: 75 on October 25, 2010, 09:11:01 PM
nah, switching the camera makes it even more difficult, considering how fast the players run (~70 mph) you might only have a split second to catch one on camera.

unless... you put the camera at the end of a long hallway and maybe gave the players a couple closets  or crates to hide in / around/ dodge fire with.  ;)
Title: Re: Progress
Post by: QuadrumpusGuy on October 25, 2010, 09:13:05 PM
Quote from: 75 on October 25, 2010, 09:11:01 PM
nah, switching the camera makes it even more difficult, considering how fast the players run (~70 mph) you might only have a split second to catch one on camera.

unless... you put the camera at the end of a long hallway and maybe gave the players a couple closets  or crates to hide in / around/ dodge fire with.  ;)

Sounds like a good idea. The halls need more stuff to them anyways.

Opinion of the main room?
Title: Re: Progress
Post by: 75 on October 25, 2010, 09:16:30 PM
The main room looks too busy, I'm a bit worried that all those trees will get in the way of dodging fire.

Trees don't provide good cover, either. they're good for sneaking behind, but they don't stop "bullets".


I recommend having trees in the back, and more or less a clearing in the center.
Title: Re: Progress
Post by: 75 on October 25, 2010, 09:41:33 PM
oh, and about the alternate boombox sounds... I don't think it's going to work. I just can't get the songs to be loud enough without destroying them (amplifying them to the point where they sound like they're coming out of a really bad, really old radio, the song is barely recognizable)
Title: Re: Progress
Post by: QuadrumpusGuy on October 25, 2010, 09:44:35 PM
The main room really isn't that bad. I don't have much trouble navigating through it. Though I will get rid of some trees bordering the waterway.
Title: Re: Progress
Post by: LAZ Trooper on October 25, 2010, 10:50:21 PM
Looks good (even though I haven't actually loaded the screenshots ::) )

I've got a zorchmatch map in the works. Ever wanted to play Chex Quest on a football field without getting strange looks from passersby? This time it's an outdoor stadium, with one huge screen on one end that cycles through 4 cameras.
Title: Re: Progress
Post by: matthias720 on October 26, 2010, 12:42:01 PM
Quote from: LAZ Trooper on October 25, 2010, 10:50:21 PM
I've got a zorchmatch map in the works. Ever wanted to play Chex Quest on a football field without getting strange looks from passersby? This time it's an outdoor stadium, with one huge screen on one end that cycles through 4 cameras.
NICE! 8)
Title: Re: Progress
Post by: LAZ Trooper on October 26, 2010, 10:38:53 PM
And here it is! I thinged it up in the main field, but you might want to put in some crates and stuff to hide behind... Also, it's supposed to have a daytime sky, which I didn't get around to MAPINFO'ing

[attachment deleted by admin]
Title: Re: Progress
Post by: 75 on October 26, 2010, 10:44:54 PM
make the bleachers shorter, and add some interior (i.e., some of the surrounding stadium, like where you'd buy pizza, bathrooms, etc.) and we have a winner

as it is right now, it won't quite work... sorry.
Title: Re: Progress
Post by: Datra on October 27, 2010, 12:19:20 AM
75, that is an awesome Flemoid! I would love to see that as a skin in the Skulltag Pack in the future.
Title: Re: Progress
Post by: 75 on October 27, 2010, 01:02:01 AM
I was planning on making a zorch (flaz) mech version too, with the flemoid version of ultra rapid zorchers on each arm and maybe some rockets.

I'd have to scale it down, but it would probably make a great skin.

EDIT - size comparison

(http://i446.photobucket.com/albums/qq189/Jwaffe/sizecomparison.png)

assuming fred is about 8 feet tall, this flemoid is probably around 12 feet tall.

another quick size comparison, with ye olde cyberdemon

(http://i446.photobucket.com/albums/qq189/Jwaffe/sizecomparison2.png)
Title: Re: Progress
Post by: noob1234 on October 27, 2010, 07:16:58 PM
Fred is 8 feet tall???
yeah, it'd be a really cool skin to have, the zorch version anyway, because the flem version wouldn't work, cuz it'd look weird when he "zorches" another player with slime... or maybe if you made the skin have the "flem" damagetype, if possible...
Title: Re: Progress
Post by: MajorSlime on October 27, 2010, 07:33:58 PM
I seriously don't see how the legs/feet would look okay in game. Aren't they supposed to be flat with the ground? Like Fred? Or that cyberdemon? Well, at least make them closer to the ground. And make the firing ones flat; Fred's are flat when firing.
Title: Re: Progress
Post by: noob1234 on October 27, 2010, 07:39:08 PM
to me it looks like he's in mid stride; his right leg is closer than his left leg and the back foot's on the ground. He's about to put his front foot down. But I do agree, it should be flat when firing.
Title: Re: Progress
Post by: LAZ Trooper on October 27, 2010, 09:16:16 PM
Quote from: 75 on October 25, 2010, 09:11:01 PM
unless... you put the camera at the end of a long hallway and maybe gave the players a couple closets
That actually got my brain going in the direction that got me the idea for the level I'm working on now. XD  It's going pretty well, too.

Btw, whenever I play Pro Zorchmatch Arena I'm always bugged by things that aren't quite right or don't make sense. Could I send you a fixed version for you to just copy the whole thing over, not just add the things you noticed?
Title: Re: Progress
Post by: QuadrumpusGuy on October 27, 2010, 09:20:04 PM
did you add some buildings outside of the windows?
Title: Re: Progress
Post by: 75 on October 28, 2010, 12:47:34 AM
Quote from: LAZ Trooper on October 27, 2010, 09:16:16 PM
Quote from: 75 on October 25, 2010, 09:11:01 PM
unless... you put the camera at the end of a long hallway and maybe gave the players a couple closets
That actually got my brain going in the direction that got me the idea for the level I'm working on now. XD  It's going pretty well, too.

Btw, whenever I play Pro Zorchmatch Arena I'm always bugged by things that aren't quite right or don't make sense. Could I send you a fixed version for you to just copy the whole thing over, not just add the things you noticed?

Sure. I've figured out how to add and delete maps in the wad, and it's pretty easy. Back then I was worried doing stuff like that would corrupt the wad, but it's no big deal.

Quote from: noob1234 on October 27, 2010, 07:39:08 PM
to me it looks like he's in mid stride; his right leg is closer than his left leg and the back foot's on the ground. He's about to put his front foot down. But I do agree, it should be flat when firing.


Quote from: me before I put it in game
nah, it'll look really great! the perspective is perfect...

just to prove it to you I'll put him in game...

(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20101027_224256.png)

...

good thing I only have to fix two rotations.  :facepalm

good catch guys. The perspective is correct... for a titlepic. Close up it looks great, but far away, it looks like he's standing on one foot while firing. I might have done the entire monster without realizing that that stance only works for up close
Title: Re: Progress
Post by: MajorSlime on October 28, 2010, 02:16:17 AM
I thought so. But oh well, everyone makes mistakes. I've made many more than I can count on this project alone.

EDIT: The Deserted Halloween Town is coming along nicely; wind and incindiary pumpkins are complete, fully functional, and in my opinion, quite cool. Might finish tommorrow.
Title: Re: Progress
Post by: LAZ Trooper on October 28, 2010, 10:47:05 PM
Okay, here's my fixed DM01. Also a fixed CTF02 (there were some missing textures, a few slightly wrong parts)

[attachment deleted by admin]
Title: Re: Progress
Post by: 75 on October 29, 2010, 02:07:13 AM
DM01 - I don't like the sides you added to the bleachers, it should be open so people can easily jump from one side to the other. If you block that path, it's harder to jump from one side to the other. It might look a little nicer, but it makes it harder to get around...

Also, the texture you used for the sides lacks detail.

I see you fixed the ACS for the map. That, I will put in.

CTF02 - hmm... what did you do? I looked carefully but it looks and feels the same...


Title: Re: Progress
Post by: LAZ Trooper on October 29, 2010, 11:49:59 PM
Quote from: 75 on October 29, 2010, 02:07:13 AM
DM01 - I don't like the sides you added to the bleachers, it should be open so people can easily jump from one side to the other. If you block that path, it's harder to jump from one side to the other. It might look a little nicer, but it makes it harder to get around...

Also, the texture you used for the sides lacks detail.

I see you fixed the ACS for the map. That, I will put in.

CTF02 - hmm... what did you do? I looked carefully but it looks and feels the same...
Okay, I guess I won't try to be realistic anymore... :P


CTF02 - Like I said, I fixed some missing textures/HOMs and stuff like that. Just because you don't see anything immediately doesn't mean I didn't fix anything...
Title: Re: Progress
Post by: 75 on October 29, 2010, 11:51:42 PM
where are these missing textures at?
Title: Re: Progress
Post by: LAZ Trooper on October 30, 2010, 12:07:57 AM
Do you not use the Map Analysis Mode (aka Check Map Errors) feature in Doom Builder?
Title: Re: Progress
Post by: LAZ Trooper on October 30, 2010, 10:18:33 PM
Okay, here's my latest map (LAZ16), and don't tell me it needs something changed. I spent four days on this. Anyway, so this is a zorchmatch map, but it almost feels like it could be an actual level in a mod, or it could even be turned into an invasion map if you added more on to it (which I may just do...)

[attachment deleted by admin]
Title: Re: Progress
Post by: 75 on October 31, 2010, 12:27:48 AM
It's nice  :)

this would make a great invasion map. I recommend hubble images for the skybox http://hubblesite.org/gallery/

They're free to use
Title: Re: Progress
Post by: QuadrumpusGuy on October 31, 2010, 10:21:16 PM
Arboretum CTF Is almost done! All I need to do is configure the cameras, and create a Deathmatch variant.  ;D I may change the music again though. Shall I make a poll?
Title: Re: Progress
Post by: 75 on November 01, 2010, 12:39:51 AM
I'm going to redo some of the enemy placements INV03 and INV04 to make the levels a lot harder. Before, it was actually pretty easy to beat the levels, just stand back and hold down the fire button.

The next version will be much, much more challenging. More like what I did with INV03 and INV04. You won't be able to coast through them anymore.

oh, I wanted to mention something...

QuoteDo you not use the Map Analysis Mode (aka Check Map Errors) feature in Doom Builder?

Not all missing textures are something to worry about. Sometimes it's just a linedef where no texture is needed.
Title: Re: Progress
Post by: QuadrumpusGuy on November 01, 2010, 12:42:12 AM
Yeah. Less Common Felmoids would be good. Maybe more flem mines and Quadrumpi. Also, feel free to put Caeruleus on roids since he can be downed by a team throwing chain lightning, frozen orbs, freezing missiles, rail zorcher shots, etc. in less than a minute.
Title: Re: Progress
Post by: LAZ Trooper on November 01, 2010, 10:55:57 PM
Quote from: 75 on November 01, 2010, 12:39:51 AM
QuoteDo you not use the Map Analysis Mode (aka Check Map Errors) feature in Doom Builder?

Not all missing textures are something to worry about. Sometimes it's just a linedef where no texture is needed.
Yes, but there was one or two in the main part of the map, in places you could possibly see (although not easily normally). I'm somewhat persnickety about this stuff. :P
Title: Re: Progress
Post by: 75 on November 01, 2010, 11:12:33 PM
I looked through it, most of the missing textures were invisible, but I fixed the ones that weren't. A couple missing light textures and a box that didn't have a back side.
Title: Re: Progress
Post by: LAZ Trooper on November 02, 2010, 05:16:34 PM
I've got an invasion map almost complete, and if we're still on for tonight we could test it out. It's based on MAP34 of TNCQG2, and uses the insane boss. XD
Title: Re: Progress
Post by: ChexCommander on November 02, 2010, 06:27:40 PM
If I remember that map correctly, the whole level was insane. XD
Title: Re: Progress
Post by: 75 on November 02, 2010, 06:58:24 PM
Sure. Send me the wad.

By the way - this isn't going to be a public server.

and we're still on for tonight.
Title: Re: Progress
Post by: QuadrumpusGuy on November 02, 2010, 07:00:58 PM
Quote from: 75 on November 02, 2010, 06:58:24 PM
and we're still on for tonight.

Yeah!  :whale
Title: Re: Progress
Post by: MajorSlime on November 02, 2010, 09:35:51 PM
...

and just when i'm not around my computer.  :(
Title: Re: Progress
Post by: noob1234 on November 02, 2010, 09:37:53 PM
sadly, i cannot be there either.
Title: Re: Progress
Post by: QuadrumpusGuy on November 03, 2010, 11:32:27 AM
The lounge map has begun!! I've been gathering some textures, and made some recolors of the Digital Cafe Logo.

I made a Red, Blue, and Pink one.
Title: Re: Progress
Post by: noob1234 on November 03, 2010, 07:27:36 PM
wait why'd we need recolors again?
Title: Re: Progress
Post by: QuadrumpusGuy on November 03, 2010, 07:34:05 PM
They are for Neon Signs.
Title: Re: Progress
Post by: LAZ Trooper on November 03, 2010, 10:40:09 PM
Quote from: ChexCommander on November 02, 2010, 06:27:40 PM
If I remember that map correctly, the whole level was insane. XD
Don't you mean the whole game? I don't think I've ever done more than a few levels without invincibility...

And we weren't able to try out the map yesterday because XWE likes the mangle TEXTURE lumps...
Title: Re: Progress
Post by: ChexCommander on November 03, 2010, 10:48:14 PM
What, TNCQ G2? Nah, I managed. Some of the stuff in the first releases was from DooM II, and that wasn't too bad. It was an epic mod, but yeah, if you were playing on Super Slimey, I certainly bet it was insane. XD
Title: Re: Progress
Post by: LAZ Trooper on November 03, 2010, 11:06:27 PM
Well, my playing style has usually been "play it safe" where I just wait for them to come around the corner, and so I didn't really like parts where they were surrounding me or I had nowhere to hide. Maybe I should start a "What's your playing style" topic...
Title: Re: Progress
Post by: ChexCommander on November 03, 2010, 11:11:17 PM
Ah, I prefer the Rambo/Leeroy Jenkins/berserker type gameplay where I just rush headfirst into the battle and try to get some crazy trick shots. XD
Title: Re: Progress
Post by: 75 on November 03, 2010, 11:39:26 PM
I'm working on two things

1. Converting the wad to a .pk3

This is 100% done. As far as I can tell, everything is working as it should be.




2. Converting the maps to UDMF.

Every map will be in UDMF format for the next release. Editors - you'll be amazed at how much easier UDMF is. 

I did one map so far, but I haven't fixed the linedefs since the config isn't done yet.




3. Making the Chex Skulltag Pack UDMF config

This... is turning out to be difficult. My config currently makes doombuilder do really bizarre things (jump randomly from thing to thing in the menu, and display monsters as decorations, ...  :facepalm <why doesn't it work?>)

I'll figure it out. Worst case scenario I'll change one of the lower level files and #include it into the configuration. I'm almost certain that would fix the problem, but I don't want to do that unless I have to since then I'll have two config files to mess around with.

I'll post something one the doombuilder forums... I don't want to do something the hacky way.
Title: Re: Progress
Post by: Per-Scan on November 04, 2010, 10:37:38 AM
Can I ask a stupid question?  I can't seem to get ST to play online without masses of lag (an ongoing issue with my ISP) and I would love to play this.  Is there a single player campaign maybe with bots or the like a la the original ST?
Title: Re: Progress
Post by: ChexCommander on November 04, 2010, 04:51:23 PM
You can play the CQ3 campaign...or I believe you can also do a deathmatch or invasion mode with bots. :)
Title: Re: Progress
Post by: QuadrumpusGuy on November 04, 2010, 07:52:29 PM
Started work on the Digital Cafe area of the Lounge (Yes, and actual Cafe representation XD) With Checkerboard floors, lights, and booths. Not sure about windows, but there will be a Computer terminal, and a light switch to turn off the lights so you can see the pretty Neon Digital Cafe Signs. Maybe some switches to summon food. I'll make food items part of inventory. Yes, this could be quite one size of a project. We'll see how it goes.
Title: Re: Progress
Post by: MajorSlime on November 04, 2010, 07:56:38 PM
Awesomenesss!

Quote from: Per-Scan on November 04, 2010, 10:37:38 AM
Can I ask a stupid question?  I can't seem to get ST to play online without masses of lag (an ongoing issue with my ISP) and I would love to play this.  Is there a single player campaign maybe with bots or the like a la the original ST?

And yes, you can play offline. If your using DoomSeeker, create a server, and in the options for setup, setup everything with the appropiate wads, then click the play offline button at the bottom. Then you can just use the console command "addbot" (or maybe its "add bot" - I don't remember). They don't play very well, though Invasion might be fun.
Title: Re: Progress
Post by: 75 on November 04, 2010, 07:58:57 PM
For the next release, I've added all of the invasion maps to an episode, so people who like to play by themselves can do so easily.


(http://i446.photobucket.com/albums/qq189/Jwaffe/screenshot.jpg)

There's not much point in adding bots in invasion, from my experience the only thing they are good at is drawing fire.

To play invasion maps in the current release, P14,  start the game, bring up the console (defaults to the '~' key, you can change it in the options->customize controls menu) and type "MAP <MAP LUMP NAME>" (without quotations) To warp to a map.

For example, if you wanted to play INV01, you'd open the console and type

MAP INV01


you can do deathmatch with bots, but some of the maps go really badly with bots (DUEL03, for example...)

To play deathmatch offline, go into the main menu and select MULTIPLAYER, then go to offline skirmish. You can pick your mode/bots on that menu.

Quote from: ChexMaster2109 on November 04, 2010, 07:56:38 PM
Then you can just use the console command "addbot" (or maybe its "add bot" - I don't remember). They don't play very well, though Invasion might be fun.

The command is "ADDBOT", but that won't work in my game since I didn't assign any bots in CMPGNINF. You have to do it through the multiplayer-> Offline skirmish menu.
Title: Re: Progress
Post by: MajorSlime on November 04, 2010, 08:01:51 PM
1. Quote failure!  XD

2. Really? I used it in game, and it worked.
Title: Re: Progress
Post by: 75 on November 04, 2010, 08:04:38 PM
try it again in P14. It won't work on any map of any game mode except the DURXXs and MAPXXs

I'm going to get rid of some of that for the next release, since CMPGNINF only effects invasion anyway.


EDIT - I got rid of a bunch of music tracks that I didn't need (none of your guys's stuff, don't worry)... I got the entire .pk3 down to 17.0 MB!

The last one was 50 MB

Title: Re: Progress
Post by: noob1234 on November 04, 2010, 10:40:57 PM
kewl!
Title: Re: Progress
Post by: 75 on November 07, 2010, 02:21:30 PM
Fixed up DUEL03, you can still run off the edge, the ledges are more of a warning.

[spoiler](http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20101107_111940.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20101107_111929.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20101107_111924.png)[/spoiler]
Title: Re: Progress
Post by: MajorSlime on November 07, 2010, 02:37:30 PM
YES!!!!
Title: Re: Progress
Post by: QuadrumpusGuy on November 07, 2010, 02:39:52 PM
The Whaleware center has been put into the map successfully.  ;D The HOM effects have been fixed.
Title: Re: Progress
Post by: LAZ Trooper on November 07, 2010, 03:34:48 PM
Yes, thank you.
Title: Re: Progress
Post by: matthias720 on November 07, 2010, 03:49:07 PM
Picture plz.
Title: Re: Progress
Post by: Atariangamer on November 07, 2010, 04:27:16 PM
*looks at own map*

...back to drawing board.
Title: Re: Progress
Post by: QuadrumpusGuy on November 07, 2010, 04:39:28 PM
Quote from: matthias720 on November 07, 2010, 03:49:07 PM
Picture plz.

When I'm in Open GL. It will look better in Open GL than in Software.
Title: Re: Progress
Post by: noob1234 on November 08, 2010, 02:00:26 AM
no more ghettobox ownage in DUEL03... :D
Title: Re: Progress
Post by: 75 on November 08, 2010, 09:59:56 AM
Quote from: noob1234 on November 08, 2010, 02:00:26 AM
no more ghettobox ownage in DUEL03... :D

Actually, you can still do that.
Title: Re: Progress
Post by: MajorSlime on November 14, 2010, 08:21:34 PM
I have finished 4 maps:

http://chexquestreflections.webs.com/SkullPackMaps.wad (http://chexquestreflections.webs.com/SkullPackMaps.wad)

Finished ones:
REF01
REF04
REF07
REF08

REF06 is my test map, if you want, you can take a look, i've got some test stuff lying around in there.

Completely ignore REF02; its gonna be completely redone. From scratch.

The rest are a work in progress.

None of them are named, so name them whatever you want. And yes, I fixed the camera error in REF07, where it changed everyones camera when you fell.


All resources are included in the wad. Take whats needed, pick and choose from the rest.  XD

EDIT: Oh, also for QuadrumpusGuy, MYLOUNGE contains my lounge room, and the library. The library is probably not done, though. It also contains a door I made for the lounge. You might like it.
Title: Re: Progress
Post by: 75 on November 14, 2010, 09:18:53 PM
Quote from: ChexMaster2109 on November 14, 2010, 08:21:34 PM
And yes, I fixed the camera error in REF07, where it changed everyones camera when you fell.

great! I can use that for DUEL03



REF01 - The layout of this map is just terrible... it's really easy to fall down and get trapped between boxes. You shouldn't have to do a jumpmaze just to get around. I think you should just forget about this one.

REF04 -  I think the map should be darker, it's odd to see it be so bright even though it's night time outside. Otherwise, it's cool!

Some light contrast effects in an area like this (i.e., lower the light level and put dynamic lights around it so that it's dark near the pillar and light around it or something like that, to make a cool transition from inside (light) to a skylight (dark)

[spoiler](http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20101114_174757.png)[/spoiler]

would make it really awesome.

Also, some variation in the hallways would be cool too. Maybe turn down the lights and use more dynamic lighting.

REF07 -

I like some things about it, this is one of the cool things you've done with it

[spoiler](http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20101114_175012.png)[/spoiler]

Very nice work with the placement of the thing bridges, but you might want to vary the texture you use, that silver thin one gets really repetitive after a while, maybe take a single brick out of that white brick texture and use that? Maybe after some resizing?

here's what needs fixing

[spoiler](http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20101114_175003.png)[/spoiler]

the texture on this building is really bland, and the light looks really weird there.

[spoiler](http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20101114_175016.png)[/spoiler]

bland again...

The white bricks in the first screenshot give an awesome, floating Roman city sort of feeling. I'm NOT SAYING make everything out of white brick, but you should definitely go with shiny textures, at least. If you really want to use gray, use something like marble or finished granite. Anything but roughed up dingy-looking stone.

REF08 - not sure what to say about this one, since it needs a new sky. Nice work with the sand over the road. You might not want to make the pumpkin sound repeat so often, it sounds strange.

Also... they're a bit too effective. They should be mildly annoying, at most. Not deadly or extremely windy, like they are now.

I mentioned this before

[spoiler](http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20101114_175122.png)[/spoiler]

the way you used that texture it's too hard to tell what the shape of that ledge is. Add more contrast.
Title: Re: Progress
Post by: MajorSlime on November 14, 2010, 11:09:07 PM
Yeah, I was probably gonna scrap REF01 anyway. I just couldn't get it to work. Maybe use the portal gun in another map...

REF04 - Now that you think about it, it should definately be darker inside.

REF07 - Yeah, i didn't have a lot of textures to work with, and couldn't find some good ones. I'll have to look into that... I kinda threw in the dynamic light to add some variety, but... yeah.  XD

REF08 - I like the pumpkin sound, but I can see where your going. I'll change that. Right, that ledge. And... I completely forgot about the sky.  XD I'll get right to that. Could I use the one from the desert invasion?

And did you look at the test map?
Title: Re: Progress
Post by: 75 on November 14, 2010, 11:30:07 PM
I forgot ref06. I tried out all that stuff before using "give all"

I'd rather not re-use sky textures. Besides, it's not night time in your map. It's a night sky.

Try www.cgtextures.com

or... look at this http://www.chexquest.org/index.php?topic=2955.0

A few things I forgot to mention

The portal gun sprite is not very good. I think I already told you why, but I'll tell you again if you need me to.

1. The turrets.

They look very nice, but they look a lot like weapons. Did you get them from Realm667? The boxes look good, although they look a bit nondescript. Can you make it more obvious that they are turret boxes, so you can tell from a distance?

They rotate a bit too slowly

They should have flem and zorch death states, the explosion doesn't work for either.  Good job getting the flemoids to attack it!

2. The Nuze

it still looks like an obvious Eriance rip, and I had a hard time using it, it took me a couple tries to figure out what alt fire and fire do, and I'm still not completely sure.

Also, the NUZE projectile and ammo sprites need some work.
Title: Re: Progress
Post by: MajorSlime on November 15, 2010, 12:07:32 AM
hmm...

I didn't think the turrets looked to much like weapons. And I really have no ideas for the boxes. I mean, what else can you do?  :-\

And yeah, the rotation. They don't actually rotate, they just immediately aim and fire, but theres a little random pause before you do. I'm not quite sure why. I'll have to look at them. And, yeah, their not completly done.

I haven't done anything to the NUZE yet.
Title: Re: Progress
Post by: 75 on November 15, 2010, 03:08:15 PM
Not much progress on my part since

- I've been busy with schoolwork
- Doombuilder doesn't work on linux
- I am having trouble getting SLADE to work on linux

I'll get back to mapping in a bit.
Title: Re: Progress
Post by: QuadrumpusGuy on November 16, 2010, 01:51:34 PM
Hmm... I just had an awesome idea for Deathmatch/CTF

What about a Provincial Park Conversion with some stuff added?  ;D
Title: Re: Progress
Post by: 75 on November 26, 2010, 11:23:28 PM
Not much progress recently, sorry... school hasn't been fun
Title: Re: Progress
Post by: MajorSlime on November 26, 2010, 11:24:32 PM
 XD

wait- don't you get break?
Title: Re: Progress
Post by: 75 on November 26, 2010, 11:36:46 PM
I got two days off for thanksgiving, but all that means is I have two extra days to figure this junk out  :facepalm

This semester will be over really soon, though... thank goodness
Title: Re: Progress
Post by: QuadrumpusGuy on November 28, 2010, 09:13:53 PM
Here is what I've been working on so far. This is a storage area for Gold and Silver, etc. This will be a Deathmatch map.

[spoiler](http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screenshot_Chex_20101128_170023.png)
This is inside one of the storage rooms. There is a fort constructed of mini crates (There is a way to lower a section of the crates to get in)
(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screenshot_Chex_20101128_170250.png)
Here is a room filled with Gold and Silver ingots on racks and platforms. (This room is inaccessible... for now - It may just be for display.)
(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screenshot_Chex_20101128_170120.png)
The Courtyard in the center of the facility.
(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screenshot_Chex_20101128_170046.png)A small area for storing crates.[/spoiler]
Title: Re: Progress
Post by: 75 on November 28, 2010, 11:19:26 PM
It's Looking good QG!
Title: Re: Progress
Post by: QuadrumpusGuy on November 30, 2010, 03:16:28 PM
Hmm... should there be Co-op maps in the mod?
Title: Re: Progress
Post by: noob1234 on November 30, 2010, 06:45:22 PM
hmm, mebe... but we can already do that with the 15 CQ3 maps... but they're not really designed to be coop... idk, it's a good idea.
Title: Re: Progress
Post by: MajorSlime on November 30, 2010, 08:16:44 PM
I've got platformer co-op maps I could make.  ;D
Title: Re: Progress
Post by: ChexCommander on November 30, 2010, 08:25:16 PM
More co-op maps besides the CQ3 ones sounds like a good idea; teamwork is always fun.
Title: Re: Progress
Post by: 75 on December 05, 2010, 04:00:20 PM
The reason why there hasn't been many updates is because I'm messing with more advanced engines. I've been having a hard time mapping my ideas in the doom engine, so I'm starting to look into the Unreal 3 engine and the source engine.
Title: Re: Progress
Post by: QuadrumpusGuy on December 05, 2010, 06:12:47 PM
The project is still on though, right?

CQ for the Unreal Engine would be awesome
Title: Re: Progress
Post by: 75 on December 05, 2010, 09:08:28 PM
yeah, but I won't be doing much mapping or drawing for it. I'll probably use 3d models for enemies if I make something that looks good. I'm also working on music with FL studio... I've got a long way to go on that one, but I think I can figure it out with some practice.

My first goal on these newer engines is to take what's great about the skulltag engine (fast motion, pretty maps, bright/sci-fi textures) and make it work on something new.

I would like to make a chex quest multiplayer mod on the unreal 3 or source engine. I'd also like to make Blake Stone on a newer engine.

After that... profit! Once I get the hang of making multiplayer mods, I'll make something I can sell.

I thought of making a chexter model, but that might be too complicated for me... let's see what I can do
Title: Re: Progress
Post by: noob1234 on December 05, 2010, 10:17:01 PM
chukker had a chexter model (http://www.chexquest.org/index.php?topic=2547.msg122455#msg122455)... but he didnt release it
Title: Re: Progress
Post by: 75 on December 06, 2010, 12:00:24 AM
yeah, I've seen that, it looks good,

I'd like to try to make my own, just for fun.
Title: Re: Progress
Post by: MajorSlime on December 24, 2010, 05:59:14 AM
Okay, i was recently struck with a great idea. We could have a room in the lounge where you can select a map, and then play it (change the map to it), then come back to the lounge. The coming back part would require a certain scripting set in each level, so, if i'm going to do this, I would like your permission 75, as well as a good idea of how to do this (like, you put it in, or i put it in, etc.).
Title: Re: Progress
Post by: QuadrumpusGuy on December 24, 2010, 05:54:30 PM
Quote from: ChexMaster2109 on December 24, 2010, 05:59:14 AM
Okay, i was recently struck with a great idea. We could have a room in the lounge where you can select a map, and then play it (change the map to it), then come back to the lounge. The coming back part would require a certain scripting set in each level, so, if i'm going to do this, I would like your permission 75, as well as a good idea of how to do this (like, you put it in, or i put it in, etc.).

A HUB world you mean? Maybe have portals that trigger a script that uses a console command for callvote changemap?
Title: Re: Progress
Post by: MajorSlime on December 24, 2010, 07:14:57 PM
I would have screens of every level, converted to textures, and a "screen" in the room. Arrow shaped buttons would change the game type (set of maps) and which map, and the "screen" would then display a texture of that map. Another button would change the map to that map. We could call for a vote, but my idea used a teleport type of script.
Title: Re: Progress
Post by: 75 on December 24, 2010, 10:52:01 PM
Quote from: ChexMaster2109 on December 24, 2010, 05:59:14 AM
Okay, i was recently struck with a great idea. We could have a room in the lounge where you can select a map, and then play it (change the map to it), then come back to the lounge. The coming back part would require a certain scripting set in each level, so, if i'm going to do this, I would like your permission 75, as well as a good idea of how to do this (like, you put it in, or i put it in, etc.).

sorry, this won't work. HUBs don't work in multiplayer. If somebody walks in the door, everyone has to go to that map as well... it's a lot safer to leave map changing to the host, or just use teleports to an arena within the same map.
Title: Re: Progress
Post by: MajorSlime on December 24, 2010, 11:52:27 PM
well, we could make it call for a vote
Title: Re: Progress
Post by: 75 on December 25, 2010, 12:54:00 AM
calling a vote can already be done by any user, if the server allows it.

Also -  I'm pretty sure there's no ACS function to call a vote, the skulltag section of the zdoom wiki (http://www.zdoom.org/wiki/Skulltag_features#ACS) doesn't mention it, and I've never heard of one being used.

It might be beyond what ACS can do. Voting can do a lot of stuff, and most of it affects the server, I'm pretty sure ACS can't handle that.
Title: Re: Progress
Post by: QuadrumpusGuy on December 25, 2010, 01:11:33 AM
There is a acs command that allows console commands to be declared.
Title: Re: Progress
Post by: MajorSlime on December 25, 2010, 09:51:32 PM
I can do it all from scratch via ACS; including voting, so the change won't happen unless a lot of people agre. So, can I do it?
Title: Re: Progress
Post by: 75 on December 26, 2010, 01:12:22 AM
why not just use the skulltag commands to vote to change map?
Title: Re: Progress
Post by: MajorSlime on December 26, 2010, 01:25:50 AM
Mostly because I think this is cool, but also because thats not always possible.
Title: Re: Progress
Post by: 75 on December 28, 2010, 11:13:24 PM
I'll probably release the much smaller .pk3 version of this mod and end this mod there. I might change a few things in the invasion maps... I'm not quite sure what to do with them...

DUEL03 isn't finished, but that's a job for another engine ;)
Title: Re: Progress
Post by: QuadrumpusGuy on December 28, 2010, 11:31:23 PM
So the project may go to another engine instead?
Title: Re: Progress
Post by: 75 on December 28, 2010, 11:44:15 PM
exactly, I'd be happy to do a chex multiplayer game. I was thinking of doing a doom game, a chex game wouldn't be hard to do.
Title: Re: Progress
Post by: QuadrumpusGuy on December 29, 2010, 12:03:51 AM
Source Engine, yes?
Title: Re: Progress
Post by: 75 on December 29, 2010, 03:05:01 AM
it's likely that it will end up being on source, either source or doom 3.
Title: Re: Progress
Post by: MajorSlime on December 29, 2010, 05:16:34 AM
If you end this, can I continue it? 'cause I had some plans...
Title: Re: Progress
Post by: QuadrumpusGuy on December 29, 2010, 11:46:55 AM
Yeah, I'll continue making maps for this for now. But will you be posting anything as far as tools for making Source/Doom3 Maps? (Besides Blender for 3d models)

Will we be using the original CQ Textures too? Or High Res ones?
Title: Re: Progress
Post by: 75 on December 29, 2010, 01:56:10 PM
Quote from: ChexMaster2109 on December 29, 2010, 05:16:34 AM
If you end this, can I continue it? 'cause I had some plans...

you can make addons to it, or duplicate it and call it something else, but I'd like the mod to stay intact as it is right now, as a solid base for skulltag  ;)

Also... don't finish INV02 (Delta Base Invasion) without my permission, since it was my idea to start with, I want to see the end result before I accept it. As for the other maps, feel free to expand on them in your own wads (if Laz Trooper doesn't mind).

Quote from: QuadrumpusGuy on December 29, 2010, 11:46:55 AM
Yeah, I'll continue making maps for this for now.

But will you be posting anything as far as tools for making Source/Doom3 Maps? (Besides Blender for 3d models)

The SDK is free, if you own a source mod game, you can download the editor in Steam. Unfortunately, at this point I can't get either SDK to compile :(

Quote
Will we be using the original CQ Textures too? Or High Res ones?

I'll eventually double the textures' size and bump map them, but if I get stuck I might use the low res textures to start out with, just as placeholders.
Title: Re: Progress
Post by: MajorSlime on December 30, 2010, 04:18:24 AM
I just wanted to add my own maps.
Title: Re: Progress
Post by: 75 on December 30, 2010, 05:25:17 PM
hmm... then have it as an add-on, or copy/paste the original and add onto it, and it'll be "ChexMaster2109's Skulltag Pack". As long as you don't modify my wad, I'm fine with it.

I guess I should've been more clear... I don't want anyone continuing the project... if you make something for it, you can take my code/sprites/any map except except INV02 (I want to make that on the newer engine, and I'm kind of attached to it, it was one of my first maps...) and build your own pack out of it, but I don't want somebody else releasing Chex Skulltag Pack P16...

I don't want new maps in there unless I check them out... it's my game, I don't want people adding stuff to it without me ok'ing it.
Title: Re: Progress
Post by: MajorSlime on December 30, 2010, 08:25:31 PM
Got it. So, release another wad as an addition, and if you like it, maybe you'll add it. If I do, could I make a topic in this section?
Title: Re: Progress
Post by: 75 on December 30, 2010, 09:14:52 PM
Quote from: ChexMaster2109 on December 30, 2010, 08:25:31 PM
Got it. So, release another wad as an addition, and if you like it, maybe you'll add it. If I do, could I make a topic in this section?

Sure, if I like it I'll add it right away. If I don't, I'll tell you what you need to fix.

Making a topic is a good idea. By the way, anyone can make any topic they want, as long as it doesn't break the board rules  :)
Title: Re: Progress
Post by: QuadrumpusGuy on December 30, 2010, 10:08:06 PM
We need some Co-op/Survival Maps. I'm working on one right now and still have quite a ways to go before finishing it.
Title: Re: Progress
Post by: MajorSlime on December 30, 2010, 11:31:35 PM
So, in a sense, the projects continuing as normal, just maybe slower.
Title: Re: Progress
Post by: 75 on December 31, 2010, 12:48:16 AM
yeah, I guess so

The big difference is that I won't be making maps for it
Title: Re: Progress
Post by: noob1234 on January 03, 2011, 02:21:32 AM
will u still be hosting?
Title: Re: Progress
Post by: QuadrumpusGuy on January 08, 2011, 02:17:46 PM
Working on a new survival map. The map has a style like MAP18: The Courtyard from Doom II.
Title: Re: Progress
Post by: 75 on February 16, 2011, 04:46:47 PM
I was thinking of something... even though Skulltag doesn't support new flash types, I could use Altflash:, meaning I could implement dual wielding minizorchers/propulsors/bootsporks in skulltag 8)
Title: Re: Progress
Post by: 75 on February 19, 2011, 10:32:41 PM
I implemented dual wielding zorchers, and put in a lot of new code for DECORATE and GLDEFS, I can barely believe how much code I wrote to get invasion to work in chex quest.

Unfortunately, I did it in a sloppy way, so now I have to re-write it.


There are no invasion spawners for anything in chex quest. Originally, I told the chex weapons to replace doom weapons, but that was problematic, so now, you're really going to need a special config for this, but it's working as it should now, instead of the game having arguments over whether to use the chex item it replaces or the original doom thing.
Title: Re: Progress
Post by: 75 on February 20, 2011, 12:47:38 PM
Oh man, you have so much ammo now

you can carry 400 "bullets", with backpack 999
you can carry 100 "shells"/"rockets", with backpack 200
and 600/1200 cells, although I might have to limit that to 999, since the HUD only wants to display three numbers


Small cells give you 40 shots, large ones give you 200
mini zorch recharges give you 15, boxes give you 100
Zorch "shells" give you 8, large boxes give you 40
Rockets give you 5, lare boxes give you 50

Also, the backpack gives you 100 phasing ammo, 100 mini zorch ammo, 30 large zorch shots, 20 "rockets", 24 lightning shots, and 15 freezing zorch shots

New backpack sprite:

(http://i446.photobucket.com/albums/qq189/Jwaffe/PROSA0.png)

So keep that in mind, mappers, you don't need to spam ammo anymore, especially backpacks. The backpack should probably only be given late in invasion, or in secrets


EDIT - also, the next version will have the CL zorcher, it's important, so it's worth fixing the animation
Title: Re: Progress
Post by: QuadrumpusGuy on February 20, 2011, 12:51:08 PM
Quote from: 75 on February 20, 2011, 12:47:38 PM
Oh man, you have so much ammo now

you can carry 400 "bullets", with backpack 999
you can carry 100 "shells"/"rockets", with backpack 200
and 600/1200 cells, although I might have to limit that to 999, since the HUD only wants to display three numbers


Small cells give you 40 shots, large ones give you 200
mini zorch recharges give you 15, boxes give you 100
Zorch "shells" give you 8, large boxes give you 40
Rockets give you 5, lare boxes give you 50

Also, the backpack gives you 100 phasing ammo, 100 mini zorch ammo, 30 large zorch shots, 20 "rockets", 24 lightning shots, and 15 freezing zorch shots

New backpack sprite:

(http://i446.photobucket.com/albums/qq189/Jwaffe/PROSA0.png)

So keep that in mind, mappers, you don't need to spam ammo anymore, especially backpacks. The backpack should probably only be given late in invasion, or in secrets


THIS.

And yeah, my ammo spam in my invasion maps...  XD I can delete many of those crates. I usually have the backpack given in a script when a player enters the game.
Title: Re: Progress
Post by: 75 on February 20, 2011, 01:11:44 PM
Implemented 4 digit ammo using SBARINFO  :)

However, on the regular HUD, only the last 3 digits show

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110220_111017.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110220_111017.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110220_111012.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110220_111012.png)

I suppose I could make a half size font for the ammo
Title: Re: Progress
Post by: QuadrumpusGuy on February 20, 2011, 01:23:56 PM
So, have you figured what maps are staying in for now?

Also, any guidelines as far as Survival maps are concerned??
Title: Re: Progress
Post by: 75 on February 20, 2011, 02:09:45 PM
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110220_120634.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110220_120634.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110220_120644.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110220_120644.png)

Implemented it so it shows a 4 digit number only for weapons that have 4 digit ammo counts. That was pretty tricky!

Maps that I'm going to put in:

A modified version of DM01 (the arena). Bigger arena, no spam runes, no GL
DM02, not sure if/how I'm going to change it yet
DM03 - might change weapon positions/layout

DUEL01, might change it to make it bigger
DUEL02, fine as is
DUEL03 - add detail

LMS01 - changing its name, getting rid of a few runes/making them hard to get to.


INV01 - I really should finish this
INV02 - ''
INV03 - needs a layout change
INV04 - needs a layout change, and a new ending

CTF01 - removed
CTF02 - too small, needs to be bigger, more buildings, etc...
CTF03 - removed, this map is a nightmare in CTF
CTF04 - needs to be bigger


Also, 4 digit health now shows on the ALT fullscreen hud, so when QG feels like giving himself 9000 health, it will now show 9100 instead of 999. This is ONLY on the fullscreen hud, though, not the status bar hud.


EDIT - I fixed the CL zorcher animation a bit, I still don't like it... but it'll have to do until I come up with something better.
Title: Re: Progress
Post by: 75 on February 20, 2011, 06:18:11 PM
Implemented Invasion spawns, I think I'm ready to start making some new maps  :)
Title: Re: Progress
Post by: 75 on February 20, 2011, 09:16:45 PM
Made a quick deathmatch map

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110220_184340.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110220_184340.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110220_184312.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110220_184312.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110220_184316.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110220_184316.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110220_184323.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110220_184323.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110220_184335.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110220_184335.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110220_184328.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110220_184328.png)

It's a little small, it only includes the original chex weapons, #1-5

of course, you can dual wield the propulsor, minizorcher, and bootspork  ;)

EDIT - Encountering a weird bug, it seems like Skulltag will not give the right value for ammo, even if I set it...

I set the minizorcher to give 20 shots on pickup, yet it gives 50?   :failware
Title: Re: Progress
Post by: MajorSlime on February 21, 2011, 03:06:40 AM
skulltag itself is coded to decide how much ammo you pick up; normally more than normal, i believe.
Title: Re: Progress
Post by: 75 on February 21, 2011, 11:54:41 PM
Quote from: ChexMaster2109 on February 21, 2011, 03:06:40 AM
skulltag itself is coded to decide how much ammo you pick up; normally more than normal, i believe.

That is it!

I tried it with Doom 2, and skulltag automatically multiples all weapon.ammogives by 2.5 the first time you pick the weapon up.

On the other times you pick it up, you get the right value... weird.



Title: Re: Progress
Post by: 75 on February 23, 2011, 02:03:46 AM
Progress on that map:

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110222_235745.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110222_235745.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110222_235654.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110222_235654.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110222_235711.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110222_235711.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110222_235714.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110222_235714.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110222_235723.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110222_235723.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110222_235735.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110222_235735.png)

I'd like to test it out, to make sure it isn't getting too big.

The map takes place in a sort of chex bunker, there are labs, and lots of lockers for the chex guys who are stationed there. The large open part is a hangar.
Title: Re: Progress
Post by: 75 on February 24, 2011, 01:58:27 PM
A quick peek at the new INV02

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110224_115637.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110224_115637.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110224_115703.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110224_115703.png)

and yes, that really is only wave 1.
Title: Re: Progress
Post by: MidnightTH on February 24, 2011, 03:11:33 PM
I miss the Liquid zorcher, Caustic zorcher .etc Bring em back please
Title: Re: Progress
Post by: ChexCommander on February 24, 2011, 03:33:48 PM
Caustic zorcher...whatever happened to that thing?
Title: Re: Progress
Post by: 75 on February 24, 2011, 05:41:01 PM
Quote from: MidnightTH
I miss the Liquid zorcher, Caustic zorcher .etc Bring em back please

The liquid zorcher is still in, I just didn't put it in that map  ;)

Quote from: ChexCommander on February 24, 2011, 03:33:48 PM
Caustic zorcher...whatever happened to that thing?

In the last beta I made it into a cheat only weapon, since it was really overpowered. I used it when I wanted to blaze through an invasion level  XD

Also, skulltag lacks the "poison" damagetype, so it's no more caustic than any other zorcher.  :facepalm

You guys miss it? I didn't think it was that great of a weapon.

If I put it in, I'd want to give it a different sprite, and give it different behavior.
Title: Re: Progress
Post by: MajorSlime on February 24, 2011, 06:16:48 PM
I gotta get back to working on this...

Anyways, perhaps make it have a chain lightning effect? Like, it zaps an enemy, and then transfers a weaker blast to all nearby enemies? It would be a little hard to get the damage right... I've been wanting to do something like this for a while, so if you need help, i could probably help.
Title: Re: Progress
Post by: QuadrumpusGuy on February 24, 2011, 06:31:44 PM
I'd say the only way to emulate it doing poison damage would be to fire invisible projectiles that do damage to the enemy after the initial projectile. Until the programmers put that Poison Damage in as a decorate feature, we would have to improvise.
Title: Re: Progress
Post by: 75 on February 24, 2011, 07:08:01 PM
Quote from: ChexMaster2109 on February 24, 2011, 06:16:48 PM
I gotta get back to working on this...

Anyways, perhaps make it have a chain lightning effect? Like, it zaps an enemy, and then transfers a weaker blast to all nearby enemies? It would be a little hard to get the damage right... I've been wanting to do something like this for a while, so if you need help, i could probably help.

that's a cool idea for the CL Zorcher to make it more like lightning, I'll think about it over spring break.

Right now... I have a test to get to.
Title: Re: Progress
Post by: QuadrumpusGuy on February 24, 2011, 07:16:39 PM
Quote from: ChexMaster2109 on February 24, 2011, 06:16:48 PM
I gotta get back to working on this...

Anyways, perhaps make it have a chain lightning effect? Like, it zaps an enemy, and then transfers a weaker blast to all nearby enemies? It would be a little hard to get the damage right... I've been wanting to do something like this for a while, so if you need help, i could probably help.

When I did the CL Zorcher for Ragnarok, I wanted to do something like this (I saw it in Diablo 2 - the Chain lightning would bounce from one enemy to another and would have X amount of hits per skill level), but at the time I didn't know how.
Title: Re: Progress
Post by: MajorSlime on February 24, 2011, 09:00:12 PM
I think it would work just to have an invisible dummy actor that spawns after the projectile/monster dies, that shoots X amount of projectiles at nearby targets...
Title: Re: Progress
Post by: QuadrumpusGuy on February 24, 2011, 09:06:29 PM
Hmm... that could work.
Title: Re: Progress
Post by: 75 on March 01, 2011, 12:54:34 AM
Progress has been a little slow, I've been helping somebody on another forum with some coding. I'll get back into this once I have his code done.
Title: Re: Progress
Post by: 75 on March 02, 2011, 08:12:02 PM
I partially finished the first three waves of INV02, there's some texture problems, and I'll fix those after I test the map.

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110302_180777.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110302_180777.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110302_180851-1.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110302_180851-1.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110302_180857.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110302_180857.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110302_180903.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110302_180903.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110302_180914.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110302_180914.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110302_180922.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110302_180922.png)

If you'd like to help me test this, let me know  :)
Title: Re: Progress
Post by: MajorSlime on March 02, 2011, 09:03:47 PM
Sure. I'll probably have time over the weekend.

Maybe the three i've (almost) finished can be tested too...
Title: Re: Progress
Post by: 75 on March 06, 2011, 02:18:43 AM
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110306_001652.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110306_001652.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110306_001659.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110306_001659.png)

The new DM01!

It's not finished yet, I want to test what I have to see if making the interior bigger is a good idea or not.
Title: Re: Progress
Post by: 75 on March 06, 2011, 02:19:16 PM
wow, that arena is extremely fast paced, it's really fun once you get the strategy, but there's also next to no cover, and you can get attacked in pretty much any direction, or several directions at once!

EDIT - I started on a possible rail zorcher sprite.
Title: Re: Progress
Post by: 75 on March 08, 2011, 12:04:24 AM
I converted DUEL03 to UDMF and fixed some things (raised the sky, changed the player starts, and got rid of those MARBLE textures that I think were stolen - where did you get those from QG?)

Here's a screenshot of it working.

So far, I haven't changed the terrain, although I will. The last one's terrain looked really weird.

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110307_220226.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110307_220226.png)

Although I like the Blast Corps music in there, I'd like to replace it with something of my own, if I can. I really want to avoid stealing music in this mod.
Title: Re: Progress
Post by: LAZ Trooper on March 08, 2011, 10:35:13 PM
Okay, I think I'm done with DUEL01. The new parts could still use your touch, of course, but it is now twice as big as before.


(known bugs: "3D Middle Texture" flag isn't working, and getting the freezing zorcher is supposed to teleport you to back inside the level, but it doesn't work)

[attachment deleted by admin]
Title: Re: Progress
Post by: 75 on March 09, 2011, 12:11:37 AM
This is cool laz, I like what you did with it

A few deathtraps:

Those curved hallways are way too thin, with people shooting grenades at you, there's nowhere you can go if you're trying to get out of the hallway.

The elevators. Always try to go with stairs, even if they move lightning fast. They become obstacles when you're trying to chase somebody, use them sparingly.

The thin thing bridges over insta-kill slime. Most of the time, when you're attacked, you have to strafe to get out of the way. If somebody comes at you from the front on those things, you'll have a choice between getting zorched or getting slimed. You really don't want to go overboard on the fragile, thin architecture. Save that for a secret area, not a main area.

A lot of your cooridors are too thin in general, I don't recommend making hallways less than 128 wide in a multiplayer game, when people get jammed up before a small hallway, it results in collateral zorch when somebody brings explosive weapons.


Here's some screenshots:

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110308_213757.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110308_213757.png)

the picture above might be considered a secret area, but I'd like to see this expanded, it could be a neat place to fight. Remember, though. Grenades DO NOT work on thing bridges, they go right through, so you might want to maybe only make it a thing bridge connecting to a real floor

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110308_213908.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110308_213908.png)

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110308_213858.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110308_213858.png)

These hallways would be nearly suicide to go through, but the architecture is well done :)

The same shape only bigger should make it very nice to play in

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110308_214511.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110308_214511.png)

This elevator should really be a set of stairs, also, it's a really tight little space fora staircase or elevator, you should double its size, at least. Also, this room has quite a few floor lamps, which are really easy to run into.

The really important thing about multiplayer in doom is not stumbling over things on the ground, a lot of the time you're running backward, sideways, in any direction to avoid fire, if you get stuck on a lamp in a tense firefight, you're going to lose, fast.

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110308_214459.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110308_214459.png)

That door's really thin, and a little ugly looking with how those lights are just stuck on the wall like that, maybe have them recess into the wall a bit?


I'm glad you're mapping again, I'd like to see what else you come up with, the ideas behind this are really good, it's just too cramped.  :)
Title: Re: Progress
Post by: MajorSlime on March 09, 2011, 01:04:32 AM
I might actually have an original graphic for the NUZE done soon... And of course, make it less complicated.
Title: Re: Progress
Post by: 75 on March 09, 2011, 01:32:00 AM
Quote from: ChexMaster2109 on March 09, 2011, 01:04:32 AM
I might actually have an original graphic for the NUZE done soon... And of course, make it less complicated.

Okay, I'll take a look when it's done

One more thing I forgot-

@Laz - use the new Doombuilder Config, the linedef checkbox you're looking for is called "Walkable mid texture"
Title: Re: Progress
Post by: LAZ Trooper on March 09, 2011, 09:44:28 PM
Okay, I did some remodeling on DUEL01, so it should have everything you said should be changed now.

[attachment deleted by admin]
Title: Re: Progress
Post by: 75 on March 11, 2011, 06:06:41 PM
Something more like this is what needs to be done for the layout

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110311_151650.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110311_151650.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110311_151702.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110311_151702.png)

It's a major part of the map, you can't access it with thing bridges and tiny hallways.

Also, you should put that caution tape on a separate linedef, so it doesn't mess up the lower texture's alignment.

And this map really needs more exterior detail in that first screenshot, having one flat strip of wall for the border of the building looks pretty odd. I'd recommend putting some sort of balcony, maybe? Instead of just having square doors and windows cut into the walls.

Another thing: you overused Exitston in the interior way too much.

It was a neat idea to use SLADHULL as a light texture in the interior, but it doesn't make sense for lights to cover the entire ceiling of that little computer alcove thing.

This computer area looks cool, but there's a lot to get stuck on (highlighted with light blue boxes)

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110311_152957.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110311_152957.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110311_153008.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110311_153008.png)

You shouldn't use NICEFLAT instead of NICEWALL in those stair areas, it's not meant to be used like that, and it looks bland. When I enlarged the stairs, I used NICEWALL instead and it looks a lot better, you have to align it by hand, but it's worth it.

Title: Re: Progress
Post by: 75 on March 12, 2011, 02:28:00 AM
I'm working on an urban map, so far, I've made a gas station

What will soon be the little area where you will pay for gas/snacks (under construction). I might use that candy thing from the theatre
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110312_001348.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110312_001348.png)

The exterior
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110312_001336.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110312_001336.png)

The garage (WIP, needs more detail)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110312_001340.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110312_001340.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110312_001343.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110312_001343.png)

The garage doors raise and lower, and you can see through them. I timed the script so it sets blocking at just the right minute, so you can't shoot through it when it's closed, but you can shoot with it while it's closing.

You'll see what I mean  :)


The gas station and garage interior is still a little underdetailed, I'm working on it

A very nice toolbox made by The_Funktasm on the zdoom forums. Thanks again!
Title: Re: Progress
Post by: 75 on March 12, 2011, 11:59:38 PM
Worked on some sketches, and I worked on that map a bit more. I'm making shelves for the grocery store and the snack counter

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110312_215815.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110312_215815.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110312_215825.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110312_215825.png)

Kind of a crude cash register. I think I could do better with those shelves.

Sketches (blurry and overly bright, because my scanner isn't great)


(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Sketch3.jpg) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Sketch3.jpg)

part of the rail zorcher

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Sketch2.jpg) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Sketch2.jpg)

Possibly a rapid lightning zorcher

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_LAZSketch.jpg) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=LAZSketch.jpg)

Rift Inducer, it would be another form of the LAZ


Title: Re: Progress
Post by: 75 on March 16, 2011, 01:25:27 PM
I started working on the movie theater two days ago, and I'm half done with a custom floor texture (yellow marble tiles)

This is going to be a really cool movie theatre.

I haven't done anything since Monday since my school decided to give me a lot of junk to do over the past few days  :facepalm
Title: Re: Progress
Post by: Datra on March 16, 2011, 01:36:15 PM
Oh yeah.
I need to get the new version and check out the new maps. Im excited. :)