Post subject: Elementary Chaos Invasion - Video on pg.1, Need help on pg.2
Posted: Sun Apr 01, 2007 10:55 am
ALL HAIL ANVIL GOD
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Joined: Wed Mar 29, 2006 6:20 am Posts: 3564 Location: Room 1
ELEMENTARY CHAOS INVASION
That's right, I've started on an all-new pack of levels for invasion. I plan to release a teaser in the near future containing the first three levels.
The basic idea behind this invasion pack is that each level will follow a specific theme - based heavily on the locale, or environment, or even the structure it's based around. So far, I have begun four levels - Arctic, Castle, Desert, and Space Invasion, and am currently working on a CREDMAP. Of course, many people will have already played Arctic Invasion...*checks download count on zshare*...31, in fact, but it has undergone some changes that will indefinitely improve the gameplay and looks of the level, hence why it'll be released in this level pack as "Arctic Invasion 2.0", or even "Tundra Invasion".
!!!!IMPORTANT!!!! Something else I forgot to mention is this: I will possibly convert this into a community project when I release it. I plan to have at most 24 maps - each will have a different theme or environment, and will each have a different first letter - like Arctic, Bay, Castle, Desert, etc. all the way to Zero-G. Of course, I'm stuck for ideas for the level names with the not-so-common letters, so I'll have to call on the community for ideas for those. I hope I'll get lots of contributors.
But enough...screenie time!
UPDATE (as of 12/06/07): Even more new shots, as well as some of Space Invasion, which has undergone some major detailing since the last shots! And, sorry about starting on the new maps. Arctic Invasion is currently being held up by a Skulltag bug reported in this thread, so it may be awhile until I either find a workaround or the bug is fixed. Desert Invasion is nearly done, so that will probably be the map I will finish first. Space Invasion is also about halfway done, so expect some more great screens soon. As for Castle, umm...I really just started that on a whim, and haven't done anything to it since. Oh well, it should prove to be a fairly interesting level to make.
MAP01 - Arctic Invasion [name is still WIP] (99% complete) (4 screenshots) [hide] [/hide]
MOD STATUS: Blocks of Doom II - We need some more contributors! STForums2 - Watch this space. Ωmega TC - Coming along nicely. Stay tuned for updates! ????? - Yet to be announced.
Last edited by James Paddock on Wed Nov 14, 2007 1:19 pm, edited 7 times in total.
MOD STATUS: Blocks of Doom II - We need some more contributors! STForums2 - Watch this space. Ωmega TC - Coming along nicely. Stay tuned for updates! ????? - Yet to be announced.
Joined: Sat Dec 20, 2003 8:48 am Posts: 4869 Location: TX
Looking great, jimmy! Just make sure to play it plenty and do everything you can to keep it interesting and fun to play. Don't want it to be too long, or too slow in the beginning, or get to hard.
_________________
John Smith, regarding GZDoom's new renderer wrote:
Ok so people with a video card more than about 3-4 years old, and probably most ATI users, can just fuck off right? Seriously are you making a doom port or the sequel to Crysis.
Joined: Wed Mar 29, 2006 6:20 am Posts: 3564 Location: Room 1
I think I did a fairly good job with the difficulty in Arctic Invasion, at 11 waves, it takes about 10 minutes, and it's perfectly possible to beat...it just takes a lot of skill. That, and...there's an awful lot of runes and powerups around so it gets fairly easy to beat in the long run anyway... Well, maybe I should remove some of those in online play to present a challenge to the players.
Heh, don't worry Carn, I make sure I playtest each and every one of my maps until I find it absolutely flawless.
MOD STATUS: Blocks of Doom II - We need some more contributors! STForums2 - Watch this space. Ωmega TC - Coming along nicely. Stay tuned for updates! ????? - Yet to be announced.
MOD STATUS: Blocks of Doom II - We need some more contributors! STForums2 - Watch this space. Ωmega TC - Coming along nicely. Stay tuned for updates! ????? - Yet to be announced.
Joined: Wed Mar 29, 2006 6:20 am Posts: 3564 Location: Room 1
Was thinking about something like that, yes, I am going to have a map related to fire in some way.
There is already a Lava Invasion in ALINV, and Hell Invasion sounds too generic even for me. In any case, I'll be updating the first post with extra screenies, complete with tons of dead bodies, shortly.
MOD STATUS: Blocks of Doom II - We need some more contributors! STForums2 - Watch this space. Ωmega TC - Coming along nicely. Stay tuned for updates! ????? - Yet to be announced.
Joined: Wed Mar 29, 2006 6:20 am Posts: 3564 Location: Room 1
BUMP
REVIVE
UPDATE!
Hey, I'm still working on this! I've made some awesome progress on Space Invasion, so go check out the first post for the screenshots and some funtacular new idea and progress updates.
Unfortunately, it seems as though I can't help but start work on new maps on a whim, so I've added an extra map that is currently unworthy of screenshotature, Castle Invasion. I'm also working on a CREDMAP, inspired by the end credits role from Hexen, the music of which will also be included in this mod, along with some bitchin' Descent midis.
Speaking of credits, huge thanks go to Tormentor667 - for KDIZD MONSTERS WILL BE INCLUDED IN THESE LEVELS! He has kindly agreed to let me use them, so long as I credit his team of super sprite artists, which of course I will. My uber kudos go to you guys for your awesometacular efforts on the monster sprites and code.
Comments on the new shots on the first post are appreciated. Be sure to read the IMPORTANT update(s) as well - I may turn this into a community project.
MOD STATUS: Blocks of Doom II - We need some more contributors! STForums2 - Watch this space. Ωmega TC - Coming along nicely. Stay tuned for updates! ????? - Yet to be announced.
Lol, was that sinking sand I spotted in one of the screenshots? You should make a thrust or pull object or whatever that pulls you under, then you run out of air.
The sky on the arctic level doesn't really fit IMO. That particular sky would fit more for a warmer enviroment, since there's no snow on the top of the mountains and small amounts of green, suggesting trees, or at least plants.
Same with the desert sky. I'm not really a fan of red skies, with the exception of a few ones. I think the orange sky found in EP4 would be an improvement.
The sky on the space level is fine, though you should consider adding "forcenoskystretch" in the mapinfo lump, since that sky tiles well, and it looks better when not stretched out so much.
_________________ 00:41 - jλmεs: but the prince pun makes it american based 00:41 - Urist McSpadger: it's still the most british joke i've made today 00:43 - jλmεs: fair point
For the arctic map sky...see if you can find some mountains with snow on them for that skybox. The actual sky itself would work very well I think (unless you wanted to go with a dreary dark grayish sky...that would be a good snowy sky).
Joined: Wed Mar 29, 2006 6:20 am Posts: 3564 Location: Room 1
@Spadger: I agree, skies/skyboxes are quite possibly my greatest achilles' heel when it comes to decoring maps. I have a white cloudy sky already in my WAD - maybe that would fit better...
@Cpt. Toenail: The quicksand will be harder to maneuvre in for the players but the monsters will have no trouble emerging out of it.
MOD STATUS: Blocks of Doom II - We need some more contributors! STForums2 - Watch this space. Ωmega TC - Coming along nicely. Stay tuned for updates! ????? - Yet to be announced.
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