Posted by Dred_furst on Wed Jul 13th 2005 at 2:59pm
im looking forward to this map like the first, and woagh, thats a giant tripod hosting logo! :O
That would be a neat idea to implement into the maps -- very neat, but there are several issues that the difficulty room would bring up:
- Players enter a difficulty room on every map.
- The black box with 4 buttons method saves a lot of physical room in the map.
- The current difficulty room is easy to edit and change, such as, if I want to put a small cutscene directly after the player chooses a difficulty. It also makes "fade effects" a lot snazzier since the player cannot directly tell where he was "fading from".
I'm not writing the idea off though --- it's something I'll consider " SRC="images/smiles/icon_smile.gif">
Posted by Dark_Kilauea on Wed Jul 6th 2005 at 5:53pm
Some images in this post have been automatically down-sized, click on them to view the full sized versions:
I personally think you should do the difficultly selection area like the one in Quake 1.opps, a little too big, but snarkpit should size it down, right?
Until Later...
It's just something I'd like to try. ![]()
Gameplay is also easily being covered by the difficulty system, which makes the map different in 4 different ways. Best of all, Sven-Coop has "random entity" triggers, that enable random events to occur in a map. " SRC="images/smiles/icon_smile.gif">
Posted by Finger on Fri Jul 1st 2005 at 3:34am
Seems like a good way to gain some simple yet valuable nuggets of game design wisdom, without the time-sink of 'this gen' graphics. It is hard to look at, though......'shivers'.
Posted by Dietz on Fri Jul 1st 2005 at 2:49am
I don't quite understand the purpose of porting a map from an old game to a new engine and attempting to make it look exactly the same. Why wouldn't you just play the original game? Chances are it would be more fun anyway. If you're going to port a map, why not rebuild it with modern details and gameplay?
http://hlrse.net/vhe/G.Ballblue/Classic2 Promo Video.zip
Heh. Not to much more to do then post that link, really -- I'm having a tad of trouble getting a link from the site where I FTP'd it, so the link maybe b0rked for a minute or so.
It is an Alpha Promo video -- alpha only! ![]()
/edit: The best way to get the file, is to right click and save target as. Clicking on it seems to take a while, so "save as" for the fastest result.
In the video, you'll see multiple alpha clips of various levels -- the main "teaser" in the videa, is the Containment Area level, and the new weapon models (also notice the new shotgun towards the end of the video!) I am hoping to add a lot more DOOM lookalike monster models and weapon models, so all the models are still W.I.P. They all need to be reboned, re-animated, reskinned, and maybe a few need to be re-polygonned. :/
Also take note of the new Pinky Demon -- it no longer swings its tail or spits acid, only bites!
Posted by Orpheus on Tue Jun 7th 2005 at 11:49pm
You lost me :0
How is it you can cypher out stuff like this but simple humor is way over your noggin?
Anywho's, carry on the good work, but try to expand your funny bone a bit. " SRC="images/smiles/icon_biggrin.gif">

You lost me :0
Anyway. That was a somewhat bland first post I made --- here is some more info on the series -- more specifically, the difficulty system that the map series is sporting!

Pretty simple to work out -- walk up, and press the button that you want, as in difficulty. The catch? Easy and medium are exactly the same, with the exception of that medium simply bumps up the monster count. Hard and Nightmare, will actually change the physical geometry in the level (and it works!) This gives the players a total of almost three different maps in one. There are three routes: Easy and medium share the same, Hard has a slightly tougher path, and Nightmare really makes the level a bit different.
Each level in Classic II also sports background music from DoomWorld. They are High Definition remakes of the original midis. None of the notes and sounds have been changed, except for that the instruments sound like actual instruments -- not midis.
" SRC="images/smiles/icon_smile.gif">
Posted by Orpheus on Tue Jun 7th 2005 at 10:49pm
No worries.. I haven't figured out how to make screen shots light blue yet. " SRC="images/smiles/heee.gif">

