Idea
#106 posted by Tronyn on 2004/07/28 16:14:21
I was thinking lately that with this much new stuff and 4+ (I think) new maps and a start map, this is actually close to as big as OUM. Maybe to make it more professional and coherent we should just make it into a linear episode, rather than a coagula-contest style pack branching from a start map... what do you think?
If we were going to do that, some kind of logical progression between maps would be good (like OUM).
Damn did OUM ever rock :)
Hehe
#107 posted by starbuck on 2004/07/28 16:34:41
sure did
Quake Doesn't Need Logic.
#108 posted by R.P.G. on 2004/07/28 17:09:30
Shotgun And Armor In A Library
...doesn't strike me as logical. :)
However, I've had a brainwave. If we have four confirmed maps, then we can still use runes and have some nonlinear fun.
The runes, as intended, open the safe behind the reception desk, where there's a lectern that the Necronomicon is supposed to rest. The front doors open, and you take off outside towards Old Dethshill Cemetery... <Buford T. Justice>in hot pur-suit!</Buford T. Justice>
In other news, the master field now works properly for doors, as do the keys. I just have to check all the mastery code and then I'll start on weaponry.
Hehe Fatty...
#110 posted by distrans on 2004/07/28 20:12:45
...all this talk of master and slave is starting to sound very Neitzchean.
When I Don't Get My Way,
#111 posted by HeadThump on 2004/07/28 20:44:36
I take it out on the slaves
"A Library Makes Me Sick"
Actually, the idea is to be able to "turn on" or "turn off" an entity, like a door. The canonical example: A powered door that needs to be "turned on" to function normally.
My preferred example is a hub or central crossing where you do a few things, then the doors close and stop working normally, while several zillion monsters take turns buggering your skull.
Now I have to test the chainsaw. And the toggle-able push and hurt triggers, and
Fatty, The Rumours Are True Then?
#113 posted by HeadThump on 2004/07/28 21:09:38
You are showing off your QC AI programming skills with a path_bukake_groupattack function?
There Are Three 'K's In 'Bukkake', Silly
#114 posted by Kinn on 2004/07/28 21:13:06
That Word Is Racist
#115 posted by Zwiffle on 2004/07/28 22:38:40
[nt]
That Is Why I Avoided The Third 'k'
#116 posted by HeadThump on 2004/07/28 22:48:49
because I am just that sensitive you know
Question
#117 posted by Morfans on 2004/07/29 03:24:42
Not being an expert on these things...
Why is it racist?
Btw, The Word Is Nietzschean
#118 posted by Tronyn on 2004/07/29 04:28:21
what I meant by logical progression was just, thematic progression, like OUM had. However I think using the runes is good.
The 4-ish maps would be:
Fatty's map
Pulsar's map
My first map - Ikblue/Knave
My second map - Rogue Wizard/Runic
I've also got a map in production based on scraps from A Roman Wilderness of Pain, not sure if it would fit the theme though. Might be best to leave it for its own release later on, since it's also hardly started in comparison to the others.
As for prefabs/map objects, I've got a few but maybe some actual models (Headthump) would be good. Specifically I've made a candle-holder (like in Doom) prefab, but lots of these would make wpolys fly through the roof, so maybe a static model would be better (could incorporate the rogue candles possibly). Just an idea.
I've got some benches, chairs, bookshelves and lights for map prefabs, I could zip them and upload them somewhere.
and BTW, where are those map scraps? I'm making really good progress on the scrap-map now, so send them in while there's still room to incoroprate them.
Morfans
#119 posted by R.P.G. on 2004/07/29 08:51:12
Count the Ks in "bukkake." It goes like this: k, k, k. Now what's racist and has three Ks?
Is It
#120 posted by starbuck on 2004/07/29 08:56:55
Ken Kaniff from Konnecticut?
I Have A Doom Style Torch Stand
#121 posted by HeadThump on 2004/07/29 11:53:27
in production for Town of the Dead. I would be glad to hand over when it is completed.
BTW, in that Roman wilderness of pain,
are all the children insane?
meh suspects lycanthropy
#122 posted by Kell on 2004/07/29 15:05:40
BTW, in that Roman wilderness of pain,
are all the children insane?
Father...?
I've also got a map in production based on scraps from A Roman Wilderness of Pain
great idea, looking forward to this.
Scraps
I can't find the bits from that ikblue map I started anywhere. Sorry Tronyn, I think they're gone for good.
In further news, I still can't get the chainsaw to do its idle animation, and am starting to encode the chaingun.
Tronyn...
#125 posted by distrans on 2004/07/29 20:49:56
...ya, I tend to come up with some wrong combination of letters whenever I try to spell him ;)
The Rogue candles would be awesome!
You won't get a scrap from me, rather a medium sized map that needs item and monster placement. ETA 6-8 weeks. Incorporate it, cannibalize it, use it as a secret level, throw it away... whatever.
Update
The chainsaw animates properly, and the chaingun works... sort of. Ammo box models don't appear for some reason, and I haven't managed to get a double-impulse 8 selection going. I'll definitely have to fix those before implementing lava nails and multirockets.
Ok,
#127 posted by Tronyn on 2004/08/06 01:36:55
distrans, I'll probably just finish your map and use it.
As for my maps, the ikblue/knave underground thing is making some progress, architecture is about 1/3 or 1/2 done, while about 1/2 of that is lit.
Tronyn
#128 posted by PuLSaR on 2004/08/15 17:10:14
Do some hell-ish motives fit the theme of the project?
btw what's your e-mail?
Oh Yeah
#129 posted by Tronyn on 2004/08/15 18:32:02
netgames@netdp.com
and yes, hellish is good. I'm thinking of putting a flesh section or two in my second map myself.
in addition to ripping off the "demonic library with no floor" section from contract revoked :)
That's Great
#130 posted by PuLSaR on 2004/08/15 18:41:12
I meant exactly the usage of flesh textures from knave wad
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