What is finished ? |
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Map 01. |
Map 02. |
Almost Map
03. |
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What am i doing at the moment working on WadMix2007 ? |
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11 feb. |
I am learning
about XWE program, how to insert textures and |
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other stuff. |
12 feb. |
I am learning
about Doom Builder 1.67 build 375. Its giving errors |
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when i try
to do sector within a sector. I am used to DoomCad6.1 |
18 feb. |
Now i know
exactly why and when errors appear. It seems to be |
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DoomBuilder
cannot 'remember' current Vertex stitching after |
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each time i
load a map and shuts down DoomBuilder when a |
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linedef has
no texture and i hit the TAB button. |
19 feb. |
Creating Map02
from all available maps (wad) |
28 feb. |
Exploring
Internetpages about scripting (ACS) (ZDoom/Hexen) |
1 mar. |
Many available
animation-textures are a succes. |
3 mar. |
Discovered how
Simple it is to overlay multiple Textures as one |
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texture with
XWE. |
8 mar. |
Converted map02
to ZDoom engine just for the ACS editing. |
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(scripting) |
9 mar. |
Converted map02
to Hexen format for more ACS scripting and |
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more switch
possibilities. |
11 mar. |
Trying to figger
out how switch textures are working. Still no |
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succes. |
13 mar. |
Teleport succes.
Now the red-key door is not function. |
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Switchtextures
not done yet. |
14 mar. |
Red key door
scripting is a succes thanks to 'Edward850', |
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'Thomas' and
'TheShooter7' on the
SkullTag forum. |
16 mar. |
SwitchTextures are now working accept different
soundtriggering. |
17 mar. |
It's to much
fun to make an end to Map02. Now it's about 562Kb. |
18 mar. |
Removing a
few errors and continuing building Map02. |
19 mar. |
Grabbing
some Heretic sprites and alter them with PhotoShop. |
20 mar. |
Fatal error
occured while testing sprite-sound-texture Pwad |
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after
inserting different kind of monster sprites. |
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Don't know
what happend wrong. |
25 mar. |
Cost me a
few days. Fatal error seemed to come from the
|
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SKININFO
lump.
Because of
several warnings about Plagiarism |
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i decided to
keep WadMix2007 as my personal project and will |
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NOT be
released to anyone but my friends only. |
27 mar. |
Adding
monster is a succes, but it cannot fire its own ammo and |
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have no
sound. Suddenly the sky texture is gone and Plasmagun |
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fires red
plasma, which was not ment to be. |
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Invisible
floor/path is a succes, thanks to all the guys in
this |
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forum in
particular the
creator of
CyberCrime3.wad. |
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Using within
Hexen format thing number 5061 will do the |
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Transparancy
trick. |
30 mar. |
Fixed the
sky and the blue plasma bolts. |
31 mar. |
Fixed the
new monster sounds, and its own weapon fire. With |
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the 'A_Jump
(x.x)' command it finally fires more than 2
shots. |
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This new
monster 'fire and sound' issue toke more than 3½ hours
|
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to master
from the
ZDoom Wiki webpages...
:( Still not figured |
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out how to
script when monster dies, drop (new) weapon. |
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Continue
with adding new type of weapon, drop weapon by |
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monster when
dies, and new type of ammo. |
01 apr. |
After a few
attempts the monster failed to work right. Thanx to |
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Thomas
for fixing this monster and its weaponfire/ammo. |
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From out
here i can now create another new weapon, the |
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Arachnatrin
PlasmaGun. A lot slower Plasmagun but very strong. |
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Continueing
Map02. |
02 apr. |
Creating new
monster sprites of 'Hans
Grosse'
of
Wolfenstein 3D. |
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Only 2 of
the 28 sprites done. Busy with the third. |
05 apr. |
Continueing
creating
Hans Grosse
sprites. Finished two of the four |
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walking
sequences. ( 8 of the 28 sprites are finished. ) |
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Started the
third walk-sequence. When done
Hans Grosse
sprites |
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will be
available to everyone to dowload. |
06 apr. |
Finished
walking-sequence three. ( only 16 sprites remaines ) |
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Started the
fourth walking sequence.... |
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Fixed the
Arachnatrin PlasmaRifle, shoots perfectly like a slow |
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plasmarifle
with the so called 'reload' sequence. |
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Repainted
this rifle with gore so it looked like it has been |
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removed from
the arachnatrin with force. Only have to fix the |
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Arachnatrin
PlasmaRifle icon. |
07 apr. |
Hans Grosse
walking sprites are done, but needs to be more |
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smoother in
animation. ( 12 sprites left ) |
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Creating
another monster for this project....
CyberBot. |
09 apr. |
Continued
Hans
Grosse
and
CyberBot. |
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Have a idea
about
CyberBot's
huge gun. Its ammo will be |
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unlimited
but will be terrible using it. It must become a weapon |
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certainly
not the first choice of the player. |
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I changed my
mind about not making WadMix2007 dowloadable. |
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If anybody
says it is plagiarism, i'll personally kick his or her
butt. |
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11 apr. |
Finished
CyberBot's
sprites. |
13 apr. |
Imported
CyberBot and give it a homing missile attack. |
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While
testing CyberBot, unloaded my plasma rifle at him, it |
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appeared
the plasmaweapons section was giving a error. |
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Don't
know how come... |
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After i
scripted a PlasmaRifle into the DECORATE lump, it fixed |
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everything about the Plasmaweapon section. |
14 apr. |
Cyberbot
is three times stronger than the regular Cyberdemon. |
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It's
weaponfire is unlimited, almost three times stronger,
fires a |
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littlebit
faster than the standard rocketlauncher and its
targetting |
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on the
enemy. The weapon works ! |
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Imported
Duke Nukem's Pig Cop enemy and it's assosiated |
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shotgun
weapon. The weapon and the Pig Cop works but need |
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a little
touch more. Sprites does not match exactly with the |
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shotgun
reload sound and the Pig Cop shoots to quick after each |
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other....
needs more delay. |
15 apr. |
Fixed the
weapon and the PigCop. The Duke Nukem shotgun is |
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a bit
slower than the regular Doom shotgun. |
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Imported
the DukeNukem's Assault Trooper (Predator) from the |
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original
Duke game, resized the sprites, created my own script |
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close to
its original behavior, but wont shoot. Dont know why. |
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Figured
out why: there's a difference between parameter: |
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'A_FireCustomMissile'
and 'A_CustomMissile'.
A monster actor |
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won't
fire with the 'A_FireCustomMissile' parameter. A weapon |
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actor
does. |
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Continue
to the
Hans Grosse
aiming sprites. |
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Finished
Hans Grosse sprites. |
16 apr. |
Imported
Hans
Grosse
sprites into WadMix2007. I used the |
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Chaingunner script and
make my own alterations. |
21 apr. |
Imported
Strife's Accolite soldiers in 3 different skills, also |
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imported
Strife's Assault Gun, as similar as it could be to the |
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original. |
22 apr. |
Imported
three different Macil's. One that fires as original |
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and two
that fires mini missiles, including the weapon ofcourse. |
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and third
a Macil that fires 5 rockets in one row, the Rapid Mini
|
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Missile
launcher. This weapon in an answer to the CyberBot |
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Homing
Missile Launcher... kinda. |
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Continue
with Map02. (741Kb) |
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Time to
master slopes, to make a start with Map03. |
23 apr. |
Unsuccesfull mastering Slopes the way i wanted.
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24 apr. |
Finished
Map02. Exact 800 Kb ! I managed a simple slope. |
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Still
haven't found a slope methode i want/needed... if it's |
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possible
at all.... |
25 apr. |
Don't
know yet, but i think i'm getting the idea about
slope-things. |
26 apr. |
After a
few hours playing with the slope things 9500-1903,
9510 & |
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9510 &
linedef 181 i discovered of what i want to have is
simply |
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impossible. |
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Starting
Map03. |
27 apr. |
Mirrored
the imp sprites. |
28 apr. |
Decorate
the Up-Side-Down Imp and toying with the 'No_Gravity', |
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SpawnCeiling and MapInfo - Gravity <amount>. |
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Imported
the Sergeant sprites (upsidedown). |
29 apr. |
Decorating a new 'Super-Marine', but does not work as it
should. |
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Continue
Map03. |
30 apr. |
Continue
Map03 (making a CTF map
while waiting for an answer) |
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Spent
hours to find an example of an A_SpawnItem script that
works |
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for my
'Super-Marine'. So far not found. If it exist at all...? |
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Almost
finished Map01 of this CTF map. It requires some
scripting |
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which i
don't have about assigning which team (red or blue). |
02 may |
During
searching for a decoration code of having 3 different
sprite- |
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sequences
as 1 enemy-boss, without succes, i have found more |
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possible
enemy attacks and behaviors, such as a 'Multiply-man'. |
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While
playing an Invasion map yesterday, i saw the skin of
Romero |
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on a
stake and it was very weird and unlogical to see.
Because of |
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that, i decided
to create Romero WITH a body, and create my own |
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monster
with its original powers to emerge hell-spawn if i
succeed |
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ofcouse.... |
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Finished
the very first
Romero sprite (ROMRA1).
It's size will be |
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160x160
because i didn't rescale the head. That means, he'll |
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become
taller than the CyberDemon ! |
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Imported
'MultiplyMan', "-a pain in the ass-enemy". It worked TOO |
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well. I
Reduced him to a maximal amount of 27 multiplies tops. |
03 may |
Giving
MultiPlayMan a Duke Nukem Chaingun and ammo. |
04 may |
Start
creating a very unexpected weapon. |
05 may |
ReMade
the Rapid Mini Missile Launcher into the Mini Missile |
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Launcher
as an alternate fire option. |
06 may |
Studying
why 'A_SpawnItem' does not work. According to all |
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resources, it should have worked. But it does not. |
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Continue
Map03. |
07 may |
Imported
a
MonsterSpawner weapon,
which can be found on the |
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net, to
learn more about the
'A_SpawnItem' command. |
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This
weapon works, but not my 'Super-Marine'. Now i like this
gun, |
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but i
changed the weapon sprite into the spawn-cube, so it now |
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feels
like you are having the soul cube of Doom3. |
08 may |
Unsuccesfull Super-Marine (A_SpawnItem). |
09 may |
Unsuccesfull Super-Marine. The command parameter does
NOT |
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work,
whatever i do. Marked the Super-Marine as
Failed. |
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Inported
a new 'unexpected' weapon. It will kept a secret. |
10 may |
Continue
Super-Marine. The monster is working halfway. It was |
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just
because it had no
A_NoBlocking or
A_Fall parameter into
its |
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deathsequence.
Thanks to Anakin S.
Now with that behind me, i |
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continued
decorate this Super-Marine with a spreadfire
Plasma-rifle. |
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Very
strong, one blow could finish you off. I found however a
tiny |
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weak spot
to this Super-Marine. The Mini Chaingun. It holds him a |
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moment on
its place, however... every time you hurt him, it shoots |
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back at
you at once. You need 2 whole loads of a MiniChaingun to |
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penatrate
his shield, thats 800 bullets. After that he has still
his armor |
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who's
protecting him of your gunfire. |
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While
coding this, new idea's pops up, to create a
'Mega-Marine', |
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'Hyper-Marine', 'Ultra-Marine', and a 'Master-Marine',
of some sort. |
13 may |
Continue
Map 03. Repairing sector (linedefs) errors that i didn't |
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put in,
but came into itself. Maybe DoomBuilder has giving
problems |
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when
editing a staircase with 1 pixel width each step. It
happend |
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twice in
the same area. DoomBuilder created another sector error. |
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Close to
the same area. Trying to repair it again. :( |
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Experimenting with polyobjects.... |
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Using a
simple door-polyobject is a succes... little help of
this file. |
14 may |
Start of
the second Romero sprite. Not decided whether i let
Romero |
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walk or
float when he moves. |
15 may |
Continueing the second Romero Sprite. |
16 may |
Imported
the HellFireCannon, a Rise Of The Triad rocketlauncher.
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17 may |
Imported
the HyperBlaster, a Quake 2 'laser'?? gun. The creator
of |
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this
weapon is ChaosCentral, but i changed its attack sprite
as close |
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to the
original Q2 HyperBlaster. ChaosCentral only replaced the |
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PlasmaGun. I just changed it to its real original. |
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Also
imported a Double Chaingun which is droppable by Hans |
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Grosse,
but needs a little more touch. |
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Continue
Map03. |
18 may |
Photoshopped a Blood-Imp |
19 may |
Continued
the Blood-Imp, and imported into WadMix2007 |
20 may |
Imported
Heretic's Etheral Crossbow/ammo and Heretic's Gargoyle. |
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Changed
Map01 a bit. Changed the WadMix2007 webpages. |
21 may |
Created 2
Capture The Flag maps fresh fromout my memory |
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of the
game Unreal Tournament 2004. |
22 may |
Created 1
Capture The Flag map full with slopes. New from scratch. |
23 may |
Created
map04 of my Capture The Flag. My way of having a break |
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from my
WadMix2007 project. |
27 may |
CTF
Map01-04 are finished. Thanks to
these guys. |
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Tun,
Thomas, Wh1t3,
Strikerman780,
Wagi, and Protojo. |
29 may |
Trying to
figure out about camera's, carefully read the
camerapage |
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and
looked into other people's wad, even with the copy/paste |
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method it
turned to be unsuccesfull. Camera does not move. |
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Dont know
why. I copied everything including BEHEAVIOR script. |
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It
refused to work. What i DO know is, how
ACS script
structure
is |
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build up.
It's seemes very easy to understand..... (???) |
04 june |
Went too
busy with scripting, editing, asking on the forum,
testing, |
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decorating, improving things lately, so i have no idea
what i did on |
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which
day: What i have done is: Scripting Camera with help of |
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Thomas.
Its working, edited a view things which are in a frozen |
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state
like a 'time-freeze'. Difficulty with the
Height settings but
solved |
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that
already. Today i learned to script
my own script to skip
the |
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intro
scene (the camera thing described above), but Thomas |
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teached
me another trick today. The 'bind
key alias' in the KEYCONF |
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lump. |
05 june |
Changed
the Blood-imp sprites. Imported them into WadMix2007. |
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Mapping
Map 03 and testing my Blood-imp. |
06 june |
Continue
mapping map 03. |
07 june |
Continue
Romero sprite 2.... |
08 june |
Start
with a simple Invasion map to get familiar with these
settings. |
09 june |
Continue
Invasion map 01. Putting some scripted doors and
pillars. |
10 june
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Trying to
figure out how those setting of a skulltag spawning |
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positions
works. Every monster at wave 1 keeps on coming in the |
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next
following waves. That's cool, but not in this map. |
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Here i
want only one kind of a monster each wave. |
11 june |
Imported
Nam's M60 Machinegun to WadMix2007. Removed most
|
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of the
Invasion monster things and add 'Map Spot' and a script |
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instead
to my invasion map. |
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It works
alot better, but my weapons does not
return once
picked up, |
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ammo does
return (same effect numbers), so are the monsters as |
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long as
the script doesn't 'thing_remove(#)'. It works good
sofar ! |
14 june |
Canceled
Invasion map 01, it felt not good. Monster counting act |
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totally
wrong. While finished a wave, a few of monsters were
still |
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alive !
Started a new Invasion map, map 02. Sofar it works good. |
15 june |
Continued
Invasion map 02. Works good sofar. |
17 june |
Continued
Invasion map 02. Works great. I reduced the amount of |
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monsters. |
23 june |
Constantly working on Invasion map02 which i called
something like |
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Re-Capture (the base), Stronghold or Re-Take will work
aswell. |
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18, till
23 june i worked on this map, for hours, thinking of how
i |
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create
certain structure or path, testing the map after each
tiny |
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changes,
to let the map 'feel' right. It's almost done.
See for details |
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on this page. |
06 juli |
I've
worked on my Invasion map, map 02, the last few days.
Its |
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finished,
but Zalewa advised me to decrease the amount of monsters |
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and some
tree sprites, also make the map a bit smaller. So i did. |
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I reduced
the amount of monsters. |
28 juli |
Constantly working on Invasion Maps, i have also being |
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experimenting with PolyObjects, which i already did once
in |
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WadMix2007 map 03, but Invasion Map 4 crashed, by
unknown |
|
reasons
(It hanged while nodebuilder did its thing). Invasion |
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mapping
almost comes to an end. Then i'll continue working on |
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WadMix2007. I already finished the raw version of the
second |
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Romero
sprite. Started with sprite number 3 (Takes alot of
time). |
29 juli |
Started a
new Invasion Map (Map 05). Sphere, map 04, crashed by |
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unknown
reasons. While DoomBuilder was busy with node-building, |
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it just
hanged there. Data could not be recovered. But Map 05,
will |
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contain
almost the same elements of Sphere. |
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