Chex Quest Fan Forums
Archive => Inactive Fan Projects => Archive => Chaos on Flemoid Prime => Topic started by: The Green Avenger on March 18, 2008, 05:16:07 PM
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Ha! I defy Microsoft to be this punctual! Not only have I kept my release date, I beat it by a day! Download the new version:
Version 0.1 (http://files.filefront.com/COFPv01wad/;9843293;/fileinfo.html)
You must run it through TUCQ for the time being. I plan to make it possible to run it just with the Chex IWAD, but I haven't done it yet.
Release notes: E1M4-E1M5 have various glitches in the level, due to what I call 'dirty mapping,' the kind of mapping used by rookies. They are the oldest levels in the pack as of now. For those of you who would like to compare this release with the last one, it is still available for dowload here. (http://files.filefront.com/COFP41wad/;7518294;/fileinfo.html)
Go and get it!
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no! ... now I have to get TUCQ! lol, I'm going to get this soon.
and good job on the release date.
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The release date was a lucky guess... I was a bit nervous about it when my family took a two-day trip to Sea World, but everything worked out.
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heh, lol
I'm getting the stuff now...
UPDATE: I like it! Nice maps (as always), and now you have some good story! but...
1. U never had a way with textures...Seriously, when U think the level is finished, put some wood, some steel, some something on there!
2. Um...there needs to be more replaced. I noticed that the messages that show at the end weren't changed...but that can come later.
I was going to put a 3, but its just a note. You have to use the Original Chex.wad or it will show the 4 skulls door from doom.
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Some of the text flashes on the screen for point 0.675 seconds and then it is gone. Even though I read at about as faster than I can speak or type combined (fast and VERY FAST) I could barely finish reading it.
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I'll look into the quick tips. I tried to weed out the tips and make them timed tips to make sure that it would give you time to read them, but i really must say that most of the opening and ending tips will be replaced with FS cutscenes anyway, which will add to the storyline which I just finalized.
I really know that I'm horrible texturer. I'm sorry, but I have very little ability with any sort of art, save messing with other peoples work and trying to clean it up. Even there I'm amateur at best. The fact that most of the existing textures have Chex on them, and I want all or at least a lot of the them to be available for Episode 2 and part of Episode 3 (The Flempire Strikes Back) gives me limited texture choices as far as Flemoid Prime goes. I am thinking of replacing the numerous gray wall textures (which I way overdid in my maps) with Flemoid related textures, but once again, art isn't my thing. I'll work on it, and accept help in this regard, but it will likely be included in later versions. My best texturing performance in m opinion, by far has to be E2M1. That really looked better than my other levels, IMHO.
Um...there needs to be more replaced. I noticed that the messages that show at the end weren't changed...but that can come later.
You mean the episode end messages? I have those prepared for version 0.3. To actually change the episode end messages, you have to have a .wad file independent of TUCQ, or else your DeHacked lump is canceled out (at least in my experience). So I would have to take the whole of TuCQ and put it into my level pack, which isn't necessary until I actually finish an episode.
BTW, did you like the new HUD status bar? And how about the fragglescripted countdown timer? I really enjoyed making that one.
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Personally, I would prefer the older HUD. Mabey it's the wild letter colors.
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I see the opinion. Personally, it's a weird conflict for me. I thought it looked great when I finished with it, but the colors were somewhat strange inside Legacy. I think it could have something to do with the DooM colors. Would this be a possible cause of slight color distortion.
I guess I could either go back to the original, or just switch the colors back to white. That would take all of five seconds in MSPaint...
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No, cav...I kinda like the new status bar...something fresh for me. and TGA, since you are on a space ship, some of Boingo's steel textures would work fine!
The fraggle scripted timer I thought was cool! Just a question, though...what happens if you don't make it? O_O
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It would take much less script to just tell it to wait a minute and a quarter and then activate the self destruct, but I thought that this looks cool. Plus, all I have to do from now on is take that script and the variables and stick them in another map in which I want a timer, then change the variables to make it as long as I want it to be!
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...i'll have to open the code to find what happens...
but the timer looks cool. Only problem, I got to the exit in 15 seconds! Mebe you should make the exits in the bridge, like escape pods. It takes longer, and its more exciting!
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Ironically, I made it there in 10 seconds... However, it does get harder if you don't clean out the guys hiding among the boxes. Turn around, and you could easily have a minute's worth of fighting on your hands...
Oh, if you don't make it to the exit before the self destruct sequence ends, the screen blacks out, you hear an explosion sound effect, and you get hit with 200 hit points of damage. In other words, instant game over...
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lol...nice.
hmm...too bad you cant do duke nukem styled things...like the whole section of space station locking or moving into place. you (and most everyone) could use some of that.
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you can actully do alot of thing with fraggle script... You'd be surprised...
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I've never played duke nukem...
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! Eh, well, not exactly Duke Nukem 3d, but the whole Build engine. There are parts where you get into a small pod, close the door, and hit a switch. Look out the window...you're moving...across space to the other side of the space station. When you finaly lockin (with an earthquake effect on the camera) and open the door...your on the other side!
Also, opening doors sideways or out like real ones...but thats all GZDooM.
Any News, TGA? Imah waiting patiently...
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This mod is very well done! once I got past the "Concrete Spacestation?" phase, I really got into it, when the alarm went off for taking the yellow key, I was all like "Oh noes!"
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As has been stated before, the concrete textures are not permanent, and will hopefully be added for the version after next.
Thanks for playing!
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I played through it over vacation with my cousin (who likes CQ alot)...we noticed a few things:
Some of the messages go by too fast to read.
WE GOT LOST...alot.
(he also complained about textures, but we know that already)
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Where'd you get lost? I built the levels so that it should have been rather easy to find your way through anything that was not a maze.
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eh heh heh....is it a bad sign when I haven't beaten it yet?
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Perhaps, where are you?
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No, its not like "im behind door no 1" its just...We went through doors not noticing the fact that we had been there till we hit the dead end...the main place we got stuck was the jail level...We could not find the exit for awhile.
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In that case I may just opt for a classic DooM 2 style 'Exit' sign. :D
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LOL, that might work...
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Perhaps, where are you?
I've gotten up to the second level :D
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Stuck in the second level, eh?
For the record, this level, as well as at least one other level, depend heavily on keys. The main objective is to find the certain key you need to gain access to the outside. For future reference, the exit to level 2 is to your right as you leave the prison cell. You have to open it elsewhere, then go back to it.
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Either I did something wrong, or something's wrong, because it dies when you start a game and complains there isn't a GATE1A.
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You Must add in TUCQ Phase II Beta 3 first, then add in CoFP.
Chaos on Flemoid Prime needs TUCQ to work. ;) 'Njoy the game.
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What do you mean add? ???
So what exactly do I do you make this work?
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Hmmm....Open Legacy launcher. go to single map. where it says additional files, click the three dots. choose CQUESTP2B3.wad. Let it finish, then click the three dots again. Select COFPv0.1. Let it finish, then set the map number and the difficulty settings. When you're ready, click okay. The console should load startup params, then start loading the map. You should encounter no errors.
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What three dots? ??? ???
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...the one ne- ... The plus button (DOH!)
I fail it for tonite...
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Ironically, I made it there in 10 seconds... However, it does get harder if you don't clean out the guys hiding among the boxes. Turn around, and you could easily have a minute's worth of fighting on your hands...
Oh, if you don't make it to the exit before the self destruct sequence ends, the screen blacks out, you hear an explosion sound effect, and you get hit with 200 hit points of damage. In other words, instant game over...
How are you getting to the teleporter in 10 seconds? ???
And what guys hiding in the boxes? ???
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That's map E1M3, just for the record, and they're not in the boxes, they're around the boxes.
And I run, really fast to get to the teleporter in 10 seconds. Only ever did it once, tho.
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LOL speed runz...
So, still planning on August?
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Maybe, but likely not, camp's on Monday thru Friday, and that'll kill my mapping time. It may take until well into September, but hopefully not more. With school, tho, ya never know.
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If you didn't already know, the Super Cyclop's slimeballs are transparent, and so is the gyro.
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Alas, this is legacy's doing...I'd like to think that editing the files would work...hmm.
Thats one reason TUCQ had to do alot of stuff...many things gave off light or were transparent...so Boingo worked around them. But it made sense for a fireball to be transparent, so it was done...
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Yes, if anyone knows how to edit them so that they won't be transparent, tell me. In the mean time, I'll look over their properties in wHackEd 2.