Chex Quest Fan Forums

Chex Quest => Chex Quest and Related Topics => Chex Pack => Topic started by: 75 on August 06, 2010, 02:00:14 AM

Title: Discussion topic
Post by: 75 on August 06, 2010, 02:00:14 AM
So, what did you think?
Title: Re: Discussion topic
Post by: ChexCommander on August 06, 2010, 12:12:34 PM
Wow, 75, nice work so far on the SP! Combine this with CQ Arena, and we've already got a very nice way to play CQ in Skulltag. If Lucius does some work with the engine too, we could totally have a pwnz multiplayer setup going. :)
Title: Re: Discussion topic
Post by: 75 on August 06, 2010, 12:50:52 PM
Glad to hear you like it!

Actually, my mod contains everything from cqarena except the skins, so we don't need cqarena to run this
Title: Re: Discussion topic
Post by: Datra on August 13, 2010, 03:11:45 AM
But will the skins be incorporated later down the line?
Title: Re: Discussion topic
Post by: 75 on August 13, 2010, 03:12:31 AM
sure, but maps and enemies are my main priority right now
Title: Re: Discussion topic
Post by: QuadrumpusGuy on August 13, 2010, 12:46:29 PM
I'm putting some zorchers from Ragnarok into my maps, but I'm not sure about the Pyro Zorcher, seems too alike to the Phazing Zorcher at the moment. I will have to make some changes. But I'm putting in a Frozen Orb Zorcher (Which is not in Ragnarok... yet!!) It's done for the most part. I may mess with sounds later on, though at the moment I like the sound combinations.
Title: Re: Discussion topic
Post by: Lucius on August 13, 2010, 04:26:15 PM
From playing yesterday, what I can say is this:

- Fix bootspoon attack sound
- Fix chat bubble
- Replace railgun
- Change m_skull graphics back to normal
- Fix mini zorcher bug
- Make zorch puffs opaque
Title: Re: Discussion topic
Post by: QuadrumpusGuy on August 13, 2010, 04:43:56 PM
By the way, here are screens for anyone who wants to see the Frozen Orb in action.
(http://i1002.photobucket.com/albums/af149/QuadrumpusGuy/Screenshot_Chex_20100813_103339.png)
(http://i1002.photobucket.com/albums/af149/QuadrumpusGuy/Screenshot_Chex_20100813_103315.png)
(http://i1002.photobucket.com/albums/af149/QuadrumpusGuy/Screenshot_Chex_20100813_103231.png)
(http://i1002.photobucket.com/albums/af149/QuadrumpusGuy/Screenshot_Chex_20100813_103209.png)
(http://i1002.photobucket.com/albums/af149/QuadrumpusGuy/Screenshot_Chex_20100813_103151.png)
Title: Re: Discussion topic
Post by: Lucius on August 13, 2010, 04:52:58 PM
Quote from: Lucius on August 13, 2010, 04:26:15 PM
From playing yesterday, what I can say is this:

- Fix bootspoon attack sound
- Fix chat bubble
- Replace railgun
- Change m_skull graphics back to normal
- Fix mini zorcher bug
- Make zorch puffs opaque

Sorry, I hit "edit" instead of "quote" and didn't realize it until after I hit "submit'
Title: Re: Discussion topic
Post by: QuadrumpusGuy on August 13, 2010, 05:09:09 PM
Quote from: Lucius on August 13, 2010, 04:52:58 PM
Quote from: Lucius on August 13, 2010, 04:26:15 PM
From playing yesterday, what I can say is this:

- Fix bootspoon attack sound
- Fix chat bubble
- Replace railgun
- Change m_skull graphics back to normal
- Fix mini zorcher bug
- Make zorch puffs opaque
- Fix SuperBreakfast pickup sound (get rid of skulltag announcer "soulsphere")

We are going to make an announcer for Chex Quest, I think Microsoft Sam could do the job for that.
Title: Re: Discussion topic
Post by: 75 on August 13, 2010, 07:44:04 PM
Quote from: Lucius on August 13, 2010, 04:26:15 PM
- Fix bootspoon attack sound
hmm, yeah, I didn't think of that... do you have any ideas where I could get zorch sounds from? I can't think of many good sources

I wonder where the devs got the zorch sounds from...


Quote
- Fix chat bubble
- Replace railgun

on it, though the railgun might be tricky...

Quote
- Change m_skull graphics back to normal

Like I said, I kind of like em, but I'll see if I can come up with something better.

Quote
- Fix mini zorcher bug

what went wrong with that? I don't remember.

Quote
- Make zorch puffs opaque

possibly, but they look pretty good translucent. I'll compare the two rendering styles

Quote
- Fix SuperBreakfast pickup sound (get rid of skulltag announcer "soulsphere")

The announcer is going to be completely replaced. In the meantime just turn him off. He's not meant to be used with chex quest.
Title: Re: Discussion topic
Post by: noob1234 on August 17, 2010, 06:30:08 PM
Microsoft Sam?!? sorry, but no.
maybe someone could voice act...  :D
and is the frozen orb zorcher like the blue phasing zorcher in CQ Generation 2? (slime's mod; it's key number 8 ) if you don't know what it is, then it freezes the flemoids in place, thin they break up into a pile of frozen slime.
Title: Re: Discussion topic
Post by: QuadrumpusGuy on August 17, 2010, 06:53:16 PM
Quote from: noob1234 on August 17, 2010, 06:30:08 PM
Microsoft Sam?!? sorry, but no.
maybe someone could voice act...  :D
and is the frozen orb zorcher like the blue phasing zorcher in CQ Generation 2? (slime's mod; it's key number 8) if you don't know what it is, then it freezes the flemoids in place, thin they break up into a pile of frozen slime.

It uses freeze properties, so it is similar. However, the center orb launched releases a bunch of icy bolts in all directions.
Title: Re: Discussion topic
Post by: 75 on August 17, 2010, 07:01:09 PM
which has caused lag problems, and I'm not sure if I want it in right now

Also, Microsoft sam is out for the voice acting... I'd do it before I got microsoft sam to do it
Title: Re: Discussion topic
Post by: QuadrumpusGuy on August 17, 2010, 07:03:54 PM
Quote from: 75 on August 17, 2010, 07:01:09 PM
which has caused lag problems, and I'm not sure if I want it in right now

Also, Microsoft sam is out for the voice acting... I'd do it before I got microsoft sam to do it

Oh yeah, I remember how we crashed from spamming them with spread.  XD

They've been fixed now though. Cool down is much longer and it isn't too bad now. I'd like to run a test still. I may still have to reduce the amount of bolts spawned.

Maybe AT&T Real Voices??
Title: Re: Discussion topic
Post by: 75 on August 17, 2010, 07:08:35 PM
I think real voice acting is the way to go, there's no way we can get that kind of emphasis or excitement out of a text to speech program.
Title: Re: Discussion topic
Post by: QuadrumpusGuy on August 17, 2010, 07:09:28 PM
Who could we get for the Announcer?
Title: Re: Discussion topic
Post by: 75 on August 17, 2010, 07:11:13 PM
... any volunteers?

xbolt, maybe?

I'll try it at some point, but right now I'm too busy in maps to worry about stuff like that.

Title: Re: Discussion topic
Post by: Datra on August 17, 2010, 10:35:05 PM
When I get a good mic I'd be happy to give it a shot.
Title: Re: Discussion topic
Post by: 75 on August 17, 2010, 10:51:13 PM
I tried making a few recordings, I can't do it, my voice isn't deep or strong enough. I also did a funny one with an accent, which would be hilarious in game. I might put that one in just for laughs.

If you'd like to hear my attempts, send me a pm. I didn't do all of the words, just the invasion stuff.

This might be harder than I thought
Title: Re: Discussion topic
Post by: ChexCommander on August 17, 2010, 10:58:13 PM
I could try doing one or two, messing around with 'em in my programs, and see how they come out. No guarantees, though.
Title: Re: Discussion topic
Post by: 75 on August 17, 2010, 11:01:27 PM
if you want to try improving mine, I'll send you the files.


Although you might be better off just recording your own...
Title: Re: Discussion topic
Post by: Datra on August 17, 2010, 11:04:13 PM
Curious: The breakfast item in tucq on pickup made a cereal chewing sound. Should we bring that back? maybe paired with a "SUPERCHARGED BREAKFAST" announcement.
Title: Re: Discussion topic
Post by: 75 on August 17, 2010, 11:06:48 PM
The newest version has the crunching sound in it  ;)

and, yeah, we'll have to change the announcer voice, "SOULSPHERE!" doesn't make much sense

I think I'm just going to remove the RAGE! sound. It's not necessary with the song playing.
Title: Re: Discussion topic
Post by: Datra on August 18, 2010, 01:28:51 AM
Nice.
ya we need a new announcer. :P
Title: Re: Discussion topic
Post by: MajorSlime on August 18, 2010, 03:34:53 AM
I tried. I really did. I suck. Man, its hard to get it sounding exactly right and cool,while at the same time still being able to tell what it says. Blegh.
Title: Re: Discussion topic
Post by: 75 on August 18, 2010, 12:02:19 PM
I know... I think somebody would need voice training to be a good announcer. It's the same set of muscles that would make you a good singer.

Would any singers like to give it a try?
Title: Re: Discussion topic
Post by: MajorSlime on August 18, 2010, 02:27:54 PM
Okay, i've got a couple samples.


Heres the normal low one:
http://chexquestreflections.webs.com/high%20jump%20-%20fair.wav (http://chexquestreflections.webs.com/high%20jump%20-%20fair.wav)


Heres a funny one. Just for kicks, although you could use it.

Funny One:
http://chexquestreflections.webs.com/high%20jump%20-%20high.wav (http://chexquestreflections.webs.com/high%20jump%20-%20high.wav)


And then the cool one. I don't know if it would work or not.

Cool One:
http://chexquestreflections.webs.com/high%20jump%20-%20cool.wav (http://chexquestreflections.webs.com/high%20jump%20-%20cool.wav)
Title: Re: Discussion topic
Post by: Datra on August 18, 2010, 09:33:11 PM
yeah... Ima gunna have to get a better mic.

Headphones don't do the best sound recording. :-\

@ChexMaster: lol I love that high pitch one. XD
Title: Re: Discussion topic
Post by: LAZ Trooper on August 19, 2010, 07:50:47 PM
I can kind of do a good announcer voice, but I don't have a very good mic... I could give it a shot, though.
Title: Re: Discussion topic
Post by: MajorSlime on August 21, 2010, 04:02:29 AM
Okay, i just made hovering health bars that go over monsters. ANY monsters. I recommend only bosses, though, as the bars are fairly large and do not look good on the common flemoids. I could scale it down though... Man, think about that, health bars on every flemoid... Anyways, do you want to use them in the Skullpack, 75? And if not, could i use them just for my invasion maps i'm making?
Title: Re: Discussion topic
Post by: 75 on August 21, 2010, 02:00:50 PM
yeah, that sounds great! You'll have to show me how you did that
Title: Re: Discussion topic
Post by: ChexCommander on August 21, 2010, 09:45:33 PM
You guys are awesome. ;)
Title: Re: Discussion topic
Post by: QuadrumpusGuy on August 24, 2010, 11:56:31 PM
Have you decided yet whether the Gyro is going in (For Invasion)
Title: Re: Discussion topic
Post by: 75 on August 25, 2010, 12:20:54 AM
you mean Datra's 3d model?
Title: Re: Discussion topic
Post by: Datra on August 25, 2010, 12:52:16 AM
I assume it's the sprites. But what will they replace?
Title: Re: Discussion topic
Post by: 75 on August 25, 2010, 01:15:15 AM
Quote from: Datra on August 25, 2010, 12:52:16 AM
But what will they replace?

I don't need to replace any monsters in particular, since it's skulltag, I can create completely new monsters.  ;)

I don't know where the sprites are for this flemoid, what mod were they in? I don't remember.
Title: Re: Discussion topic
Post by: Datra on August 25, 2010, 01:20:11 AM
They are in Boingo's TUCQ.
Title: Re: Discussion topic
Post by: 75 on August 25, 2010, 01:28:14 AM
Hmm... there's no propeller in the sprites, and no pain, death, or firing states.

Was this finished?


Title: Re: Discussion topic
Post by: Datra on August 25, 2010, 01:33:17 AM
Unfortunately no...
Title: Re: Discussion topic
Post by: 75 on August 25, 2010, 01:38:16 AM
I think I'll pass on it for now... bosses and weapons take priority.
Title: Re: Discussion topic
Post by: MajorSlime on August 25, 2010, 02:15:12 AM
I could do it...once i finish my current maps.
Title: Re: Discussion topic
Post by: noob1234 on August 25, 2010, 07:40:56 PM
hmmmm.... (http://www.chexquest.org/index.php?topic=1608.0)
Title: Re: Discussion topic
Post by: 75 on August 25, 2010, 11:33:16 PM
Quote from: noob1234 on August 25, 2010, 07:40:56 PM
hmmmm.... (http://www.chexquest.org/index.php?topic=1608.0)

Invalid or deleted file on the download link... darn.

The sprites she uploaded are only one rotation, I could easily make pain state rotations, but the firing state rotations would be a bit harder

I wonder if this was intended to use melee attacks? I might use it as a fast moving, yet deadly melee flying flemoid.

What sounds did he want to use with this? If all else fails, I could go fishing for a helicopter sound and use bipedicus sounds.

I saw Alice hanging around the zdoom forums, I sent her a PM asking if she still has the sprites/sounds.

If I could get the sounds and the sprites, I could put this in really easily (even with the bobbing up and down)
Title: Re: Discussion topic
Post by: QuadrumpusGuy on August 28, 2010, 07:58:33 PM
Okay, my Central Command Invasion Level is almost ready for testing. 75, could you host a server tonight?
Title: Re: Discussion topic
Post by: 75 on August 28, 2010, 08:39:22 PM
possibly. I'll let you know later on
Title: Re: Discussion topic
Post by: LAZ Trooper on September 01, 2010, 09:53:16 PM
I've got a few ideas for levels I might make for this. When's the next release with the new goodies?  :whale
Title: Re: Discussion topic
Post by: 75 on September 01, 2010, 09:57:57 PM

Quote from: LAZ Trooper on September 01, 2010, 09:53:16 PM
I've got a few ideas for levels I might make for this.

cool! I hope they turn out well

QuoteWhen's the next release with the new goodies?

as soon as I get rid of all the <!> flags in quadrumpusguy's CTF map. Not too long, the only thing left is the random powerup thing.

Some of the runes are going to have to be removed for now since I don't know what I could make them into.
Title: Re: Discussion topic
Post by: ChexCommander on September 02, 2010, 05:47:56 PM
Quote from: 75 on September 01, 2010, 09:57:57 PM
Some of the runes are going to have to be removed for now since I don't know what I could make them into.

Can't you just keep the doom counterparts in for now?
Title: Re: Discussion topic
Post by: 75 on September 02, 2010, 06:04:14 PM
Quote from: ChexCommander on September 02, 2010, 05:47:56 PM
Quote from: 75 on September 01, 2010, 09:57:57 PM
Some of the runes are going to have to be removed for now since I don't know what I could make them into.

Can't you just keep the doom counterparts in for now?

yeah, I should just do that. I guess I can always replace the graphics later.

The railgun is still a doom weapon, after all
Title: Re: Discussion topic
Post by: QuadrumpusGuy on September 02, 2010, 08:29:25 PM
Okay! I'm thinking of doing a few more CQ3 Original Level Co-op to Invasion Conversions.

Here are a few I am thinking about doing:

E1M4
E1M5
E3M3
E3M5

I'm thinking of starting out by doing E3M3. That one will be really fun especially when I do some interior decorating on the insides of the Villas.
Title: Re: Discussion topic
Post by: 75 on September 02, 2010, 09:40:35 PM
Make sure you don't overdo it on the invasion spawns
Title: Re: Discussion topic
Post by: LAZ Trooper on September 02, 2010, 09:53:42 PM
Okay, here's one of my maps I made (in one day, woot!)
It's a deathmatch map, not exactly any specific CQ theme, and I was kind of inspired by one of the skulltag deathmatch levels. I'm not that great at putting in the ammo, health, zorchers, etc. so feel free to change that stuff around. And it could use a name.

The wad also contains an unfinished CTF map that will be done very soon.

[attachment deleted by admin]
Title: Re: Discussion topic
Post by: 75 on September 03, 2010, 01:23:26 AM
I'll have a look at that in a bit, right now I'm working on MAP02 (finally)

you guys will soon hear an underwater rickroll, it's a thing of beauty.
Title: Re: Discussion topic
Post by: LAZ Trooper on September 03, 2010, 11:04:15 PM
I've finished the CTF map that was unfinished in that upload, but I'm going to wait to post it until I finish this next map that looks promising.
Title: Re: Discussion topic
Post by: QuadrumpusGuy on September 04, 2010, 11:42:42 AM
The Central Command Invasion Spawn Bug for Wave 2 has been fixed.
Title: Re: Discussion topic
Post by: LAZ Trooper on September 04, 2010, 09:49:34 PM
I'll probably think of something else to add to my latest really great level, but here it is. This wad has all three maps I made for you to look over and such. Feel free to (please) change start positions, ammunition pickups, etc. And good names for the levels (plus change from LAZ0X to whatev).

LAZ01 - Deathmatch place
LAZ02 - Capture the Flag
LAZ03 - An arena stadium with multiple places for spectators plus several big screens and a camera control room for switching between the four cameras, plus the 4-sides center screen can be raised back into the roof or lowered again (for dramatic effect it lowers when you start)

[attachment deleted by admin]
Title: Re: Discussion topic
Post by: 75 on September 05, 2010, 12:12:57 AM
I haven't had a chance to look at your maps yet, I've been working on MAP02. Don't worry, I didn't forget  :)
Title: Re: Discussion topic
Post by: 75 on September 05, 2010, 06:51:13 PM
I looked at your maps LAZ, these are really good!

The CTF map needs more texture variety, so the player can better tell red from blue. I'll fix that for you

The color scheme on LAZ01 reminds me of the times on chex quest united when we were playing standard skulltag/doom maps with chex textures. I think I'm going to keep it on there and name it "Last Bastion" or something  XD
Title: Re: Discussion topic
Post by: LAZ Trooper on September 05, 2010, 09:58:20 PM
Yeah, LAZ01 was greatly inspired by D2DM3 - Combat Center , including the texture choice. BTW I never got around to figuring it out, and so I don't know which looks better, but there are the windowish things opening out to the big slime area, my original idea was to have tops on them, not them just be big slots in the wall, but I never got around to seeing how that would look (although open above the fountain). If you understand that, you could try doing what I never did and seeing which looks better.

edit: Also, in LAZ03, the (really cool) stadium, with a few modifications it can be a CTF map, since I already have the main arena split blue and red.

It felt good to map something again... LAZ01 & LAZ02 I sketched out on paper first before starting, which helps me get better levels, but LAZ03 I just couldn't sketch and just let it flow while making it... I love that map.
Title: Re: Discussion topic
Post by: 75 on September 06, 2010, 12:13:59 AM
oh, LAZ, the config and wad you were using is way out of date. I'm going to release a public beta soon

The config is already out. I'll change over the maps you sent me to the new weapon spots.

I noticed you didn't include any sky textures or music. Did you have any tracks/skies in mind?
Title: Re: Discussion topic
Post by: QuadrumpusGuy on September 06, 2010, 07:07:07 PM
Okay, So I'm approaching the point of a Mini boss.... And I have yet to figure out the mini boss and the music (if changes). Any Ideas?
Title: Re: Discussion topic
Post by: LAZ Trooper on September 06, 2010, 10:10:04 PM
Quote from: 75 on September 06, 2010, 12:13:59 AM
oh, LAZ, the config and wad you were using is way out of date. I'm going to release a public beta soon

The config is already out. I'll change over the maps you sent me to the new weapon spots.

I noticed you didn't include any sky textures or music. Did you have any tracks/skies in mind?

Yeah, I know my config's way out of date, but since I am bad at thing placing and was hoping for most of them to be changed, I didn't care.

No, I didn't really have any skies or music in mind, but I think the CTF map would work best with a night sky.
Title: Re: Discussion topic
Post by: 75 on September 10, 2010, 03:28:14 PM
wow... 18 downloads of the wad since yesterday.
Title: Re: Discussion topic
Post by: MajorSlime on September 11, 2010, 01:55:30 PM
Quote from: QuadrumpusGuy on September 06, 2010, 07:07:07 PM
Okay, So I'm approaching the point of a Mini boss.... And I have yet to figure out the mini boss and the music (if changes). Any Ideas?

Some sort of flembomination, in a different shape?

Or perhaps something that stands still, like some sort of evil pillar or something...
Title: Re: Discussion topic
Post by: 75 on September 11, 2010, 02:28:45 PM
Quote from: ChexMaster2109 on September 11, 2010, 01:55:30 PM
some sort of evil pillar or something...

(http://i446.photobucket.com/albums/qq189/Jwaffe/Untitled-1-1.png)
Title: Re: Discussion topic
Post by: Datra on September 11, 2010, 04:53:45 PM
Quote from: QuadrumpusGuy on September 06, 2010, 07:07:07 PM
Okay, So I'm approaching the point of a Mini boss.... And I have yet to figure out the mini boss and the music (if changes). Any Ideas?

Imo, Tilple's music would be great for boss battles.
Title: Re: Discussion topic
Post by: 75 on September 11, 2010, 06:36:47 PM
I posted my project on the skulltag forums

http://www.skulltag.com/forum/viewtopic.php?f=13&t=26901&p=337917#p337917

I'm hoping it doesn't degrade into CQ-related flaming.  :-\
Title: Re: Discussion topic
Post by: QuadrumpusGuy on September 12, 2010, 12:15:33 AM
The mini boss is an Elemental Maximus. Not sure about music though yet...
Title: Re: Discussion topic
Post by: xbolt on September 12, 2010, 01:20:32 AM
Quote from: 75 on September 11, 2010, 02:28:45 PM
Quote from: ChexMaster2109 on September 11, 2010, 01:55:30 PM
some sort of evil pillar or something...

(http://i446.photobucket.com/albums/qq189/Jwaffe/Untitled-1-1.png)

Someone put this in a game. Please.
Title: Re: Discussion topic
Post by: LAZ Trooper on September 12, 2010, 11:07:01 AM
Holy carp, when I played LMS01 I was just  :o at all the changes. It feels so different now with all the changes...
Title: Re: Discussion topic
Post by: QuadrumpusGuy on September 12, 2010, 12:17:08 PM
I'm thinking the boss music will be Floor 59 from Tower Of Duraga (Famicom Version). I love that music.
Title: Re: Discussion topic
Post by: 75 on September 12, 2010, 12:42:11 PM
If you guys want me to host a server today, I'll be available. This is an easy weekend.

If you want to join, meet me in the chat. If I get 3 or four players, I'll start a server.
Title: Re: Discussion topic
Post by: QuadrumpusGuy on September 12, 2010, 12:58:37 PM
Yeah, I'm up for it. I'll be working on my Villa Invasion map for a while today as well. At the moment I'm try to decide that if I use the Tower of Druaga Floor 59 music, if I should use the Famicom version or Arcade version.
Title: Re: Discussion topic
Post by: MajorSlime on September 13, 2010, 12:25:34 AM
dang, missed the game...
Title: Re: Discussion topic
Post by: 75 on September 13, 2010, 08:33:11 AM
Yeah, it was awesome! The server was full for a few hours! There was a waiting list too!

I tried increasing the size from 8 to 10 but it crashed... probably frozen orb zorcher related. If that's the case, we should be fine for the next beta because I got rid of a big mess.


Somebody mentioned the "original" zorchmatch maps, were you guys referring to the ones in TUCQ?

I'm going to put a few of those in the next beta, good idea!


Also, echoing what I said on the skulltag forums

For you guys who joined last night, I think it crashed because of the frozen orb zorcher's code. I made the trails client side only so it should run a lot easier on the next beta.

I'll be releasing the next beta soon, since there were bugs in the last one. It's mainly going to be a fix to do the following...

1. Make the invasion games end rather than going on forever and ever - done

2. Fix the lag/crash inducing frozen orb zorcher - done

3. Give MAP01 ammo and weapon spawns, then rename it and add it to the roster

4. Fix the spawn locations in DM01, and add more health, armor, and weapons. Right now, it's too easy to die right when you spawn.

5. Possibly add the ancient TUCQ deathmatch maps (I'll have to convert them from the legacy format, though)

6. Maybe some GLDEFS on some projectiles and flemoid zorch deaths

And a couple surprises...



EDIT - TUCQ actually doesn't have multiplayer maps, I must have been thinking of the wrong thing. Does anyone remember what I'm talking about? I'm almost positive it was on the legacy engine.
Title: Re: Discussion topic
Post by: MajorSlime on September 13, 2010, 03:05:28 PM
perhaps CQ arena? Feel free to violently let me know if i don't know what i'm talking about.  XD
Title: Re: Discussion topic
Post by: Datra on September 13, 2010, 08:56:49 PM
The "original" zorchmatch levels was a multiplayer addon for TUCQ by Lucius which definitely deserves a looksee.
The .wad can be found in the getwad section of the CQ Gallery here (http://gallery.xboltz.net/getwad/).
And (most likely) all info regarding Zorchmatch can be found here (http://z1.invisionfree.com/forums/chexquestforums/index.php?showforum=20).
Title: Re: Discussion topic
Post by: 75 on September 13, 2010, 09:50:23 PM
Ooh, nice!

These are definitely worth converting to the skulltag format.

And lookie! 3d floors! In Deathmatch! It's almost like they didn't feel the need to ban 3d floors for everyone!

EDIT - the zdoom 3d floors are only experimental, unfortunately... I wonder how legacy did it in sofware, maybe skulltag should look at that.
Title: Re: Discussion topic
Post by: LAZ Trooper on September 13, 2010, 10:01:24 PM
Last night was great... I was very impressed by the Central Command or whatever Invasion map, that's awesome how it's the actual level. 8) Although I think I should try my OpenGL again, since I was kind of confused by the bunch of floating Maximuses and stuff. :facepalm

I was tinkering with DM01 today, since I feel an attachment for it and want to even more awesome, and I don't know if you put in anything like this since P13, but I think this looks better than a plain flat space where you can fall off into the stair areas:
[spoiler]
(http://dan.timpeterson.org/Screenshot_Chex_20100913_135008.png)
(http://dan.timpeterson.org/Screenshot_Chex_20100913_135016.png)
If you want to put it in, I could just send you my version and you could copy the stuff over. I also made a few linedefs "hidden". There are a couple things in DUEL01 I fixed/slightly changed I could send you.[/spoiler]

I don't know if anyone else has this problem, but now LMS01 and DM01 are too much for my computer to be able to handle me running a few bots in it while playing myself (DM01 isn't too bad, but LMS01 slows down noticeably with only 1 bot)
Title: Re: Discussion topic
Post by: 75 on September 13, 2010, 10:25:11 PM
Quote from: LAZ Trooper on September 13, 2010, 10:01:24 PM
Last night was great... I was very impressed by the Central Command or whatever Invasion map, that's awesome how it's the actual level. 8) Although I think I should try my OpenGL again, since I was kind of confused by the bunch of floating Maximuses and stuff. :facepalm

the floating maximi are definitely a result of OpenGL being off.   ;)

Quote
I was tinkering with DM01 today, since I feel an attachment for it and want to even more awesome, and I don't know if you put in anything like this since P13, but I think this looks better than a plain flat space where you can fall off into the stair areas:
[spoiler]
(http://dan.timpeterson.org/Screenshot_Chex_20100913_135008.png)
(http://dan.timpeterson.org/Screenshot_Chex_20100913_135016.png)
If you want to put it in, I could just send you my version and you could copy the stuff over. I also made a few linedefs "hidden". There are a couple things in DUEL01 I fixed/slightly changed I could send you.[/spoiler]


Looks nice, if you send me the maps I'll take a look and add that stuff.


Quote
I don't know if anyone else has this problem, but now LMS01 and DM01 are too much for my computer to be able to handle me running a few bots in it while playing myself (DM01 isn't too bad, but LMS01 slows down noticeably with only 1 bot)

Hmm... don't know why that would be. There's very little in the way of lag inducing things on that map.
Title: Re: Discussion topic
Post by: LAZ Trooper on September 13, 2010, 11:56:39 PM
Well, I think my lag is probably just caused by a lot of sectors and stuff visible (like how now most of the walls in LMS01 are see-through and not solid, making me see more stuff) Maybe.

So here's DM01 with my modification(s), DUEL01 with my couple things, plus LAZ04, a spaceship deathmatch map I've had completed for a little while.
Title: Re: Discussion topic
Post by: 75 on September 13, 2010, 11:58:40 PM
thanks! I might not be able to look at that for a while, though. I've stayed up too late as it is  :(
Title: Re: Discussion topic
Post by: xbolt on September 14, 2010, 12:06:45 AM
Quote from: Datra on September 13, 2010, 08:56:49 PM
The "original" zorchmatch levels was a multiplayer addon for TUCQ by Lucius which definitely deserves a looksee.

That wasn't technically the original; NTG56 of the Old Boards had made some old multiplayer DM levels. (I never actually played them with anybody. Nor do I have them anymore.) I don't think we had coined the term "zorchmatch" way back then, though.
Title: Re: Discussion topic
Post by: LAZ Trooper on September 14, 2010, 08:38:02 PM
Quote from: 75 on September 13, 2010, 11:58:40 PM
thanks! I might not be able to look at that for a while, though. I've stayed up too late as it is  :(
And of course :facepalm I find a couple more things to fix after I upload it. I might be able to get them done quickly and reuploaded tonight.

Reuploaded, so if you downloaded the other, get this one instead.
DM01+.wad (http://dan.timpeterson.org/DM01+.wad)
Title: Re: Discussion topic
Post by: 75 on September 15, 2010, 12:35:14 AM
If I put your avatar in the wad, do you want the laz-anya one or do you want something else?

It's your pick. Everyone who makes maps for me gets a picture/avatar of their choice up on a wall (no swear words/nudity/other stuff like that)


QG, CM2109 (when I get around to including the portal gun), and lucius (if you're reading this, if you don't see this I'll use your forum avatar) - pick yours too. I can do animated gifs as long as you give me the frames and some idea of the timing. I can guess the timing if it's not 100 frames long or something... guessing the timing for that one night at the roxbury animated texture took me forever.



EDIT - @LAZ

Just opened up the wad, I see what you did to DM01, but what did you change in DUEL01? I must not be looking at the right thing.

I like the space station map, I think I can work with that. I can see it as a sort of deep space, way out in the middle of nowhere sort of refueling base. It'd make a good duel map.
Title: Re: Discussion topic
Post by: QuadrumpusGuy on September 15, 2010, 05:22:59 PM
Hmm... Not sure yet. I'll have to think about this. We have Stoner Ninja Avatars in here too  XD
Title: Re: Discussion topic
Post by: LAZ Trooper on September 15, 2010, 09:41:27 PM
Quote from: 75 on September 15, 2010, 12:35:14 AM
EDIT - @LAZ

Just opened up the wad, I see what you did to DM01, but what did you change in DUEL01? I must not be looking at the right thing.

I like the space station map, I think I can work with that. I can see it as a sort of deep space, way out in the middle of nowhere sort of refueling base. It'd make a good duel map.
I fixed some texture alignments and made the slime area surround the whole place (and made the horizon lines also not appear on the automap in-game)

And I just noticed this today, I don't know if it's just something wrong with my computer, but the main 4-screens in DM01 have some sort of alingment issues or something... don't know how I missed that before...
Title: Re: Discussion topic
Post by: QuadrumpusGuy on September 16, 2010, 12:13:09 AM
I haven't been able to make much progress on the villa map lately, but here is the foyer now (I did this all in about 30 minutes. Also it's all in Software mode unfortunately...)

(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screenshot_Chex_20100915_220642.png)

(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screenshot_Chex_20100915_220637.png)
Title: Re: Discussion topic
Post by: 75 on September 16, 2010, 01:07:58 AM
very nice! Maybe shape the ceiling a bit and add some windows... maybe not though, this looks great.
Title: Re: Discussion topic
Post by: MajorSlime on September 16, 2010, 02:24:34 AM
Get ready for some sandbox, cause its coming!

*Caution, the sand may hurt your eyes*

The sandbox is a blank sand map, but you get to change the elevation and terrain type in the grid, as well as spawn most anything except decorations. That would take way too long to code in. I think i'm going to put items in for all game modes, but not code a specific one into the campaign lump, so you can use it for any game mode you want.
Title: Re: Discussion topic
Post by: QuadrumpusGuy on September 16, 2010, 08:11:26 AM
I may just add a Skylight in that area with the furniture. I'd like to make a bigger chandelier. But It is going along well. I'm not sure where the boss battle will take place. Maybe in something like I did E1M5 of Ragnarok. (The Throne Room) What do you guys think? Maybe add some Stained Glass Ornate Windows? I like that curtain thing I did. Maybe hide some enemies behind there, and in the middle of the wave it raises.

EDIT: I'm going to try and get a good amount of work done tonight. As well as tomorrow night and Sunday.  :whale
Title: Re: Discussion topic
Post by: noob1234 on September 16, 2010, 09:21:58 PM
Quote from: ChexMaster2109 on September 16, 2010, 02:24:34 AM
Get ready for some sandbox, cause its coming!

*Caution, the sand may hurt your eyes*

The sandbox is a blank sand map, but you get to change the elevation and terrain type in the grid, as well as spawn most anything except decorations. That would take way too long to code in. I think i'm going to put items in for all game modes, but not code a specific one into the campaign lump, so you can use it for any game mode you want.
:lolwut :whale wow
... so you're going to, or you're not?
sounds like a cool idea either way.
Title: Re: Discussion topic
Post by: 75 on September 16, 2010, 09:52:34 PM
Quote from: ChexMaster2109 on September 16, 2010, 02:24:34 AM
Get ready for some sandbox, cause its coming!

*Caution, the sand may hurt your eyes*

The sandbox is a blank sand map, but you get to change the elevation and terrain type in the grid, as well as spawn most anything except decorations. That would take way too long to code in. I think i'm going to put items in for all game modes, but not code a specific one into the campaign lump, so you can use it for any game mode you want.

So you're basically making a kgbuild chex quest map?

I've finished my homework, time for some mapping! Yay!
Title: Re: Discussion topic
Post by: MajorSlime on September 16, 2010, 11:35:09 PM
I don't know what kgbuild is, but basically, before you start a game, everyone messes with the terrain and weapons and etc. whatever way they want, and then you start the game, and you can't mess with anything else. For obvious reasons, you may not place weapons like the LAZ Device. Also, it'll come with some pre-made maps you can choose via switches.

Sample terrain:

Red, Blue and Standard VR squares, with half gravity.
Sand, which has double gravity, so its like your actually trying to jump in sand.
Lost Quest.
Reflections Lab.
Bounce pads. And they actually bounce you. Its quite fun.

Any other ideas?
Title: Re: Discussion topic
Post by: QuadrumpusGuy on September 17, 2010, 06:59:39 PM
What about Water/Slime Terrains?
Title: Re: Discussion topic
Post by: MajorSlime on September 18, 2010, 04:32:58 PM
i don't know how those would work...

have you ever played roller coaster tycoon 1? If so, then you'll know what i'm talking about when i say it would look like a pillar with a water top. Its just disturbing.

actually, i suppose i could make the whole pillar slime or water, like a geyser.
Title: Re: Discussion topic
Post by: 75 on September 18, 2010, 05:28:08 PM
yeah, I know what you mean.

I've played the entire RCT series as a kid, I still like it, although I don't play it very often :)

the geyser idea should work

Title: Re: Discussion topic
Post by: noob1234 on September 19, 2010, 07:56:32 PM
i just finished inv03... phew! QG did a really good job on it! but the waves dont end, they just keep doin the 11th one after that one ends.
Title: Re: Discussion topic
Post by: QuadrumpusGuy on September 19, 2010, 10:27:42 PM
Quote from: noob1234 on September 19, 2010, 07:56:32 PM
i just finished inv03... phew! QG did a really good job on it! but the waves dont end, they just keep doin the 11th one after that one ends.

This is fixed in the next release.
Title: Re: Discussion topic
Post by: ChexCommander on September 28, 2010, 09:40:37 PM
Man, wow. After surfing through all the pages of this thread and seeing all the work you guys have done in such a short time, let me say: Manny would be impressed.  Heck, I'M impressed. This mod is coming out more amazingly than I would have guessed. Dang, even the Skulltag forum likes it.

Keep it up! Hopefully I'll play with you guys someday.

(http://www.chexquest.org/gallery/2_04_05_09_4_06_16.gif)
Title: Re: Discussion topic
Post by: 75 on October 05, 2010, 12:11:30 AM
I started MAP01 (now CTF02) with bots, I left the ghetto blaster out.

Guess what! They know how to use it!

I don't know how, but skulltag bots seem to be good with it  ;D
Title: Re: Discussion topic
Post by: MajorSlime on October 05, 2010, 12:25:37 AM
XD
Title: Re: Discussion topic
Post by: 75 on October 05, 2010, 12:41:09 AM
you know what would be really cool?

To sprite the phoenix wright characters and use them as skins in skulltag

Then we could do CTF, Pheonix Wright, Miles Edgeworth, Mia, maybe a few others vs. the chex warriors

if there was some way I could change the ending pic/music depending on who won...



it's probably not going to happen unless I get a lot better at drawing, since right now the phoenix wright sprites have NO rotations at all.

It's so tempting though, I'd use the "ouch" sword sound when he got hit, and I'd have him get slimed and fall over to the sound that it makes when he does his table slam.
Title: Re: Discussion topic
Post by: noob1234 on October 05, 2010, 07:36:42 PM
but he's supposed to be zorched not slimed!

XD tho, awesome idea
Title: Re: Discussion topic
Post by: LAZ Trooper on October 05, 2010, 09:23:10 PM
Quote from: 75 on October 05, 2010, 12:11:30 AM
I started MAP01 (now CTF02) with bots, I left the ghetto blaster out.

Guess what! They know how to use it!

I don't know how, but skulltag bots seem to be good with it  ;D
Bots actually playing CTF? That's never worked for me...
Title: Re: Discussion topic
Post by: 75 on October 05, 2010, 09:47:31 PM
actually, all characters get zorched and slimed

In deathmatch, they get zorched, in invasion/co-op, they get slimed  ;)
Title: Re: Discussion topic
Post by: QuadrumpusGuy on October 06, 2010, 12:12:04 AM
So, How many Invasion maps are we going to have in the pack? Also, what will our Elevator of Dimensions be like? (How many floors, what will be on each floor, etc.)
Title: Re: Discussion topic
Post by: 75 on October 06, 2010, 12:16:14 AM
Quote from: QuadrumpusGuy on October 06, 2010, 12:12:04 AM
So, How many Invasion maps are we going to have in the pack?

As many as possible, you can never have too many.

As long as the wad is less than a gigabyte, I will not stop mapping for it. Even if it IS a gigabyte, I may still keep making maps, and put them in a separate wad.



Quote
Also, what will our Elevator of Dimensions be like? (How many floors, what will be on each floor, etc.)

Feel free to make your own. I have a few ideas for my own, but I haven't really decided on anything yet, I want to wait until there are more things in the mod to give cameos  ;)
Title: Re: Discussion topic
Post by: QuadrumpusGuy on October 06, 2010, 12:24:59 AM
Perhaps everyone could make their own rooms (themed off of levels from mods, cq3, etc.) and then they could be compiled into one invasion.
Title: Re: Discussion topic
Post by: MajorSlime on October 06, 2010, 01:12:19 AM
Yeah!
Title: Re: Discussion topic
Post by: noob1234 on October 06, 2010, 08:37:49 PM
Awesome!
Quote from: 75 on October 06, 2010, 12:16:14 AM
Quote from: QuadrumpusGuy on October 06, 2010, 12:12:04 AM
So, How many Invasion maps are we going to have in the pack?

As many as possible, you can never have too many.

As long as the wad is less than a gigabyte, I will not stop mapping for it. Even if it IS a gigabyte, I may still keep making maps, and put them in a separate wad.
:whale :whale
Title: Re: Discussion topic
Post by: 75 on November 14, 2010, 07:32:41 PM
In case you guys ever wanted to know what the original version of the music for  DM01 sounds like, or where it's from...

Title: Re: Discussion topic
Post by: 75 on March 07, 2011, 02:15:46 AM
oh, I almost forgot about something I wanted to do - Remote/timed/Proximity zorch mines. They'd make a nice addition to DM04  :)
Title: Re: Discussion topic
Post by: MajorSlime on March 07, 2011, 05:09:04 AM
I have proximity following zorch mines... You could use them if you want. I also have a timed version with larger explosion.

Their pretty much floating balls of zorch that explode on enemies. (they are monsters on your side that suicide)
Title: Re: Discussion topic
Post by: 75 on March 09, 2011, 01:26:06 AM
I just realized this board has 1003 posts!  :o

if it gets past 1900, it'll be in the top 10 most posted boards!

EDIT - I've had some projects to do for school lately, but I've started on a few maps
Title: Re: Discussion topic
Post by: LAZ Trooper on June 21, 2011, 11:25:18 PM
I got around to playing the latest version, and I'm finally getting around to writing up a few comments.

Title: Re: Discussion topic
Post by: MajorSlime on June 22, 2011, 12:33:58 AM
Are we ever going to fix some of those up? I liked some of them...
Title: Re: Discussion topic
Post by: 75 on June 22, 2011, 12:52:36 AM
Quote from: LAZ Trooper on June 21, 2011, 11:25:18 PM
I got around to playing the latest version, and I'm finally getting around to writing up a few comments.


  • Beam Zorcher: Nice sprites, I didn't even know you had some in development.
  • Maps: These are looking pretty good, except as always some are slow when I have several bots in.
  • Museum map: I like the pictures of all the "old" levels, and it's got a good layout.

I photoshopped the Rail Zorcher fairly recently. The maps are best with more than 2 (human) players, I've only tried ZM07 with bots. The museum is my best map so far.

Quote from: ChexMaster2109 on June 22, 2011, 12:33:58 AM
Are we ever going to fix some of those up? I liked some of them...

Here's the status of those maps:

LMS01 - Needs music. There are a couple other things that I should fix. For a while, I considered scrapping it completely, but I will convert it to UDMF and use it.

DM01 (Pro Zorchmatch arena) - Needs new (chex-sounding) music. QG told me he was going to add some detail to it.
DM03 (Ghetto brawl) - This one was replaced by ZM05.

DUEL01 (TNCQ Classic) - This one is salvageable. The spaces are too cramped, I considered fixing it but it would require a remake, and I'd rather just make a new layout.

CTF01 (Crate fortress) - Too large, too hard to navigate
CTF02 (Warehouse CTF) - Too small and too simple for CTF
CTF03 (Pathways above) - Terrible layout, it was just a bad idea

CTF04 (Federal Building CTF) - This one has potential.
It needs to be bigger, with a larger middle area so it isn't just a quick, unimpeded run back and forth. There are also a couple annoying dead ends, it might help to add some height variation.

(OLD) INV01 (Sewer Invasion) - My stacked sectors were way too glitchy. I haven't had many ideas for it lately, but of all my ideas, this one seems like the easiest to finish.
INV02 (Delta base invasion) - my remake was bad. I haven't created a remake remake.

INV02/INV03 - I gave QG a full review of these, these maps had layout problems.

COOP01 - I'm going to wait for software 3d floors, the portals were a neat trick but it feels strange
Title: Re: Discussion topic
Post by: MajorSlime on June 22, 2011, 06:47:46 PM
about COOP01: they really don't feel strange regularly. its your mind messing with you. The first time i went through it, it was a fluid transition, as well as every other time afterwards until I realized what was happening. You really don't notice it (unless flemoids start to disappear, or if playing with other people). It only starts to feel weird when you notice the mechanics behind it, then it catches your attention.
Title: Re: Discussion topic
Post by: 75 on June 22, 2011, 07:58:39 PM
It's not as smooth online. Offline, you don't notice it, but online, you get jerked into the other area.
Title: Re: Discussion topic
Post by: TrueDude on July 04, 2011, 01:11:14 AM
Dunno if this is the right topic but I made a map based on another DK Multiplayer level for this.

http://www.sendspace.com/file/q7va1g (http://www.sendspace.com/file/q7va1g)
Title: Re: Discussion topic
Post by: 75 on July 04, 2011, 02:10:22 AM
You can post maps anywhere you like, as long as I can find them

I played the map with bots, and here is my feedback:

-There aren't enough weapons. The only weapon that isn't in a secret area is the Large Zorcher, and it's on that platform up there. If you spawn somewhere else, you have to walk up there, which is a long enough walk to get you zorched.

- No health, and only small ammunition.

- You put your teleporters in the middle of the arena. This was fine for DK64, because in that game you had to push a button to be teleported. In Doom, or Chex Quest, you teleport by running over them, which means that it's very easy to get teleported accidentally, which happened to me several times.

Also - in doom, if you cross the teleporter line, even if you're not ON the teleporter, you will still be teleported. There were quite a few times when I was just trying to get to ground level, but I got teleported because I crossed a teleporter line in midair.

For this reason, I moved the teleporters in ZM03 to little caves. In that system, nobody can trigger them by accident.

-Your layout doesn't give a lot of cover. Since Skulltag uses hitscan weapons and fast projectiles, the DK64 layout doesn't work as well, because you need to find cover immediately.

It's a challenge to try to avoid fire, which I find rather fun, it makes me think and plan my movements to make sure I have cover.

Is it an unnecessary element of challenge, though? I am not certain.

I design my maps so that cover is only a second away, but is that necessary?



- This map has very poor detail for a doom engine game.

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110704_003826.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110704_003826.png)

A single texture, repeating from floor to ceiling, is not a good idea.

      -Those textures are only 128x128, so it makes your level look like it were made out of textured lego bricks.
     - It's unrealistic for a cavern (if that was what you intended) - caverns never have a single plane wall from top to bottom.
       This room looks like a textured lego brick barrel

Think carefully about what these areas might be. For example, what is the purpose of the gray wall area, and the sewer area? Develop them into areas that look like something, and it will look much better.

Also, there is no transition from one texture to another. It doesn't make sense to have a panel of Bazoik walls, then a sewer right next to it without some section of map which explains how those two areas came to be next to each other.

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110704_003813.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110704_003813.png)

These floor and ceiling textures are sloppily used, and this room has too much white in it.

Also -  you shouldn't hide those areas as secrets, they would be useful for the layout, and it is very hard to see them.

- Your bridge midtextures don't line up


That's everything I can think of right now, there's one aspect of this map that needs to be fixed that I would like to mention, but right now I can't explain it.

I hope this review helps
Title: Re: Discussion topic
Post by: MajorSlime on July 04, 2011, 03:59:37 AM
I think I remember playing that map...

Anyways, the side passages are supposed to be secret. Its in the map. I'm not sure why, but...

Also, the DK64 map had different colored walls where he used the different textures. I'm gonna suggest he, or someone else, makes new different colored cave textures. It could use some detail though...

As for the teleporters, you could always make it so you had to press a button. That would require some advanced scripting though... If you want to do it, though, Truedude, I know how, so you can always ask me for help.

P.S. this is all assuming you haven't played that map, 75. If you have, please let me know, and correct me if I might be wrong on some cases.
Title: Re: Discussion topic
Post by: 75 on July 04, 2011, 04:01:31 AM
I did play the map.

It wouldn't be hard to make the switches push button, but I would prefer it if you just jumped somewhere, since that's what you normally do when you see a teleporter.
Title: Re: Discussion topic
Post by: TrueDude on July 04, 2011, 04:08:33 PM
Before I start the response, I will say that I based this so much on the original map that I probably should've spent at least some time actually converting it to Chex properly rather than just a straight port.

Quote from: 75 on July 04, 2011, 02:10:22 AM
-There aren't enough weapons. The only weapon that isn't in a secret area is the Large Zorcher, and it's on that platform up there. If you spawn somewhere else, you have to walk up there, which is a long enough walk to get you zorched.
Ok, I'll move the weapons to the middle area. (Minus the really secret BFG's)

Quote
- No health, and only small ammunition.
No health? That's strange. I placed it in more than one area... I will add some more ammunition though.

There is quite a bit of health under the water though. Is there a way to make the water surface transparent?

Quote
- You put your teleporters in the middle of the arena. This was fine for DK64, because in that game you had to push a button to be teleported. In Doom, or Chex Quest, you teleport by running over them, which means that it's very easy to get teleported accidentally, which happened to me several times.
Dunno how to fix this without ruining the map.

Quote
Also - in doom, if you cross the teleporter line, even if you're not ON the teleporter, you will still be teleported. There were quite a few times when I was just trying to get to ground level, but I got teleported because I crossed a teleporter line in midair.
Dunno how to fix this, though this would likely be easier than the other way.

For this reason, I moved the teleporters in ZM03 to little caves. In that system, nobody can trigger them by accident.

Quote
-Your layout doesn't give a lot of cover. Since Skulltag uses hitscan weapons and fast projectiles, the DK64 layout doesn't work as well, because you need to find cover immediately.

It's a challenge to try to avoid fire, which I find rather fun, it makes me think and plan my movements to make sure I have cover.

Is it an unnecessary element of challenge, though? I am not certain.

I design my maps so that cover is only a second away, but is that necessary?
I enjoy the extra challenge that this adds to this map.

Quote
Graphics (Or lack thereof)
This is because it's a direct copy of the original mostly. I will likely add more detail to compensate.

Quote
Also -  you shouldn't hide those areas as secrets, they would be useful for the layout, and it is very hard to see them.
This was like this in the original.

Quote
I hope this review helps
It did, thank you. :)


ChexMaster2109, I would like it if you showed a way to do that. It would fix the teleporter problem without ruining the map flow.
Title: Re: Discussion topic
Post by: 75 on July 04, 2011, 04:16:23 PM
QuoteIs there a way to make the water surface transparent?

If you can figure out how to use Stacked Sectors (which I am not good at) for water, you can make translucent water. Otherwise, no.

Quote
Quote
- You put your teleporters in the middle of the arena. This was fine for DK64, because in that game you had to push a button to be teleported. In Doom, or Chex Quest, you teleport by running over them, which means that it's very easy to get teleported accidentally, which happened to me several times.
Dunno how to fix this without ruining the map.

Hmm... what I would recommend is: Get rid of the teleporters on the top, and move the teleporters on the bottom to caves built into the walls. Those teleporters will be one way.



Quote
ChexMaster2109, I would like it if you showed a way to do that. It would fix the teleporter problem without ruining the map flow.

I know what it would require to have keyboard activated switches

Since the only thing you can do with keyboard binds is inventory take/give, or starting/ending ACS scripts.  I don't see any way to do that cleanly. Also, I've had a lot of trouble with online global ACS scripts, which is what this method would require.

It could also start a script that waits for the player to push a key by using getplayerinput when they cross the front side of the linedef, and ends when they leave, but that would be a nightmare too, and would have problems if somebody died in the teleporter. , and it would take a lot of debugging.

The other alternative is to have the player hold down crouch when they enter the teleporter, but nobody would think to do that when they entered it, without some sort of instructions printed on screen. It just seems too complicated considering it would be simpler, and require less key presses to just have the player run or jump to a cave with the teleporter in it.

(At the time of my reply, I thought CM was talking about Switch activated teleporters)
Title: Re: Discussion topic
Post by: TrueDude on July 04, 2011, 06:43:03 PM
I'll go with the teleporter in a small cave for the four outer teleporters, but, I'm still a bit torn what to do with the other ones. I could put some kind of warning up around them so you know where they're at.
Title: Re: Discussion topic
Post by: 75 on July 04, 2011, 06:49:15 PM
Even if you put up a warning, it wouldn't stop people from backing or strafing into them, which is usually how I triggered them accidentally.

You could put them in little caves off to the side on the second floor, they would still be helpful
Title: Re: Discussion topic
Post by: MajorSlime on July 04, 2011, 09:29:08 PM
Something about the teleport in midair: I usually use sector actions for my teleporters (player touching floor).
Title: Re: Discussion topic
Post by: TrueDude on July 04, 2011, 10:58:50 PM
New beta. (http://www.sendspace.com/file/1od6y5) I haven't done much with the tower teleporters, but they are more out of the way so we'll see if that helps at least. Major graphical overhaul. Prototype support for CTF implented as well.

NOTE: The Chex Quest Skulltag Pack has to be loaded with this now since there are some textures needed from it for one wing.
Title: Re: Discussion topic
Post by: 75 on July 04, 2011, 11:40:46 PM
I haven't tried the new version yet, but I wanted to mention something important I discovered about deathmatch levels.

If your donkey kong map was a duel map, its layout would be fine. It would be an interesting challenge to try to keep yourself on the other side of the column as your opponent in the same room.

However, in deathmatch, with three to eight people, that column just isn't good enough. There isn't a safe place in that large room in the center, if you have 3-8 people playing, in your attempt to dodge Player A, you will be putting yourself in the line of fire of Player B. The whole idea of having cover in maps is so that you can have places you can dodge behind that are safe, if only temporary (for example, even a corner is safe for a second).


I theorize that it will be impossible to make this map's layout into a good deathmatch map - DM03 is much better suited to deathmatch. If you would like this to be a duel map, though,  I would consider putting it in.
Title: Re: Discussion topic
Post by: TrueDude on July 05, 2011, 12:05:26 AM
Ok, yeah, I see what you mean. You can remove the CTF areas too. I don't mind if you modify the map in any way, as long as it gets in.
Title: Re: Discussion topic
Post by: 75 on July 05, 2011, 01:22:29 AM
I hosted your map today as a duel map. QG, me, and Replica played on it.  Here's my feedback:

- I couldn't see very far, so I couldn't make a plan or predict which way QG was going to move. That's a very important part of Doom's gameplay, and where most of the strategy comes from in Doom. The low visibility also makes it very easy to be surprised and killed in an instant. In such an encounter, it's all luck, since neither player can see far enough ahead to avoid an attack.

- The hallways leading out form the central area look more like something, but as a whole, they don't make any sense.

- The water pool is too small in the center, if somebody were shooting at you in the pool with a propulsor, you would not be able to avoid their fire at all.

- The slopes going up are too steep, you are slowed down when you go up, and you slide slightly when you go down. Also, at that extreme angle, it's easy to hurt yourself with rockets.

- The teleporters on the top interfere with gameplay, I teleported accidentally at least 5 times. I will never accept a map with teleporters that it's even possible to accidentally run over, it's very frustrating to dodge to the right to avoid somebody's fire, and you find yourself mysteriously 40 feet away.  The lower ones are fine.

- There is very little cover in this map, aside from running behind something or going around a corner. This, combined with the low visibility, means that you have no idea which opening your opponent will come from, and you have a long way to walk to get away from him/her to safety.

-Your main room is just that gray wall, all the way up. It gives no distinction to the four distinct zones you created, yet it exists as the exterior all of them (and to all of them, it is equally unfitting).

For example, your bazoik cave is made of orange rock, yet when it opens up to the central area, it has that gray wall as its exterior. How is that possible?


- The red area lacks wall textures. When the game started, it said "Cannot find texture, 'NONE'", among other texture errors. I did load it with the main mod .pk3.
Title: Re: Discussion topic
Post by: Replica on July 05, 2011, 01:33:06 AM
I found the map really hard to play in too. I get my butt kicked because I'm not that good at multiplayer, but I got my butt kicked majorly because I couldn't get a good weapon. The best weapon was in the middle of the map, where I usually ran into 75 while trying to get it. When I found the phase zorcher, I had already been beaten down pretty good, and would die soon after. (This is in part because I am terrible too. >.<)

75 pretty much stated what I was thinking for the rest of my review.
Title: Re: Discussion topic
Post by: QuadrumpusGuy on July 05, 2011, 01:39:54 AM
Here is my feedback:

-The Layout offered little-to-no cover. The sloped areas were extremely steep and in my match with 75, he suicided accidentally a few times from propulsors exploding on the slopes. The sloped areas also have no cover and a hitscanner in that area would have little-to-no problem taking out enemies.

-In One of the areas, there is a wall that is passable but there's no clear indicator that you could go through there. When I saw 75 come out, I was confused. This area is a DEATH TRAP. Not being able to see the enemy right in front of you isn't a good thing in this type of situation.

-The Teleporters were in the middle of the combat area on the center pillar... Sometimes one of use would accidentally step through it. It would probably be wise to delete them and have the ones at the bottom lead to other areas or just have one-way teleporter systems with ZHeight Teleport Destination things to avoid telefragging.

-Not much variety in the weapons, or quantity. Weapons in this map were scarce, but ammo wasn't. There was a tad too much in the center. It'd probably be better to disperse it throughout the map, and maybe a cache here and there.

-Add more detail. The map seemed a bit too featureless - A lot of the hallways were blank.

Also, for water areas (In UDMF config), you can color your water sectors without the use of scripts. If you go to the "Custom" Tab, then scroll down to "LightColor," you can customize the color of your sector lights.
Title: Re: Discussion topic
Post by: TrueDude on July 05, 2011, 11:16:14 AM
I will try to assess all of these problems the best I can.

Also, I'm going to revamp the graphics to be only a sewer theme now, since that's already a whole wing and the centerpiece.

EDIT: Ok, this doesn't fix all of the problems, but certainly a lot of them are addressed. (http://www.sendspace.com/file/ncrlmy)
Title: Re: Discussion topic
Post by: QuadrumpusGuy on July 06, 2011, 12:56:08 AM
Progress on a Survival Map so far: (I've been working on this for quite a while now...)

[spoiler](http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screens/Screenshot_Chex_20110705_223738.png)
(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screens/Screenshot_Chex_20110705_223745.png)
(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screens/Screenshot_Chex_20110705_223750.png)
(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screens/Screenshot_Chex_20110705_223809.png)
(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screens/Screenshot_Chex_20110705_223835.png)
(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screens/Screenshot_Chex_20110705_223848.png)
(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screens/Screenshot_Chex_20110705_223853.png)
(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screens/Screenshot_Chex_20110705_223858.png)
(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screens/Screenshot_Chex_20110705_223903.png)
(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screens/Screenshot_Chex_20110705_223928.png)
(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screens/Screenshot_Chex_20110705_223932.png)
(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screens/Screenshot_Chex_20110705_223945.png)
(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screens/Screenshot_Chex_20110705_224006.png)
(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screens/Screenshot_Chex_20110705_224011.png)
(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screens/Screenshot_Chex_20110705_224017.png)
(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screens/Screenshot_Chex_20110705_224025.png)
(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screens/Screenshot_Chex_20110705_224036.png)
(http://i901.photobucket.com/albums/ac218/QuadrumpusGuy2/Screens/Screenshot_Chex_20110705_224106.png)[/spoiler]
Title: Re: Discussion topic
Post by: 75 on July 06, 2011, 03:34:27 AM
I made a very basic Capture Point map.

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110706_023358.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110706_023358.png)

http://www.mediafire.com/?zpcmd9afqvhvqtf

It still has some problems:

1. I would like to make it so that the point gets captured faster if there are more players on it. Right now, it gets captured at the same rate as long as your team outnumbers the enemy.

2. It got glitched out very badly once on my test server, I don't know how that happened, but nobody could capture any points. Thus... it's unstable.

3. The noise is annoying, but that's an easy fix
Title: Re: Discussion topic
Post by: MajorSlime on July 06, 2011, 03:47:00 AM
Wow.

I really like the survival map Quad.
Title: Re: Discussion topic
Post by: Replica on July 06, 2011, 01:04:20 PM
Impressive! It looks really highly detail! Good job!
Title: Re: Discussion topic
Post by: QuadrumpusGuy on July 09, 2011, 02:50:13 AM
(First post from my DS browser) Anyone up for helping test that map out tomorrow?
Title: Re: Discussion topic
Post by: MajorSlime on July 09, 2011, 03:50:17 AM
I will, if possible. I might also have mine tested.
Title: Re: Discussion topic
Post by: 75 on July 14, 2011, 04:41:44 PM
QG and I are working on extending Chex Quest 3 to three 9 level episodes.

QG has made E1M7, (screenshots can be found in this post (http://www.chexquest.org/index.php?topic=2857.msg161842#msg161842)) and I'm working on E1M8. E1M8 is 1/3 done.

Also, we're going to re-do some of the standard levels levels in Chex Quest 3, because they are too easy for co-operative play.


I've also added effects to the slime, so that when a slime ball hits a wall, it leaves splats. I also made the flembomination much more powerful, it now fires a touhou-inspired slime ball curtain.


Screenshots of this effect: (1024x768 images):

[spoiler]This room was clean before he entered:
Before:

(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20110714_153603.png)

After:

(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20110714_153546.png)[/spoiler]

I also added The Slimeinator's freeable captives. I added a reward for freeing them, they drop zorchers, health, and powerups when freed (the set of items you get are random).

I was trying to have the stridici leave slimy footprints. Since you can't have decals on the floor, I had them spawn slimy footprint actors. This didn't work well, though, after a certain number of these actors were spawned, no more were generated. I could have them fade out, but the stridici takes so many steps, it would look strange, and the effect would look worse for every stridici on the map. Because there is a limited amount of these footprint actors I can spawn, slimy footprints are beyond this engine, unless there are only one or two stridici in the map.

Other fixes:

- Bipedici now fire three slime balls, BWAs fire two.
- I made Lord Snotfolus more powerful.
- QG made Brand X Warriors, which attack Chex Warriors, and also attack flemoids if they are hit by slime. They carry zorchers. These enemies need voices

Code fixes:
- The Flembomination can now see you from any angle
- The bootspoon, zorchgloves, and bootsporks do not alert enemies
- Added colors to pickup messages, to make it easier to see that you have picked up a weapon, and what you picked up.
- I fixed the LAZ obituary glitch


I still want to implement special voices for zorch pain and death for Chexter, but my voice isn't strong enough. If you are willing/able to do voices for this mod, good voiceovers for Chexter and the Brand X Warriors would definitely make the game better.  If I use your work, I will credit you in the credits lump in the .pk3.
Title: Re: Discussion topic
Post by: TrueDude on July 14, 2011, 11:01:29 PM
I know this isn't much, but you can use the modified spinning key sprites from my Heretic Chex Quest (http://www.chexquest.org/index.php?topic=2841.0) mod if you want. (Or anything else in it for that matter) They'll probably need a little more modifying but they're pretty good.
Title: Re: Discussion topic
Post by: 75 on July 15, 2011, 12:22:17 AM
Sendspace deleted your file, you should always use mediafire (http://www.mediafire.com), drdteam (http://files.drdteam.org/), or fathax (http://wadhost.fathax.com). Mediafire will delete your files if you don't use them for a period of time (3 months?), the other two will never delete your files.

Also - I haven't seen your keys since you released the wad, but I remember thinking that the shading was incorrect.
Title: Re: Discussion topic
Post by: TrueDude on July 16, 2011, 05:22:26 PM
Ok, here's another download. (http://www.mediafire.com/?z18dat2e00aph1q)
Title: Re: Discussion topic
Post by: 75 on July 17, 2011, 02:12:41 AM
Thanks for the download link, TrueDude. I didn't use your keys, but I did use your Gyro Sprites with propeller for a base to complete my version of the Gyro. Did you make the propeller? I want to make sure I credited the right person for that.

(thumbnail image, click on it to make it bigger)

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110716_233210.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110716_233210.png)

You can try the Gyro out with this pk3 - http://www.mediafire.com/?wse019ny2c39911 (ChexSTPackP15-4-Gyro.pk3 )

EDIT - just run it as a PWAD on Chex3, you don't need to run it as an extra file to ChexSTPackP15-4

it doesn't appear in any maps, but you can summon it with the console command "summon gyro".

It is complete, with zorch pain/death sprites, and attack sprites. When it gets zorched, the flemoid zorches away, but the copter rig floats down to the ground by itself.

The helicopter runs constantly, even when it is attacking.

I plan on adding a better animation for its death state.

I made a video of this enemy:

Title: Re: Discussion topic
Post by: TrueDude on July 17, 2011, 01:04:52 PM
Yeah, I made the propeller blades.
Title: Re: Discussion topic
Post by: 75 on July 17, 2011, 01:33:04 PM
They are great! May I use them?
Title: Re: Discussion topic
Post by: TrueDude on July 17, 2011, 10:58:37 PM
Yeah, anything from that mod is available for anyone to use.
Title: Re: Discussion topic
Post by: 75 on July 20, 2011, 02:50:16 AM
I added some detailing to ZM01, and a surprise guest.
Title: Re: Discussion topic
Post by: MajorSlime on July 20, 2011, 03:48:40 AM
XD

I think I know.
Title: Re: Discussion topic
Post by: 75 on June 28, 2015, 09:53:28 AM
Hey CM2109,

Remember to look at ZM09 when you get a chance, here's what I've got:

I'd like you to take a look at it because to be frank I'm tired of playing my own maps and even though ZM09's flawed I liked to play it because it was something different, if you don't have time to fix it I'll tweak it myself but I'd rather have somebody else look at it if possible.

- You said: Too many boxes in the map, make more space

My complaints:

- Way too many cells for a BFG in this map, plus walkable midtextures in this map make the BFG OP because you can detonate the LAZ balls on them and get huge spread. I think this is a bad BFG map, maybe it's a good idea to remove the BFG and the secret area currently going to it, but it's a fun secret.... so I hesitated to do that.

- The plasma area is a camp spot, the vents leading to the plasma area are a camp spot too; the plasma's not even that good and it further saturates this map with cells, so maybe this should be removed too? This is a great railgun map, though.

- The path to get to the BFG is probably easy to camp too but then again not many people will go there, so it might not be worth camping, probably kind of a useless area though.

- The refrigerated crate area has some dead ends and also has a bad spawn, to be honest most of this map has bad spawns; in my more recent maps I've tried to avoid putting spawns in places where who's spawning can't easily get out of the line of fire but back when I originally made this 5 years ago I didn't think like that.

(http://i.imgur.com/pfv7hLN.png)

- There's a few other bad spawns in this map, and some spawns without guns IIRC

- Mild annoyance: The CRATHAT series of textures changed since P14 so some of the CRATOPs don't match the crates anymore


Stuff I noticed about other maps:

Pro Zorchmatch Arena has some bad spawns / spawns without weapons, this will be fixed. It's probably smart to have players spawn on at least some weapon (even though there's always something in the same room), or give them something in ACS, I'll probably go with the latter method because that pistol is worthless in ZM.

EDIT:

Fixed some bad spawn positions, made players start with Large Zorcher
This map had some extreme ammo spam, I removed most of the boxes of ammo and cells, now there's just 2 cells, which is more than enough.

TNCQ Classic Duel's spawns could use some work, also I put it twice in the hub (whoops)


EDIT 2: Wow this detailing on ZM08 is extremely sloppy

CM are you sure you can fix this because I kind of want to delete it again...
Title: Re: Discussion topic
Post by: Drwalrustein on June 28, 2015, 11:58:35 AM
Hey 75 have you figured out why my font is not working.
Title: Re: Discussion topic
Post by: MajorSlime on June 28, 2015, 02:20:44 PM
Oh yeah, I can fix it. I already have some ideas.


- BFG, yeah needs to be removed. I'm thinking put the active-camo in its place. As it is, that active-camo is too easy to find.


- I have some ideas for a few of the dead-ends and cramped areas.
Title: Re: Discussion topic
Post by: 75 on July 04, 2015, 02:09:54 PM
How is it going? Has there been any progress on this CM2109?
Title: Re: Discussion topic
Post by: MajorSlime on July 05, 2015, 02:05:08 PM
To be honest, I forgot about it. I've been rather busy lately. I did however spend some time on it yesterday. All I can say is, next time you play it, it'll feel like the old map, but look quite a bit different in some spots. So yes, progress :P I'll post some screenies once I have a bit more done.
Title: Re: Discussion topic
Post by: MajorSlime on July 05, 2015, 06:16:25 PM
UPDATE


Just two screenies of the fridge room. I cleared a lot of the box clutter to make it easier to move around. In some cases I raised the boxes so they were hanging, which looks kind of neat, and allows them to be used to jump to without cluttering the ground. The double-tall hanging box exists to block the view of the lift from the door, so that someone isn't completely vulnerable while waiting for it/going up it. In addition, since this room tends to see a lot of use with more than high-priority object as a prize, I added a one-way teleporter as an additional exit. Leads to the same exit-teleport as the rest. There are now two spawns in this room, both on top of an LZ as well as on top of the crates.


(http://i.imgur.com/4aiFE44.png) (http://i.imgur.com/4aiFE44.png)(http://i.imgur.com/4Z4SR8E.png) (http://i.imgur.com/4Z4SR8E.png)
(Click to Englarge)
Title: Re: Discussion topic
Post by: 75 on July 05, 2015, 11:13:39 PM
Hmm..  sounds like some good ideas, let me know when/if you want to test this
Title: Re: Discussion topic
Post by: MajorSlime on July 06, 2015, 12:38:21 AM
As a note: I also removed a lot of the doors in the 'central loop' as I felt they were hindering flow. In many of the cases, I've modified the geometry so you still can't see through where the door used to be (corners, S-Curves, etc), but you can move through the same area much faster. I'm leaving the freezer room door and a couple in the middle. In addition, I've moved most if not all of the player spawns to either on top of a crate or somewhere else decently sheltered, as well as made sure each of them spawned on some sort of weapon. (Some player spawns are next to if not on top of general weapon spawns, such as the SLZ) I might have a working test version by tomorrow; the day after at the latest.
Title: Re: Discussion topic
Post by: 75 on July 17, 2015, 07:05:04 PM
How's it going CM? Any progress?
Title: Re: Discussion topic
Post by: MajorSlime on July 21, 2015, 12:29:10 PM
Now there is. COMPLETION!


For the most part, the level kept the same design layout, with the exception of crates being moved around and removed in order to create easier pathways, as well as many doors being removed and replaced with arches. The only two areas that have significant changes are the freezer room, as previously seen, and the outer hallway, which now has a staircase to the upper area in replacement of where the vent once was. This is so there are more options for paths to the upper area.


(http://i.imgur.com/85XRIVb.png) (http://i.imgur.com/85XRIVb.png)(http://i.imgur.com/Vx9PEtM.png) (http://i.imgur.com/Vx9PEtM.png)(http://i.imgur.com/XnHf87a.png) (http://i.imgur.com/XnHf87a.png)
(Click to Englarge)

Ready for testing whenever.
Title: Re: Discussion topic
Post by: 75 on July 21, 2015, 05:48:23 PM
Hmm, that's great news CM -- unfortunately I'll be quite wrapped up with school for for the next week and a half or so. I'll probably have a couple minutes to run through this after that though.
Title: Re: Discussion topic
Post by: MajorSlime on July 30, 2015, 10:56:12 AM
So, let me know when you want to run this :P
Title: Re: Discussion topic
Post by: 75 on July 30, 2015, 09:12:43 PM
Possibly this weekend, at least sometime next week (my final project's due Monday)
Title: Re: Discussion topic
Post by: 75 on August 16, 2015, 10:11:23 AM
We can play through it whenever you're ready CM
Title: Re: Discussion topic
Post by: MajorSlime on August 16, 2015, 08:08:27 PM
I'm free pretty much every day, except probably this next Tuesday, so just give me a time when your available and I'll try to contact you then.
Title: Re: Discussion topic
Post by: 75 on August 16, 2015, 10:25:38 PM
I'll have some time for a quick test probably between 6 and 9 PM EST this week, any day
Title: Re: Discussion topic
Post by: 75 on September 26, 2015, 02:35:00 PM
Any updates on the map(s) CM? It sounded like you had some cool ideas, let me know if you want to test something, I'll probably be able to find some time this weekend
Title: Re: Discussion topic
Post by: MajorSlime on September 26, 2015, 04:43:57 PM
I'm busy this weekend. I've been rather busy with school lately, so not much time for side projects like this. I'll get some work done on it when I can though. If Boingo reads this, the same applies for the Voxel bitmap applicator.
Title: Re: Discussion topic
Post by: 75 on September 26, 2015, 05:17:35 PM
Quote from: ChexMaster2109 on September 26, 2015, 04:43:57 PM
I'm busy this weekend. I've been rather busy with school lately, so not much time for side projects like this. I'll get some work done on it when I can though.

No problem, take your time
Title: Re: Discussion topic
Post by: 75 on October 13, 2016, 09:24:12 PM
I made some updates to the maps.

- In all pvp maps (Zorchmatch, Duel, and CTF), the player will always start with better weapons except the couple of maps that I'm not sure if I want to keep
- I removed some rocket boxes to try to reduce rocket spam in some maps
- CM, please send me your edited "Storage Area" map
- The duel maps are now playable in DM, though they are very small and probably extremely hectic with more than 3 or 4 players.

Here is an alpha version, if you guys get time try it out and let me know what you think http://ifocserv.net/ftp/Random/ChexPack_10112016_2119.pk3

If this version is good, I'll release it as Chex Pack P16-5.

I'm concerned about the following maps:

CTF04: Park CTF: Do you guys like this map? I'm not sure if this layout is any good.
ZM06: (Museum) Because of a strange Zand bug, I'm thinking of setting Chex Pack to skip this in the map rotation.
ZM08: (Storage Area) I'm going to set Chex Pack to skip this one in the map rotation too, it has too many problems but it sounds like CM made some progress with it.
DUEL14: Naval Bunker: I always thought this map had too much junk in the way of movement, do you guys like this map?


Thanks to Darkstone for helping me test this today!

EDIT: Also

- Is the bootspork too powerful? Do I need to nerf it a little?

- The bots seem to be especially stupid with the custom weapons, I'm not sure if they realize the bootspork is a melee weapon (they tend to switch to it and hold down the fire button at a distance), and they tend to zorch themselves with propulsors. I may have forgot to add bot flags to these weapons.

EDIT 2 : Tracing the inheritance back to the Doom weapons, the flags should be applied just like they are in the original game, I'm not sure why the bots seemed dumber than usual...

EDIT 3: I noticed a rare bug in the code that gives players weapons on spawn. Sometimes it will select the wrong weapon on spawn, I'm not sure what the cause of that is, but it's easy to fix (I just need to put SetWeapon() (https://zdoom.org/wiki/SetWeapon) in the code for all of the maps).
Title: Re: Discussion topic
Post by: Awesomedude249 on October 13, 2016, 11:59:43 PM
If we can get people to join, maybe we could all test it out on multiplayer?
Title: Re: Discussion topic
Post by: 75 on October 14, 2016, 06:40:21 PM
That would be great!

- I put a server up for testing: <[IFOC] Server> Chex Pack Beta (Full duel/zm rotation)

EDIT: It's down now.

- It goes through every single duel and ZM map, in a random order (except ZM06 because it breaks)

- Feel free to vote for a different map if the current one is too big / hectic (the duel maps are not big enough to gracefully support more than 4 players).

- I set a time limit of 5 minutes. Hopefully this will balance out the slow gameplay of some of the ZM maps with the insanity of some of the duel maps in DM.

I'll be around for the mostly in the evenings this weekend. I have a lot to do but I might have a few minutes to join in.

- Joining the IRC channel (#IFOC on irc.zandronum.com)  is probably the best way to get a game going, but I'll check the forums periodically too.
Title: Re: Discussion topic
Post by: Awesomedude249 on October 15, 2016, 03:57:49 PM
What timezone are you in, I don't want to get confused when someone says they're going to be playing in the evening :P
Title: Re: Discussion topic
Post by: 75 on October 15, 2016, 04:03:27 PM
My time zone is Eastern Standard Time (EST): at the time of this post it's 3:03 PM for me.
Title: Re: Discussion topic
Post by: Nisk on October 26, 2016, 11:32:22 PM
Quote from: 75 on October 13, 2016, 09:24:12 PM
CTF04: Park CTF: Do you guys like this map? I'm not sure if this layout is any good.
I think it's fine, not significantly worse than the others. I would argue to keep it just because of the small total number of CTF maps.
Quote
DUEL14: Naval Bunker: I always thought this map had too much junk in the way of movement, do you guys like this map?
I wouldn't miss this one much, but I am curious about your reasoning behind wanting to remove a duel map. Can't players just choose to avoid it?
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- Is the bootspork too powerful? Do I need to nerf it a little?
I don't think I've ever used it seriously against a human opponent, just because it isn't on many maps and I assumed it would be as mediocre as in PvE. But using it against some bots just now, it seems like it could possibly be overpowered. I'm not sure how good human players would be at avoiding it.
Title: Re: Discussion topic
Post by: 75 on November 20, 2016, 11:08:18 PM
Thanks Nisk, I'll have to do more testing and get back to you on that, school's been keeping me pretty busy.

Though at this point I'd like to release a new alpha with a few changes:

http://ifocserv.net/ftp/Random/ChexPack_11202016_1913.pk3

- Fixed: Very rare starting weapon bug. This seemed to fix the strange bot behavior too.

Note: There shouldn't be any spawns in the maps where you start with a melee weapon selected (i.e., the bootspork or bootspoon), if that happens please let me know.

- Changed the detailing for DUEL15 (it struck me as a little ugly as it was before) -- let me know what you guys think:

(http://i.imgur.com/d3jXc4Hm.png) (http://imgur.com/d3jXc4H)