plums Posted February 1, 2014 Soundblock said:I want to modify the BFG missile-sprite though, to about 50-75% of its original size for the Cluster-attack. So I basically want to create a brand new missile-type, graphically similar to the existing BFG-ball, but smaller. The current sprite (BFS1A0) is too wide for a caco-sized monster to convincingly spit, IMO. Besides, monsters can't reproduce the radiation damage-trace effect of the player's BFG function, if I remember correctly? I think you're still thinking in a DeHackEd mindset. ZDoom's DECORATE is different, and essentially limitless in terms of number of monsters or projectile types, or which things can do which actions. You can have new things using new sprites etc. and nothing needs to replace anything else. 0 Quote Share this post Link to post
Soundblock Posted February 2, 2014 Gez said:You don't need to replace the existing BFG projectile sprites, though. Your new projectile can perfectly well use new sprite names. As for the tracers, it's actually possible, but it's not really a good idea for a monster. That's good news. Yeah, the rad-tracers are kind of player-mechanics territory, agreed. Does this mean you can also have entirely new monster entries added on top of the original cast these days, or is it still limited to replacing the existing ones? 0 Quote Share this post Link to post
esselfortium Posted February 2, 2014 You can add entirely new monsters, weapons, item pickups, etc. 0 Quote Share this post Link to post
Soundblock Posted February 2, 2014 esselfortium said:You can add entirely new monsters, weapons, item pickups, etc. Schweet! Saved me starting a new thread on the subject. EDIT:plums said:I think you're still thinking in a DeHackEd mindset. Doh, missed you response plums! Yep, last time I messed around with monsters DeHacked was the only option. Nice to know there are new and less restrictive ways possible. 0 Quote Share this post Link to post
Devalaous Posted February 2, 2014 There are ZDoom mods out there that mash pretty much every thing from every Doom Engine game together, so yeah, wasnt done in Dehacked :p DECORATE is awesome like that. That new BFG caco looks awesome btw. 0 Quote Share this post Link to post
Gez Posted February 2, 2014 Kinda old, but:Soundblock said:Btw - I'm not ashamed to admit that neither Google nor the Doom wiki will tell me what you guys take "FDA" to mean. Use the right and proper Doom wiki and you'll see it. The one on wikia is no longer maintained by the community. 0 Quote Share this post Link to post
Soundblock Posted February 3, 2014 Gez said:Kinda old, but: Use the right and proper Doom wiki and you'll see it. The one on wikia is no longer maintained by the community. Ta. Its tough to now the right venues, for a sporadic visitor. Ragnor said:There are ZDoom mods out there that mash pretty much every thing from every Doom Engine game together, so yeah, wasnt done in Dehacked :p DECORATE is awesome like that. That new BFG caco looks awesome btw. Oh, the Blueberry? Thanks - just a slobbering hellion from the 334th level of the Abyss, nothing to worry about for most marines. I'm looking to test the sprite in the engine to see how it holds up when the color index is ramping in differently lit sectors, but haven't found a tool with an interface self-explanatory enough to let me do this yet. Nor any tutorials. Got any suggestions for easy sprite import tools? I'm currently debating whether I should try to tackle another "new beastie" in the form of XML, or whether to run a Dosbox on good' old Dehacked. Couldn't find any tutorials for Slade out there, though it seems it should be possible with that one. 0 Quote Share this post Link to post
Gez Posted February 3, 2014 Quick sprite importing tut: Start SLADE 3 if it isn't already running Drag and drop your wad on it to open it (or use File->Open, or create a new wad with File->New->Wad archive or the "A" toolbar button). Navigate to your S_START lump, or create it if it doesn't exist yet (Archive->New->Entry, or the "E" toolbar button; if you create it don't forget to also create the S_END lump as well). Drag and drop your sprite files into the entry list, between S_START and S_END. (You can also use Archive->Import files, and they'll be added after the currently-selected entry.) If needed, select all the imported sprites and then convert them to Doom Gfx format (there's a convenient "Convert Gfx to..." button when several images are selected, and you can also use right-click->Graphics->Convert to...). How do you know whether it's needed? If the images aren't in a format supported by the engine, it's needed. Vanilla of course is limited to its native picture format, ZDoom has more choices. You can also use the convert step to make a color transparent (e.g. you import a bunch of BMP files with cyan or magenta background). If needed, give offsets to the sprites. Images that do not already have offsets will be rendered inside the floor... SLADE has automatic offset options that'll be useful there, though you can always finetune it later. (Select all sprites, then click on "Modify Gfx offsets".) 0 Quote Share this post Link to post
Soundblock Posted February 3, 2014 Gez said:Quick sprite importing tut: Start SLADE 3 if it isn't already running Drag and drop your wad on it to open it (or use File->Open, or create a new wad with File->New->Wad archive or the "A" toolbar button). Navigate to your S_START lump, or create it if it doesn't exist yet (Archive->New->Entry, or the "E" toolbar button; if you create it don't forget to also create the S_END lump as well). Drag and drop your sprite files into the entry list, between S_START and S_END. (You can also use Archive->Import files, and they'll be added after the currently-selected entry.) If needed, select all the imported sprites and then convert them to Doom Gfx format (there's a convenient "Convert Gfx to..." button when several images are selected, and you can also use right-click->Graphics->Convert to...). How do you know whether it's needed? If the images aren't in a format supported by the engine, it's needed. Vanilla of course is limited to its native picture format, ZDoom has more choices. You can also use the convert step to make a color transparent (e.g. you import a bunch of BMP files with cyan or magenta background). If needed, give offsets to the sprites. Images that do not already have offsets will be rendered inside the floor... SLADE has automatic offset options that'll be useful there, though you can always finetune it later. (Select all sprites, then click on "Modify Gfx offsets".) That worked (temporary link) 0 Quote Share this post Link to post
ella guro Posted May 22, 2014 bumping just to say this is really, really cool. i love the blue theme and the use of lighting is really amazing. also i'm really into those little cubbyholes on the wall - and especially the archviles in flame-textured areas. there are so many cool little details. TEETH.wad is one of my favorite Doom levels out there and it's awesome to see its author still going strong as ever. i'll have to give this a legit playthrough sometime soon. 0 Quote Share this post Link to post
Devalaous Posted May 23, 2014 I just have to pop in and say that everytime someone mentions this map, I get the music from the beta version stuck in my head for AGES. 0 Quote Share this post Link to post
plums Posted May 23, 2014 Ragnor said:I just have to pop in and say that everytime someone mentions this map, I get the music from the beta version stuck in my head for AGES. Which track was it anyhow? 0 Quote Share this post Link to post
Soundblock Posted May 23, 2014 plums said:Which track was it anyhow? Organic Gods 0 Quote Share this post Link to post
SubstanceJ Posted May 23, 2014 Excellent concept map. The stealth monster swarms do get a little frustrating, I frequently ran out of ammo and died many horrible and painful deaths, but I guess a last map should be quite challenging. Didn't finish it yet, btw... Is there a map pack or mega wad in the works that goes with it? I played some of your maps, but this is really something else... 0 Quote Share this post Link to post
Springy Posted May 23, 2014 I tried this before but I couldn't work out what to do. I personally didn't like the use of stealth monsters but that's only a minor flaw for me. I will try and complete it tonight. 0 Quote Share this post Link to post
Soundblock Posted May 23, 2014 Playtips: - if you aren't doing so already, watch your ammo and health counts carefully; Don't top up if you would cap out (on large items). There are minor adjustment items throughout that will let you cap out your gauges without a heavy hit to the main supply-stores. - to save plasma, burn bullet ammo on lesser foes. - get one of the backpacks at very earliest convenience (sharp left or right turn to adjacent chambers, once entering the central blueness) - don't waste plasma where the plasmaballs don't fit! (i.e. the many spherically rowed monster "arrowslits") SubstanceJ said:Is there a map pack or mega wad in the works that goes with it? Its currently a mother-ship separated from the fleet, so to speak. Maybe in time it'll rejoin a fitting armada, if there ever is one. Not that it is ACTUALLY a mothership. Its more of a auto-ceramic artificial cyber-seed, run rampant and become a home of hell minions. Probably not. Maybe. If I ever manage to create any more interesting blue textures I might expand the theme and make something precluding that fits, but its not the most malleable color range in the Doom palette. Rather specific. Those blues generally don't play well with any of the other colors in there and I'm sticking to the default colours, so... its hard to say. 0 Quote Share this post Link to post
kmxexii Posted June 3, 2014 Finally got around to playing this, it was a real treat. It was also kind of a pain in the ass, but once I restarted after getting "stuck" and headed straight for the arachnotron / imp area it was much more manageable. All of the secrets and puzzles and whatnot brought me back to Eternal Doom in a good way and the visuals were quite stunning. I didn't care much for the stealth monsters, but they were more of a nuisance than a source of any real frustration. I was surprised to see this was tied to the Cabal series, reading the .TXT. Was this organ player a cabal member with a name, or can we just call him Keith Emerson? Curious as to where this fell in the original series. 0 Quote Share this post Link to post
Soundblock Posted June 5, 2014 kmxexii said:I was surprised to see this was tied to the Cabal series, reading the .TXT. Was this organ player a cabal member with a name, or can we just call him Keith Emerson? Curious as to where this fell in the original series. /spirit of 1993 roleplaying mode: ON Rivalries between the aforementioned group of otherworldly powermongers are thought to transcend mere human monikers. If they actually knew each other's true names they would probably summon and bind each other until they were bound up in knots no natural force could unwind. I'm not quite sure how the blue trooper managed to join the upper level of otherworldly string-pulling, but I suspect him either to be a favorite polymorphed form of sorts, hiding a greater denizen, OR a musician familiar that's managed to outlive his master/custodian and thus inherited some of the latter's stature. /spirit of 1993 roleplaying mode: OFF ...or maybe he's just the front man for this imp? 0 Quote Share this post Link to post
Guest Posted June 6, 2014 This was insanity on a stick. In a really unique and challenging kinda way. 0 Quote Share this post Link to post
Devalaous Posted June 6, 2014 KiiiYiiiKiiiA said:This was insanity on a stick. In a really unique and challenging kinda way. This guy was the reason I got into the Doom mod scene btw, thanks to the CABAL series. I'll admit, a lot of the things in Revilution and before that, Devilution, that ive thought of, were inspired by Sverre's works. And now I have that music in my head again >_> 0 Quote Share this post Link to post
Soundblock Posted June 6, 2014 Shucks, thanks Ragnor. I blush/melt like a snowman in July. Jason Hargreaves' Nukemine episode (and later, Dr. Sleep's stuff) were great accelerants for me, but I was always going to make Doom maps once those editors started to surface. You pretty much saved Plasmaplant though, from being released without any third-party, hands-on, in-depth input, which I find to be essential stuff for a quality map. Really glad I got it out the door at the end of last year. The central soulsphere, up there in the back of the piano room, is a testimony to your patience and persistance, may all travelers whose life % it boosts know it to be a product of your valiant efforts. Got a link to those maps of yours? My WAD folder isn't quite full yet, though I just downloaded a bunch from this thread. Nice to have some wad options down the road/on the backburner. If I ever get in touch with Mr Klem somehow (haven't come across any contact info for him yet) I'll ask about attaching that song of his to a new patch. Got some other minor fixes done, like the last permanent leak-line plugged and a very slight increase in resources. Don't want to step on any MM-fans toes though, who might feel MM2MUS.WAD's D_STLKS3 belong solely with that project. 0 Quote Share this post Link to post
gemini09 Posted June 6, 2014 Soundblock, if you have Facebook, you can find Mark and David here: https://www.facebook.com/tolwynklem Mark also has his own page; you can find it as "Mark Anthony Klem". I encourage packing one of his/ their excellent tunes with the map if you release another edition. Half of the pleasure of playing the "big megawads" (Memento Mori, MM2, Requiem, Strain, Gothic DM, Gothic DM 2) was to hear new, incredible music, and I would say the soundtrack has stood the test of time while the maps are a bit more up for debate. :) Cheers. :) 0 Quote Share this post Link to post
Devalaous Posted June 7, 2014 Soundblock said:Shucks, thanks Ragnor. I blush/melt like a snowman in July. Jason Hargreaves' Nukemine episode (and later, Dr. Sleep's stuff) were great accelerants for me, but I was always going to make Doom maps once those editors started to surface. You pretty much saved Plasmaplant though, from being released without any third-party, hands-on, in-depth input, which I find to be essential stuff for a quality map. Really glad I got it out the door at the end of last year. The central soulsphere, up there in the back of the piano room, is a testimony to your patience and persistance, may all travelers whose life % it boosts know it to be a product of your valiant efforts. Got a link to those maps of yours? My WAD folder isn't quite full yet, though I just downloaded a bunch from this thread. Nice to have some wad options down the road/on the backburner. If I ever get in touch with Mr Klem somehow (haven't come across any contact info for him yet) I'll ask about attaching that song of his to a new patch. Got some other minor fixes done, like the last permanent leak-line plugged and a very slight increase in resources. Don't want to step on any MM-fans toes though, who might feel MM2MUS.WAD's D_STLKS3 belong solely with that project. Nice to know I did make a large difference. Kyka (KiiiYiiiKiiiA up there) recruited me as a tester (and later as a project co-leader), without him I probably wouldn't have tested it so thouroughly, if at all, especially a new map from the guy whose maps influenced me so much. I just hope I didn't make the level too "easy" (Always loved the brutal but fair Kvernmo Style, long before I even knew who the author of those waps was. Imagine my surprise when I learnt some of the Master Levels that were similar, were infact originally part of that series) I dont have any actual maps, as I cant seem to ever figure out Doom editors enough, but TNT Revilution, an alternate sequel to Evilution, has some ideas inspired by a mix of your early maps and from the incredibly inventive commercial PWADs. The final boss concept is almost entirely mine, and highly CABALish in a way. Just need to get my crazy ideas working in vanilla o_O 0 Quote Share this post Link to post
kmxexii Posted June 7, 2014 Soundblock said:/spirit of 1993 roleplaying mode: ON Rivalries between the aforementioned group of otherworldly powermongers are thought to transcend mere human monikers. If they actually knew each other's true names they would probably summon and bind each other until they were bound up in knots no natural force could unwind. I'm not quite sure how the blue trooper managed to join the upper level of otherworldly string-pulling, but I suspect him either to be a favorite polymorphed form of sorts, hiding a greater denizen, OR a musician familiar that's managed to outlive his master/custodian and thus inherited some of the latter's stature. /spirit of 1993 roleplaying mode: OFF ...or maybe he's just the front man for this imp? Still pulling for 0 Quote Share this post Link to post
Soundblock Posted June 7, 2014 I'll have to check that Emerson guy out, I guess. He looks... feverish. EDIT (looked him up): Wow, crazy. I guess that could be him. It sure ain't Paul Shaffer! 0 Quote Share this post Link to post
Soundblock Posted August 15, 2015 Please excuse my double post. Instead of starting a new thread, I figured I'd change the headline and bump this one up, to let you know plasmap.zip is now on /idgames. EDIT: 1st post updated with idgames link, youtube (1) playthroughs (2) and web review. Thanks for playing! 0 Quote Share this post Link to post
CortexReaver Posted August 11, 2023 Sorry for necroposting. Hope this kind of activity is not prohibited on this forum. I've stumbled upon this WAD in my collection and decided to play it. Really love the visuals, but the difficulty (especially enemy placements) is a complete bs... I want more. 1 Quote Share this post Link to post
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