Jump to content

Story before MAP01


Recommended Posts

Good evening to everyone. 

In my small wad, in addition to gameplay, i want to add a small section of the short story which players can read between the levels. 
Nothing special, but i think it will add some fun to the wad. 
I know that i cad add my story through the Slade in MapInfo file in the Clusters. 

But i cannot add it after Titlemap.
Let me explain what i mean. 
I have the Titleamap with some small scene with main menu and other stuff. Player can choose difficulty and start the game. 
So, i want to add a small portion of the story before map is started. 
Is it possible? if yes, how can i do that? 

Thank you in advance fro your answers.  

Edited by SgtPappas

Share this post


Link to post

As I understand it, GZDoom has not modified the game flow in a way that allows the game to start into an intermission. You can only start a new game at a level.

FYI, you aren't trying to add it after the titlemap, rather you're trying to add it at the start of a new game. There's no gamestate maintained between the title and a new game.

Edited by Edward850

Share this post


Link to post

While this wouldn't be 'before' Map01 as the map would load, it would give a similar effect to what you've described.

One way would be described in Chubz' Moving cameras and Cutscenes Tutorial just using an ENTER or OPEN script to freeze the world upon the player entering the level, then either playing a slideshow via textures/instant lowering walls or adding the story area elsewhere in the map and 'filming' it using the method in the tutorial.

This method is over 2 years old so there may be and almost always will be other options available.


 

Edited by DeetOpianSky
Corrected text.

Share this post


Link to post

Hexen: Veil of Darkness does what you're looking for. I haven't taken a look at how it's implemented, but you could check it for an example.
 

Faithless has a separate "prologue" entry in the episode selection that just displays story text and returns to the main menu, which is another approach you might want to consider.

Share this post


Link to post

Thank you guys for such quick answers. 

 

10 minutes ago, Shepardus said:

Hexen: Veil of Darkness does what you're looking for. I haven't taken a look at how it's implemented, but you could check it for an example.
 


Yes, this is exactky what i need! Thank you very much! 

Share this post


Link to post

Dammit, I thought we were gonna discuss the lore about what happened to Doomguy between Dooms I and II.  

I was gonna say he buried Daisy's head after setting fire to the big curvy structure that housed Dis/Unto The Cruel (depending on what you think is canon there), then he dropped all his weapons except for his trusty pistol (it's the only weapon that was truly his, after all), thinking that his part in the war is over - then he jumped the fence of the first building he saw, walked past the chainsaw without noticing it somehow, and went into the entryway....

Share this post


Link to post
12 hours ago, Maximum Matt said:

Dammit, I thought we were gonna discuss the lore about what happened to Doomguy between Dooms I and II.  

 

More what happened with other marines in the same time when Doomguy massacre forces of hell :) 

Edited by SgtPappas

Share this post


Link to post
40 minutes ago, Shepardus said:

Hexen: Veil of Darkness does what you're looking for. I haven't taken a look at how it's implemented, but you could check it for an example.

 

 

It seems like they do the trick. They created n empty level named INTRO and after that level they added the part of the story 

map INTRO "The Adventure Begins"
{
   next = "SWAMP"
   levelnum = 1
   sky1 = "BLAKWALL"
   music = ""
   cluster = 7
   Slideshow = "ShadowStart"
   NoIntermission


Intermission ShadowStart
{
    Image
    {
        Background = "BLAKWALL"
        Music = "BLANKOGG"
        Time = -1
    }
    Wiper
    {
        WipeType = Crossfade
        Time = 1
    }
    TextScreen
    {
        music = "HALL"
        Background = "INTERPIC"
        TextColor = "red"
        TextSpeed = 3
        Position = 0, 0
        Text =  "Awaken, hero. The world of Cronos is in ",
                "dire need once again. ",
                "",
                "Lady Nox, Sorceress of Shadow most foul, ",
                "has emerged from hiding, the long-lost ",
                "Chaos Sphere in her possession. ",
                "",
                "From her hidden fortress in the Shadow ",
                "Realm, she rallies Korax's scattered minions ",
                "under her control. Every day, more troops ",
                "arrive from offworld to bolster her army, ",
                "and more of the feeble-minded are inducted ",
                "into her Cult of Shadow. The very world ",
                "itself darkens as her creeping influence ",
                "grows."
    }
    TextScreen
    {
        music = "HALL"
        Background = "INTERPIC"
        TextColor = "red"
        TextSpeed = 3
        Position = 0, 0
        Text =  "Go now Champion. You must stop her. ",
                "",
                "Sail across the wretched swamp to the distant ",
                "Forest of Gloom. Nestled in these twisted trees ",
                "you will find a dark temple. Within, the only ",
                "known entrance to the Shadow Realm, where ",
                "the Fortress of Shadow resides.",
                "",
                "Many challenges await you on your quest, mortal.",
                "It will be a true challenge of your courage ",
                "and might.",
                "",
                "Go now hero. Make haste! Lest the world of ",
                "Cronos forever be lost to darkness."
    }
    Wiper
    {
        WipeType = Crossfade
        Time = 1
    }
    Image
    {
        Background = "BLAKWALL"
        Music = "BLANKOGG"
        Time = -1
    }
}

Share this post


Link to post

I remember an EDGE(?) mapset cheating at this by having the first map basically be a dark empty room that immediately called a script to end the level without an end-level stat screen, allowing it to immediately trigger a text intermission before the first proper level.

Share this post


Link to post
4 hours ago, Maximum Matt said:

Then he jumped the fence of the first building he saw, walked past the chainsaw without noticing it somehow, and went into the entryway....

More like he saw it and thought "I don't need that", then saw the zombiemen and was all "on second thought..."

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...