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[CP] Request for help with Doom1 E1 Open World.


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I'm wondering if anyone was interested in participating in this project:

 

 

The most urgent need is for a cutscene scripter and someone familiar with slade enough to add some Duke Nukem and Marathon monsters, animations for cutscenes, that familiarity.

 

There are some interesting things about the map. The oxygen system, There's "faction disposition" variables that change if you, kill some things. It was added to assist which cutscene plays, based off the variables determined prior enter cutscene. Plan was to alter the spawns of monsters based off what cutscene plays after that. 

 

I can make the art, and sound. Real help with the technical usage of the doom tools (slade, ultimate doom builder) to apply the art and sound would be very helpful.

 

The goal was to apply the Storyline to the map, the main quest. Add the necessary assets as needed for it.

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That sounds very cool. I'd offer to help, but adding monsters with ZDoom features is alien to me. If you wanted me to use Dehacked and sprite replacements I could. But that obviously isn't the project for that. I need to read up on adding monsters / things with ZDoom. It's probably a good skill to learn.

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On 11/9/2021 at 7:24 AM, Dusty_Rhodes said:

That sounds very cool. I'd offer to help, but adding monsters with ZDoom features is alien to me. If you wanted me to use Dehacked and sprite replacements I could. But that obviously isn't the project for that. I need to read up on adding monsters / things with ZDoom. It's probably a good skill to learn.

 

I'd be cool with any help. I think anything that keeps the project progressing is what eventually gets it out there. I'm not familiar with the capabilities of dehacked. I know that I already have setup a partial faction system and oxygen system, other things, using doom scripting within the map itself in the builder. There's that then the files through slade. Anything through slade is far more performance friendly so I'm leaning towards someone working directly in slade to modify monsters/ weapons. I can import sprites directly into what you work, replacing the monster, etc.

 

There's that then the second portion is working directly in the ultimate doom builder and scripting in it to connect/communicate with the "asset package" (pk3?) to animate the monsters to play talk or gesture animation, if player crosses a line, doing camera tricks, also playing any relevant sound files.

 

I'm hoping dearly, all I'm required to do is make art and sound (&import to slade). I made the map. It's done! Even comes with a working oxygen system, and that itself is interesting. Try going into the map, its like "island hopping" gameplay.

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27 minutes ago, rescue86k said:

 

I'd be cool with any help. I think anything that keeps the project progressing is what eventually gets it out there. I'm not familiar with the capabilities of dehacked. I know that I already have setup a partial faction system and oxygen system, other things, using doom scripting within the map itself in the builder. There's that then the files through slade. Anything through slade is far more performance friendly so I'm leaning towards someone working directly in slade to modify monsters/ weapons. I can import sprites directly into what you work, replacing the monster, etc.

 

There's that then the second portion is working directly in the ultimate doom builder and scripting in it to connect/communicate with the "asset package" (pk3?) to animate the monsters to play talk or gesture animation, if player crosses a line, doing camera tricks, also playing any relevant sound files.

 

I'm hoping dearly, all I'm required to do is make art and sound (&import to slade). I made the map. It's done! Even comes with a working oxygen system, and that itself is interesting. Try going into the map, its like "island hopping" gameplay.

`

I downloaded and tried the map and gandered through the files. I wandered through most of it in play via freeze and god mode and no clip. Especially after dying in the first sections to really overpowered monsters. LOL.

 

I like the aesthetic I seen going on, but its also super unclear what the direction here is. I've played another wad called Doom FreeRoam and its a solid and A+ set and top fave for me when I want alternate vanilla gameplay. But DOPE is all over the place. 

 

Its cool to want to build grand projects, but on this particular guy I would heavily suggest you scale back the ambition from 11 to about 5, especially since it is beyond your current ability.

 

Now that all the dry stuff is out of the way: That map is SUPER Gorgeous and I would love to play a semi normal Doom game on it ASAP!!!

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18 hours ago, kalensar said:

`

I downloaded and tried the map and gandered through the files. I wandered through most of it in play via freeze and god mode and no clip. Especially after dying in the first sections to really overpowered monsters. LOL.

 

I like the aesthetic I seen going on, but its also super unclear what the direction here is. I've played another wad called Doom FreeRoam and its a solid and A+ set and top fave for me when I want alternate vanilla gameplay. But DOPE is all over the place. 

 

Its cool to want to build grand projects, but on this particular guy I would heavily suggest you scale back the ambition from 11 to about 5, especially since it is beyond your current ability.

 

Now that all the dry stuff is out of the way: That map is SUPER Gorgeous and I would love to play a semi normal Doom game on it ASAP!!!

 

Well said about the skill gap to develop further sections of the map and therefore to scale back the ambition. I'll consider talking openly about taking the map in a new direction. The map itself is close to a gem, like speaking about it's geometry and structure. That is.. what the moon looked like. If you could exit out to the next building. Thank you Kalensar.

Edited by rescue86k

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3 hours ago, rescue86k said:

 

Well said about the skill gap to develop further sections of the map and therefore to scale back the ambition. I'll consider talking openly about taking the map in a new direction. The map itself is close to a gem, like speaking about it's geometry and structure. That is.. what the moon looked like. If you could exit out to the next building. Thank you Kalensar.

 

You're very welcome! I'm on the opposite spectrum of yourself when it comes to Doom modding. I predominantly make weapons and monster mods; I know a fair deal about map manipulation without even touching maps provided that the maps use mainly vanilla assets, and have fixed maps to be able to work under conditions they normally were not meant to. But as a graphics artist and actually mapping, my skills are utter garbage because my brain just doesn't work that way that well. Basically I understand the Decorate and ZScript languages, and GZdoom file structure at a decent level enough to fix mistakes in other people's mods or tweak them to my own liking.

 

You on the other hand have really good experience with some of GZD's more technical mapping assets. By all means, I would love to see a map for you designed purely for classic style play or semi-classic play because I really enjoyed my tour through this one prototype map!

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Thank you! I'll keep in heavy consideration a semi-classic gameplay for the map. I'm setting a goal to cleanse the map and reset its vision for.. January 1st 2022. Update on its post, on that date.

Screenshot_Doom_20210807_043846.png

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you could still keep it udmf if you want to... I have alot of experience putting MD3 monsters in to GZDoom and I have a vast collection of MD3 monsters (Quake 3 player models)

 

many more than just the 40k ones I've been working on for my After Dawn project

 

however, they suck out more performance and your open world map is already on the heavy side due to the sheer size

Edited by CBM

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