Chex Quest Fan Forums

Chex Quest => Chex Quest and Related Topics => Chex Pack => Topic started by: 75 on July 30, 2010, 12:07:28 PM

Title: Chex quest Skulltag Pack
Post by: 75 on July 30, 2010, 12:07:28 PM
NOTE: This topic is out of date, see my releases and screenshots topics


This project will involve making several chex quest themed maps to each type (i.e., a couple CTF, a couple LMS, etc.)


It will include new weapons, new graphics, and new patches/textures. It will feature all the cqarena weapons, and then some. You will not have the same set of weapons for every map, instead, depending on the location, you will find different weapons.

I will post some weapons concept art later, my drawing and spriting has improved quite a lot.

QuadrumpusGuy is working on some maps too. I'll let him post screenshots of his maps.

The maps I have

An LMS map taking place in a storage facility.

LMS01
[spoiler]
(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100730_103048.png)

(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100730_102951.png)

(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100730_102937.png)[/spoiler]

I'm really happy with how this one is turning out. It's really fun to play, and it might even be my favorite LMS map, even though it's not done yet.

The deathmatch aspect of it needs a bit of work.

Next, an invasion map. Taking place on an an alien desert planet
[spoiler]
(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100730_103821.png)

(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100730_104016.png)

(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100730_104107.png)

(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100730_104157.png)[/spoiler]

The quadrumpi will move slowly but shoot four powerful slmeballs at once  >:D

Next, another invasion map, the first invasion map I ever made. This one takes place in the sewers

[spoiler](http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100730_104533.png)

(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100730_104541.png)

(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100730_104606.png)[/spoiler]

based loosely off of my 3d floors experiment wad

And, a zorchmatch map
[spoiler]
(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100730_105440.png)

(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100730_105713.png)[/spoiler]

this map is probably in the roughest shape. Even though it looks nice, it's rather difficult to play in.


Let me know if you think of a good name for this, I don't want to call it "chextag"


All of my invasion maps will have acts and minibosses at the end of each act. There will be super smash bros - melee style bonus rounds, too, for extra powerups and weapons as a reward.

I might introduce a points system.

Richie: Could this project have a subforum? I should probably come up with a better name first

Title: Re: Chex quest: skulltag (no name)
Post by: noob1234 on July 30, 2010, 01:12:33 PM
wow, looks awesome!!!
sadly, i'm not good at coming up with names
Title: Re: Chex quest: skulltag (no name)
Post by: MajorSlime on July 30, 2010, 06:40:17 PM
Does it really need a name? I can't think of one that fits 'em all. Maybe we could just call it the Chex Quest Skulltag Package, as it appears to be just a package of various maps and stuff for skulltag.   :-\ I don't know, just an idea. BTW, could I add a map or two from Chex Quest: Reflections?
Title: Re: Chex quest: skulltag (no name)
Post by: 75 on July 30, 2010, 06:47:23 PM
Quote from: ChexMaster2109 on July 30, 2010, 06:40:17 PM
Does it really need a name? I can't think of one that fits 'em all. Maybe we could just call it the Chex Quest Skulltag Package, as it appears to be just a package of various maps and stuff for skulltag.   :-\ I don't know, just an idea. BTW, could I add a map or two from Chex Quest: Reflections?

Sure  :)

Make a map for me, and I'll put it in if it isn't too much trouble to work with.

You'll have to explain how that portal gun thing works, though, because I need to work it into my DECORATE
Title: Re: Chex quest: skulltag (no name)
Post by: MajorSlime on July 30, 2010, 06:52:08 PM
I could just put my stuff in when your all done. Its not much, just inserting a couple weapons and monsters, the portal code is level based at the moment. Or i could put them in whenever you want, and you could use them in other maps.
Title: Re: Chex quest: skulltag (no name)
Post by: Atariangamer on July 31, 2010, 02:11:13 AM
Yo 75...did they ever fix the 3d Floors in deathmatch bug?

afaik, the floors disappear and don't act in deathmatch mode
Title: Re: Chex quest: skulltag (no name)
Post by: 75 on July 31, 2010, 01:22:09 PM
3d floors in competitive game modes are not rendered, it's a skulltag rule to keep people from cheating, since 3d floors would be invisible in software rendering (although, in my maps that would be more of a problem than an advantage)

So, my mexican mission map probably won't be in the skulltag wad, since it was deathmatch and used 3d floors heavily. I might put it in but it will take a great deal of tweaking.

Whether 3d floors should be rendered or not should really be up to the hosts... it's not like skulltag has a responsibility to protect people from cheaters.

EDIT - I'm now releasing the PWAD and IWAD to any regular CQFF member who wants to try it. I'd really like some feedback, although keep in mind that most of the maps are only partially done.

Title: Re: Chex quest: skulltag (no name)
Post by: 75 on August 01, 2010, 02:11:23 AM
NOTE THE Zs in the sprite names! They do not replace PLAY sprites, and they are NOT compatible

I decided to do something different

(http://i446.photobucket.com/albums/qq189/Jwaffe/PLAYR0.jpg)
(http://i446.photobucket.com/albums/qq189/Jwaffe/PLAYQ0.jpg)
(http://i446.photobucket.com/albums/qq189/Jwaffe/PLAYP0.jpg)
(http://i446.photobucket.com/albums/qq189/Jwaffe/PLAYO5.jpg)
(http://i446.photobucket.com/albums/qq189/Jwaffe/PLAYO4O6.jpg)
(http://i446.photobucket.com/albums/qq189/Jwaffe/PLAYO3O7.jpg)
(http://i446.photobucket.com/albums/qq189/Jwaffe/PLAYO2O8.jpg)
(http://i446.photobucket.com/albums/qq189/Jwaffe/PLAYO1.jpg)


It looks nice in game, except chexter changes to green instantly when he gets hit. I'm not sure how to fix that yet. Fixed

Also, I haven't worked out the slime damagetype yet. Fixed

Zorch will be the default, because I don't want to mess with things like A_RailAttack. It's MUCH easier to have flemoids do slime attacks and set zorch as the default. Assigning damagetypes to every weapon is a drag.

I also haven't fixed the decals, when weapons hit chexter, it makes slime drips. Fixed
Title: Re: Chex quest: skulltag (no name)
Post by: QuadrumpusGuy on August 01, 2010, 11:03:34 AM
I have an idea of what I will be submitting to the map pack

E1M2 from my mod (The City - Going to tweak some One-way areas and add Deathmatch starts, as well as disabling the Level Exit, perhaps have the doors slimed that lead to the Train)

Crate Fortress Team DM / CTF / ST Map

Invasion at the Spaceport Map (Just came up with the name right off the bat - will be changed)

Maybe a Variant of either E1M5 or E2M1 from my mod (The Stronghold and Temple - As with E1M2, fixing the problem with One-Way Passages)

And maybe another DM / CTF / ST Map or two, another invasion map, etc.
Title: Re: Chex quest: skulltag (no name)
Post by: 75 on August 01, 2010, 12:16:02 PM
I have now coded the flem death states in

Chexter now has two completely separate death and pain sequences, one for slime, and one for zorch, and they both work except for the color problems  :)
Title: Re: Chex quest: skulltag (no name)
Post by: QuadrumpusGuy on August 01, 2010, 12:31:38 PM
Quote from: 75 on August 01, 2010, 12:16:02 PM
I have now coded the flem death states in

Chexter now has two completely separate death and pain sequences, one for slime, and one for zorch, and they both work except for the color problems  :)

Can't wait to see it!  :)

Should we do something about freezing zorch?

Also, here is the Crate Fortress Map at the moment

http://www.mediafire.com/?ubs7eycl839aqwj

I need to make some Team Deathmatch Starts and maybe add more detail to some areas.
Title: Re: Chex quest: skulltag (no name)
Post by: 75 on August 01, 2010, 12:36:30 PM
I'm going to work in ice pain and ice death, yes


In the meantime, I need two sounds. A zorch death and extreme zorch death sound

The current death sound has slime in it, and it sounds off with the zorch sound. So if you're from chex squadron, and you would like to volunteer, please post your best shot at a zorch death sound in this topic.

Anything that sounds surprised or a generic "darn he got me" sort of sound would be ok, but it has to sound like his voice. I might be able to adjust the pitch if it's too high or low, but it has to be close.

Or, if somebody can help me take the slime sounds out of the death sounds, that would work too.
Title: Re: Chex quest: skulltag (no name)
Post by: QuadrumpusGuy on August 01, 2010, 12:41:03 PM
Maybe do some word splicing using Fred Chexter's voice in the CQ Cinematics?
Title: Re: Chex quest: skulltag (no name)
Post by: 75 on August 01, 2010, 03:57:33 PM
Fixed the color problem

[spoiler](http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100801_145615.png)
[/spoiler]
It turns out chexter MUST be blue

sprites updated

Also, I fixed the slime dripping off of chexter problem by putting +NOBLOOD

Also, slime doesn't drip off of chexter when he's shot anymore

Quote from: QuadrumpusGuy on August 01, 2010, 12:41:03 PM
Maybe do some word splicing using Fred Chexter's voice in the CQ Cinematics?

would somebody mind looking through it for me? That ending video makes me cringe


UPDATE - Fixed the screen flashes, so now the screen flashes red when you get zorched, and green when you get slimed.
Title: Re: Chex quest Skulltag Pack
Post by: Lucius on August 05, 2010, 03:02:55 PM
This is very good. Separating the two death sequences. I was planning on doing the same thing, but it seems like you know darn well what you are doing here. I'm still new to much of this myself, so how are you doing this exactly? Are you basically defining two damage types that cause you to go into completely separate death and pain sequences?

The other thing I was curious about was why you said it requires OpenGl rendering.

I'd like to see this become it's own freestanding WAD (or pk3) that can run solely on either The Ultimate DooM IWAD or the original Chex Quest IWAD.
Title: Re: Chex quest Skulltag Pack
Post by: 75 on August 05, 2010, 04:29:40 PM
I could have it run the original chex IWAD, but that would mean importing a lot of chex3-only textures into my PWAD.

It requires OpenGL because the invasion maps use 3d water and 3d floors, it's only completely necessary because in software rendering you can't swim up in 3d water. Also, a few of the textures and weapons are going to be .pngs not in the doom pallete.

For the competitive maps, it's going to be more like "OpenGL or it may look like garbage"

i.e.

[spoiler]

(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100805_153107.png)
OpenGL

vs.

Software

(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20100805_153152.png)
[/spoiler]

It's definitely playable, but it's a lot uglier than it needs to be. Not to mention, dynamic lighting is invisible, so it definitely wouldn't be the best way to play.

The seprate pain and death states were really easy, actually. I just modified the chexplayer

By the way, the chex warrior getting zorched frames were made using only colors in the doom pallete, so they should work great in software

actor ChexPlayer75 : DoomPlayer
{
game chex

Player.DisplayName "Chex Warrior75"
  Player.CrouchSprite "" // I will put this in later
 
 
  Player.StartItem "MiniZorcher75"
  Player.StartItem "Bootspoon"
  Player.StartItem "MiniZorchRecharge", 50
 
 
 
 
  Player.DamageScreenColor "60 b0 58"
  Player.WeaponSlot 1, Bootspoon75, Bootspork75
  Player.WeaponSlot 2, MiniZorcher75
  Player.WeaponSlot 3, LargeZorcher75, SuperLargeZorcher75
  Player.WeaponSlot 4, RapidZorcher75, UltraRapidZorcher
  Player.WeaponSlot 5, ZorchPropulsor75, Zorchlauncher
  Player.WeaponSlot 6, PhasingZorcher, Railzorcher
  Player.WeaponSlot 7, LAZDevice, LiquidZorcher
  Player.ColorRange 192, 207
 
  +NOBLOOD
  Damagefactor "Zorch", 1.0
 
  States
  {
               // Zorch pain and death states
  Pain:
    PLAY O 4 A_SetBlend("99 20 20", .5, 20) //makes the player's screen flash a bright pink color
  PLAY O 4 A_Pain
    Goto Spawn
    Death:
    XDeath:
    PLAY P 0 A_SetBlend("99 20 20", 1, 120)
    PLAY P 15 A_PlayerScream
    PLAY Q 15 A_NoBlocking
    PLAY R 15
    NONE A -1
    Stop

               // flem pain and death states
    Pain.Flem:
    PLAY G 4
    PLAY G 4 A_Pain
    Goto Spawn
    Death.Flem:
    XDeath.Flem:
    PLAY H 10
    PLAY I 10 A_PlayerScream
    PLAY J 10 A_NoBlocking
    PLAY KLM 10
  PLAY N -1
    Stop

    // maybe add extremedeath flems?
    }
}

   

I used the zorch death and pain frames in the default death and pain states, and created another pain and death state with the "flem" damagetype.

Giving flemoids the "flem" damage type was pretty much done for me, in chex3.wad. It's really quite simple to give enemies a damagetype, if you get stuck, send me a PM and I'll help you out. :)
Title: Re: Chex quest Skulltag Pack
Post by: ChexCommander on August 05, 2010, 07:55:37 PM
Sweet deal, I've always wanted more Skulltag maps!
Title: Re: Chex quest Skulltag Pack
Post by: Lucius on August 08, 2010, 01:33:01 PM
I think 75 definitely has something good going here. The key is optimization. To get rid of everything that we don't need and to get all the WAD files running independent of each other. Then it is possible to package them all in a pk3 file for releases. I'm also thinking of improving all of the lighting fixtures by adding brightmaps to everything so that they all look more realistic in both software and openGl mode.

I also hope that we can add Strife's amazing flemoids to this pack as well. I want to get all this stuff done so that I can return to my true purpose, mapping!
Title: Re: Chex quest Skulltag Pack
Post by: ChexCommander on August 08, 2010, 02:03:43 PM
Quote from: Lucius on August 08, 2010, 01:33:01 PM
I think 75 definitely has something good going here. The key is optimization. To get rid of everything that we don't need and to get all the WAD files running independent of each other. Then it is possible to package them all in a pk3 file for releases. I'm also thinking of improving all of the lighting fixtures by adding brightmaps to everything so that they all look more realistic in both software and openGl mode.

I also hope that we can add Strife's amazing flemoids to this pack as well. I want to get all this stuff done so that I can return to my true purpose, mapping!

Optimization is definitely what we should strive for here. If we got a pk3 with all the stuff necessary for CQ Skulltag, we'd be up and zorching in no time.
Title: Re: Chex quest Skulltag Pack
Post by: 75 on August 08, 2010, 02:08:19 PM
Brightmaps is a really good idea, I was thinking of that. So far, I'm not sure how to work it, but I'll look at it when I have time
Title: Re: Chex quest Skulltag Pack
Post by: QuadrumpusGuy on August 10, 2010, 05:59:13 PM
The Crate Fortress map is close to completion. I'm just making a few adjustments to it and may add some other minor details, like Conveyor Belts.
Title: Re: Chex quest Skulltag Pack
Post by: QuadrumpusGuy on August 11, 2010, 02:27:38 PM
Well then, here is Crate Fortresses, about 96% finished (See Below)! It uses Chex3.wad as the IWAD.

Download: http://www.mediafire.com/?u05288t94u0tt2b

The map has two sides: A red and blue side, with different bases. I never did get to figuring out Team Starts for Deathmatch unfortunately, but if you figure that out, that would be awesome. Also I need to figure out the scripting for CTF and ST, so it is not done yet. I may also put in a few more teleporters.

Map ID is QUAD01, but that is a temporary placeholder for it.

[spoiler]But, there is a secret in this map! A secret related to the mini quest in the Hotel Lounge I have been working on. (In other words, an Uber Quest!)[/spoiler]

All of the Red Diamonds with Yellow !s are placeholders for Random Powerups, SSG, Mega Sphere, etc.

Screenshot time! (It was in software mode so they look kinda cruddy)

[spoiler]
Part of the stoner ninja hallway
(http://i1002.photobucket.com/albums/af149/QuadrumpusGuy/Screenshot_Chex_20100811_120435.png)
(http://i1002.photobucket.com/albums/af149/QuadrumpusGuy/Screenshot_Chex_20100811_120941.png)

Security Room
(http://i1002.photobucket.com/albums/af149/QuadrumpusGuy/Screenshot_Chex_20100811_120931.png)

Team Selection Area
(http://i1002.photobucket.com/albums/af149/QuadrumpusGuy/Screenshot_Chex_20100811_120914.png)

View from one of the Outposts

(http://i1002.photobucket.com/albums/af149/QuadrumpusGuy/Screenshot_Chex_20100811_121000.png)

Halls in the Blue Section

(http://i1002.photobucket.com/albums/af149/QuadrumpusGuy/Screenshot_Chex_20100811_121026.png)


[/spoiler]

Title: Re: Chex quest Skulltag Pack
Post by: 75 on August 11, 2010, 02:33:41 PM
Nice camera room!

I'll do a test on it, then let you know what I think.

I'll add my custom crate colors too, it looks a bit bland as it is right now.
Title: Re: Chex quest Skulltag Pack
Post by: QuadrumpusGuy on August 11, 2010, 02:36:38 PM
Yes, it does need your crates.

I also need to hide a few secret areas from the auto map (Like I did with the uber quest area)

Oh, and yes, it is a bit tricky to get into some secret areas.
Title: Re: Chex quest Skulltag Pack
Post by: ChexCommander on August 11, 2010, 03:19:35 PM
Sweet deal, you guys are awesome! I take back what I said about needing doom2 for CQ Skulltag.

Loving the Stoner Hall of Fame, Quadrumpus. XD
Title: Re: Chex quest Skulltag Pack
Post by: QuadrumpusGuy on August 11, 2010, 03:29:56 PM
Quote from: ChexCommander on August 11, 2010, 03:19:35 PM
Sweet deal, you guys are awesome! I take back what I said about needing doom2 for CQ Skulltag.

Loving the Stoner Hall of Fame, Quadrumpus. XD

This will not be it's only appearance. It also appears in my Hotel Lounge Mod. As well as something else in that room.

I just had to make a tribute to the Stoner Ninjas.

By the way, what are we going to do about classes? Will we make a class for every Cqskin?
Title: Re: Chex quest Skulltag Pack
Post by: ChexCommander on August 11, 2010, 03:35:59 PM
Quote from: QuadrumpusGuy on August 11, 2010, 03:29:56 PM
Quote from: ChexCommander on August 11, 2010, 03:19:35 PM
Sweet deal, you guys are awesome! I take back what I said about needing doom2 for CQ Skulltag.

Loving the Stoner Hall of Fame, Quadrumpus. XD

This will not be it's only appearance. It also appears in my Hotel Lounge Mod. As well as something else in that room.

I just had to make a tribute to the Stoner Ninjas.

By the way, what are we going to do about classes? Will we make a class for every Cqskin?

Yeah, if you want you could make properties for a bunch of different skins. I know Mercenaries did a lot with a class based system, so you could take a look in that wad.
Title: Re: Chex quest Skulltag Pack
Post by: QuadrumpusGuy on August 11, 2010, 03:37:50 PM
It's the only way for skins to work in Chex Quest 3 that I know of, unless you found a way to bypass it.
Title: Re: Chex quest Skulltag Pack
Post by: 75 on August 11, 2010, 03:45:58 PM
Quote from: ChexCommander on August 11, 2010, 03:35:59 PM
Quote from: QuadrumpusGuy on August 11, 2010, 03:29:56 PM
Quote from: ChexCommander on August 11, 2010, 03:19:35 PM
Sweet deal, you guys are awesome! I take back what I said about needing doom2 for CQ Skulltag.

Loving the Stoner Hall of Fame, Quadrumpus. XD

This will not be it's only appearance. It also appears in my Hotel Lounge Mod. As well as something else in that room.

I just had to make a tribute to the Stoner Ninjas.

By the way, what are we going to do about classes? Will we make a class for every Cqskin?

Yeah, if you want you could make properties for a bunch of different skins. I know Mercenaries did a lot with a class based system, so you could take a look in that wad.

I might have a few classes, but they're going to be more or less identical in weapons and properties (*cough captain falcon class)

I didn't know you had to make a different class for every skin, but it's certainly doable. Probably the best way to go, considering I have so many damagetypes.  ;)

I have no idea how to make skins at the moment, I'll look into it later.
Title: Re: Chex quest Skulltag Pack
Post by: QuadrumpusGuy on August 11, 2010, 03:56:28 PM
I could try and make classes. I've never tried that before, but I've made those Experimental skins which were not too hard, except for the red-diamond thing with the Maximus, and I had to replace teleportus sprites with BWA due to the fact whenever you died it entered it's attack/teleport phase sprites.
Title: Re: Chex quest Skulltag Pack
Post by: 75 on August 11, 2010, 03:59:08 PM
making classes is really quite easy.

make sure you use KEYCONF, though.

In KEYCONF
clearplayerclasses

addplayerclass Class1
addplayerclass Class2
... [for all your classes]

Title: Re: Chex quest Skulltag Pack
Post by: QuadrumpusGuy on August 11, 2010, 04:53:48 PM
Hmm.. the camera textures don't appear animated in multiplayer  :-\
Title: Re: Chex quest Skulltag Pack
Post by: 75 on August 11, 2010, 05:19:15 PM
that's odd, they work fine in the lounge... hmm
Title: Re: Chex quest Skulltag Pack
Post by: ChexCommander on August 11, 2010, 06:18:31 PM
Quote from: 75 on August 11, 2010, 03:45:58 PM
I didn't know you had to make a different class for every skin, but it's certainly doable. Probably the best way to go, considering I have so many damagetypes.  ;)

Actually, I don't think you do, but it's less confusing that way. ;)
Title: Re: Chex quest Skulltag Pack
Post by: Lucius on August 12, 2010, 01:02:12 AM
Quote from: 75 on August 08, 2010, 02:08:19 PM
Brightmaps is a really good idea, I was thinking of that. So far, I'm not sure how to work it, but I'll look at it when I have time

Yeah, I'm not 100% sure that they work in software but I would think they should. I used to achieve a similar effect by breaking a lighting fixture into two separate things and defining one as fullbright, and placing one over the other in the map editor. Not really the best way to do things but boingo did this when we were still limited to Doom Legacy.
Title: Re: Chex quest Skulltag Pack
Post by: 75 on August 12, 2010, 01:14:08 AM
hey lucius, I've got a server going if you're interested (if you missed the shoutbox)
Title: Re: Chex quest Skulltag Pack
Post by: MajorSlime on August 16, 2010, 03:49:07 AM
So, i've been working on some maps, and want to share an invasion one. No pics however.

It is a small room that completely changes its appearance every 3 waves. Completely. From standard chex building stuff to flemoid section to virtual reality breakdown. Cool, huh? And yes, the geography (heights) change too. In fact, during the waves.

So, thats it. I just had to share this awesome map.
Title: Re: Chex quest Skulltag Pack
Post by: QuadrumpusGuy on August 16, 2010, 09:53:12 AM
Quote from: ChexMaster2109 on August 16, 2010, 03:49:07 AM
So, i've been working on some maps, and want to share an invasion one. No pics however.

It is a small room that completely changes its appearance every 3 waves. Completely. From standard chex building stuff to flemoid section to virtual reality breakdown. Cool, huh? And yes, the geography (heights) change too. In fact, during the waves.

So, thats it. I just had to share this awesome map.

Sounds pretty awesome! I haven't really made any progress on my invasion map lately... So after I finish my latest one, I will work on the invasion map.

Mine basically takes place at a spaceport and you need to fight your way to a large transport ship (Which uses 3d floors), and after getting onto the ship you go to Bazoik where the 2nd half of the invasion will occur.
Title: Re: Chex quest Skulltag Pack
Post by: QuadrumpusGuy on August 24, 2010, 06:56:23 PM
Summary of the maps I am doing so far and the progress on them:

Invasion Maps

(Unnamed map) - Start in at a Landing zone and move inside to the space port and get into a ship made with 3d floors and you go to bazoik where you fight the flemoids - similar to Space Adventure, but different in many ways - Progress: Been working on the ship - haven't really made any more progress at the moment.

Central Command Invasion - E3M1 with Invasion and some modifications, such as a 4th floor, etc. - Progress: Going good, though I just started. Only about finished with the first wave so far.

DM/ST/CTF Maps

Crate Fortresses - Two teams with two bases composed of crates in a storage facility. - Progress: Finished Map Structure, but needs some more detail. 75's Crate Textures will be used there.

Chex Space Station - Duke it out on a space station that revolves around Ralston. - Progress: Almost Finished. Some detail/texture fixes are needed, but the map is good.

Unnamed map - This is going to be a small Skulltag/CTF/DM map. Takes place in a Paintball Arena Like area, but with crates. Little progress made besides a basic structure of the map.

That's all for now.
Title: Re: Chex quest Skulltag Pack
Post by: MajorSlime on August 24, 2010, 07:06:18 PM
Dang. I was working on similar but smaller scale crate CTF.  :D

oh well, maybe I can convert it to Deathmatch...

keep up the great work!
Title: Re: Chex quest Skulltag Pack
Post by: QuadrumpusGuy on August 24, 2010, 11:50:08 PM
Quote from: ChexMaster2109 on August 24, 2010, 07:06:18 PM
Dang. I was working on similar but smaller scale crate CTF.  :D

oh well, maybe I can convert it to Deathmatch...

keep up the great work!

The one I made, for each side, is two mini bases, two outposts, two security rooms, and a Main Base. High Jump rune is very common in the level. There is also a stoner ninja hallway in each section.

Mine is for practically any mode. I need to do a bit of scripting though.

Could I see the one you were working on? Perhaps maybe meshing some elements together from both?
Title: Re: Chex quest Skulltag Pack
Post by: MajorSlime on August 25, 2010, 02:18:35 AM
Oh, its just a small room with crates with flags on both ends, and a side cold storage room for single flag CTF. nothin' special about it.
Title: Re: Chex quest Skulltag Pack
Post by: QuadrumpusGuy on August 25, 2010, 10:22:59 PM
Okay, lots of progress made on Central Command Invasion. Almost have all the waves completed. Still need to make a "Mega Quadrumpus"

I'm thinking the end of the level will be similar to MAP32 from Doom II. I don't know If I will need help or not on positioning projectiles launched. It will be somewhat based off of 75's Decadrumpus Attack Combo, but much deadlier.

4th Floor has been created though and it looks nice.

Also, will we be using the Chex Quest 3 DMXGUSC + GENMIDI Files or Doom 2's (I think DMXGUSC is the only one that makes a difference)? Personally I'd go with Doom 2's.
Title: Re: Chex quest Skulltag Pack
Post by: 75 on August 25, 2010, 11:25:24 PM
I was just going to use the Chex3 ones. I didn't know there was a difference, actually  :-\

How does D_E3M1 sound in doom's synths?
Title: Re: Chex quest Skulltag Pack
Post by: QuadrumpusGuy on August 26, 2010, 07:46:28 PM
Actually, there is a difference.

Listen to D_E2M1 With Doom 2's DMXGUSC lump. Then listen to it with Chex3's.

Then, listen to Grosse's music in Chex3's DMXGUSC lump then with Doom 2's.

There is a difference. Also that E2M4 remix sounds different at one part with Chex Quest 3's DMXGUSC.

I don't know what would resolve this. Or what would happen if both were placed into the same wad... hmm...
Title: Re: Chex quest Skulltag Pack
Post by: 75 on August 28, 2010, 02:47:09 PM
I updated my doombuilder configs, and my custom config is now out of date (it doesn't contain Line action 57 (Stacked sectors)).

I'm trying to get it to work right now, since I really need stacked sectors for MAP05
Title: Re: Chex quest Skulltag Pack
Post by: MajorSlime on August 30, 2010, 01:11:43 AM
I finished my maps! Just waiting for your next release now.
Title: Re: Chex quest Skulltag Pack
Post by: matthias720 on September 12, 2010, 12:18:49 PM
Just wanted to say that I just got around to finally trying this mod, and I was blown away by it's sheer awesomeness! :whale
Title: Re: Chex quest Skulltag Pack
Post by: 75 on September 17, 2010, 04:45:53 PM
I've decided that I'm going to make most of my own music for this wad. It's probably going to take a while, but I'm going to keep practicing.

In the meantime, the ripoff tracks will stay.
Title: Re: Chex quest Skulltag Pack
Post by: QuadrumpusGuy on October 01, 2010, 05:37:26 PM
btw... could you post a link to the 13.1 Alpha?
Title: Re: Chex quest Skulltag Pack
Post by: LAZ Trooper on October 01, 2010, 07:24:48 PM
Quote from: QuadrumpusGuy on October 01, 2010, 05:37:26 PM
btw... could you post a link to the 13.1 Alpha?
THIS. I've really wanted a newer version to get to play my stuff without having to drag half a dozen wads onto skulltag...
Title: Re: Chex quest Skulltag Pack
Post by: 75 on October 02, 2010, 01:53:14 PM
NOTE: If you are not a developer, you should probably wait and download the next beta. Quad's invasion map is missing textures and sprites, and there are a few other problems.

here you go

http://www.mediafire.com/?cuvyv96l2xff6mp

it comes with GLDEFS for all weapon shots and explosions, and a few dynamic light bindings for decorations.

The slime now glows! (Opengl only) Check out DUR02 for a demonstration.

It now includes a fully featured TERRAIN lump, now water and slime have splashes.

New maps:

DM02 - Mario Zorchmatch from TUCQ's zorchmatch (done)
DM03 - LAZ's Ghetto Brawl (buggy)
INVXX - Quad's Villa invasion (very buggy, have cheats ready!)



password is pinefresh
Title: Re: Chex quest Skulltag Pack
Post by: QuadrumpusGuy on October 02, 2010, 02:26:10 PM
Quote from: 75 on October 02, 2010, 01:53:14 PM

INVXX - Quad's Villa invasion (very buggy, have cheats ready!)


A new version is out in the progress section. It needs some Scripting help, however. (See Progress)