Classic Arcade FPSII

Classic Arcade FPSII

Re: Classic Arcade FPSII Posted by G.Ballblue on Tue Jun 7th 2005 at 10:19pm
G.Ballblue
1511 posts
Posted 2005-06-07 10:19pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
ahem

Okay, so this is the sequel to my sven-coop map, "Classic". I was pretty pleased with the results of my first map, and this time around, instead of making just one huge map that doesn't run on some servers due to incompatibility, I plan to make a redicoulsly large map series, which should be a little easier to run.

Anyway, since I think this is going to be dubbed as the "Intro chapter" then I suppose this chapter will be dedicated to E1M1 of the series, "Gateway".

User posted image

User posted image

User posted image

User posted image

User posted image

User posted image

User posted image

And here is some of the simple model/skin work I did.

User posted image

User posted image

User posted image

They're keys.

User posted image

Health bottle made from scratch.

User posted image

Quake2 armor shard, converted, and the skin is half-aligned.

Hopefully sometime in the very near future, I will be able to get a download availble for the map :smile:

Thoughts of all the sorts are quite welcome :smile:
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: Classic Arcade FPSII Posted by Orpheus on Tue Jun 7th 2005 at 10:23pm
Orpheus
13860 posts
Posted 2005-06-07 10:23pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
G.Ballblue said:
User posted image
User posted image

The best things in life, aren't things.
Re: Classic Arcade FPSII Posted by G.Ballblue on Tue Jun 7th 2005 at 10:26pm
G.Ballblue
1511 posts
Posted 2005-06-07 10:26pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
:lol:

It wasn't a copy, I asure you. Classic II is based off of Doom2 :wink:
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: Classic Arcade FPSII Posted by Orpheus on Tue Jun 7th 2005 at 10:49pm
Orpheus
13860 posts
Posted 2005-06-07 10:49pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
No worries.. I haven't figured out how to make screen shots light blue yet. :heee:

The best things in life, aren't things.
Re: Classic Arcade FPSII Posted by G.Ballblue on Tue Jun 7th 2005 at 11:35pm
G.Ballblue
1511 posts
Posted 2005-06-07 11:35pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
Orpheus said:
No worries.. I haven't figured out how to make screen shots light blue yet. :heee:
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!

User posted image

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.

:smile:
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: Classic Arcade FPSII Posted by Orpheus on Tue Jun 7th 2005 at 11:49pm
Orpheus
13860 posts
Posted 2005-06-07 11:49pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
G.Ballblue said:
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. :biggrin:

The best things in life, aren't things.
Re: Classic Arcade FPSII Posted by G.Ballblue on Thu Jun 30th 2005 at 11:58pm
G.Ballblue
1511 posts
Posted 2005-06-30 11:58pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
[url]http://hlrse.net/vhe/G.Ballblue/Classic2 Promo Video.zip[/url]

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! :biggrin:

/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!
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: Classic Arcade FPSII Posted by Dietz on Fri Jul 1st 2005 at 2:49am
Dietz
101 posts
Posted 2005-07-01 2:49am
Dietz
member
101 posts 50 snarkmarks Registered: Mar 15th 2002 Location: Texas
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?
Re: Classic Arcade FPSII Posted by Finger on Fri Jul 1st 2005 at 3:34am
Finger
672 posts
Posted 2005-07-01 3:34am
Finger
member
672 posts 1460 snarkmarks Registered: Oct 13th 2001
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'.
Re: Classic Arcade FPSII Posted by G.Ballblue on Fri Jul 1st 2005 at 3:39am
G.Ballblue
1511 posts
Posted 2005-07-01 3:39am
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
Dietz said:
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?
It's just something I'd like to try. :razz:

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. :smile:
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: Classic Arcade FPSII Posted by Dark_Kilauea on Wed Jul 6th 2005 at 5:53pm
Dark_Kilauea
629 posts
Posted 2005-07-06 5:53pm
629 posts 123 snarkmarks Registered: Apr 15th 2005 Occupation: Fast Food Location: USA
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.

User posted image

opps, a little too big, but snarkpit should size it down, right?

Until Later...
Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/
Re: Classic Arcade FPSII Posted by G.Ballblue on Wed Jul 6th 2005 at 6:50pm
G.Ballblue
1511 posts
Posted 2005-07-06 6:50pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
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 :smile:
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: Classic Arcade FPSII Posted by Dred_furst on Wed Jul 13th 2005 at 2:59pm
Dred_furst
455 posts
Posted 2005-07-13 2:59pm
455 posts 135 snarkmarks Registered: Sep 3rd 2003 Location: UK
im looking forward to this map like the first, and woagh, thats a giant tripod hosting logo! :O
I need a new sig