Techno Rave Deathmatch
- justin023
- Posts: 165
- Joined: Wed Sep 21, 2005 10:51
- Location: Illinois
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Techno Rave Deathmatch
My next project will be a deathmatch map. It will include a few of the weapons I created for TBFM including: The Ice Rifle, The fire Rifle, and The automatic dart gun (maybe). It also will have lots of strobing and color changing dynamic lights and some 3d floors. Here is a pic, It looks kind of dull ATM, but those red lights are actually changing colors a lot.
Last edited by justin023 on Mon Feb 20, 2006 22:39, edited 3 times in total.
- Graf Zahl
- GZDoom Developer
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- justin023
- Posts: 165
- Joined: Wed Sep 21, 2005 10:51
- Location: Illinois
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Update: I have most of the main area complete. I am going to ZTerrain a fairly large outside area and fill it with BFG mortars and other random hazards.
New weapons currently included:
Fire Rifle (Cleric's Fire Weapon)
Ice Rifle (Mage's Frost Shards)
Swine Staff (Like a porkolator and Saphire wand combo)
Attached pics:
1. Disco type room surrounded by good sniper positions. Random powerups and ammo fall onto the floor. The yellow things on the ground are jump pads.
2. Flashing lights room. All the columns on the wall are BFG launchers and one of them is in action.
3. Another pattern on the disco floor thing.
New weapons currently included:
Fire Rifle (Cleric's Fire Weapon)
Ice Rifle (Mage's Frost Shards)
Swine Staff (Like a porkolator and Saphire wand combo)
Attached pics:
1. Disco type room surrounded by good sniper positions. Random powerups and ammo fall onto the floor. The yellow things on the ground are jump pads.
2. Flashing lights room. All the columns on the wall are BFG launchers and one of them is in action.
3. Another pattern on the disco floor thing.
- BlazingPhoenix
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- Paul
- DRD Team Admin (Inactive)
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Those highly saturated colours look like something I'd find in a "not do this with lights" tutorial for a modern engine seriously, lower their saturation. I'm not sure wether DM people will like the darkness of the map. Some like it, but as I've read opinions on dark maps, most likely they find it a flaw..
- Enjay
- Developer
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- jallamann
- Posts: 66
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*sigh*Paul wrote:I'm not sure wether DM people will like the darkness of the map. Some like it, but as I've read opinions on dark maps, most likely they find it a flaw..
It was much better before when you could hide in the shadows and still have a "good" DM game. But, I guess it doesn't require as much _skill_ or whatever you want to call it. It's not any fun anymore. Everyone's Fatal1ty wannabes
- justin023
- Posts: 165
- Joined: Wed Sep 21, 2005 10:51
- Location: Illinois
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This project has been canceled. I suppose this was one of those ideas that was better in theory than in actuality. It was fun playing with ACS scripting though (sort of). Here are the scripts from this map if anybody is interested:
[spoiler][/spoiler]
[spoiler]
Code: Select all
#include "zcommon.acs"
#define scripts_x 6
int scripts[6]={2,3,4,7,8,9};
#define lights_off_x 13
int lights_off[13]={1,2,3,15,16,17,18,19,20,21,22,23,24};
script 1 open{
for (int i=0;i<lights_off_x;i++) thing_deactivate(lights_off[i]);
for (i=0;i<scripts_x;i++) acs_execute(scripts[i],0);
for (i=153;i<297;i++) sector_setcolor(i, 192, 0, 0);
}
#define del 6
script 2 (void){ //color changing lights in main area
thing_deactivate(3);
thing_activate(1); //red
changeceiling(5,"j_cl_r");
delay(del);
thing_deactivate(1);
thing_activate(2); //blue
changeceiling(5,"j_cl_b");
delay(del);
thing_deactivate(2);
thing_activate(3); //green
changeceiling(5,"j_cl_g");
delay(del);
restart;
}
script 3 (void){ //random lift 1
delay(35*random(1,15)); floor_raisetonearest(3, 12);
delay(35*random(1,15)); floor_lowertonearest(3, 12);
restart;
}
script 4 (void){ //random lift 2
delay(35*random(1,15)); floor_raisetonearest(4, 12);
delay(35*random(1,15)); floor_lowertonearest(4, 12);
restart;
}
script 5 (void){ //jump pads
thrustthingz(activatortid(), 64, 0, 1);
}
script 6 enter{
thing_changetid(0, 1001+playernumber());
}
//Every other tile
int broken_tiles[2][72]={{153,155,157,159,161,163,
166,168,170,172,174,176,
177,179,181,183,185,187,
190,192,194,196,198,200,
201,203,205,207,209,211,
214,216,218,220,222,224,
225,227,229,231,233,235,
238,240,242,244,246,248,
249,251,253,255,257,259,
262,264,266,268,270,272,
273,275,277,279,281,283,
286,288,290,292,294,296},
{154,156,158,160,162,164,
165,167,169,171,173,175,
178,180,182,184,186,188,
189,191,193,195,197,199,
202,204,206,208,210,212,
213,215,217,219,221,223,
226,228,230,232,234,236,
237,239,241,243,245,247,
250,252,254,256,258,260,
261,263,265,267,269,271,
274,276,278,280,282,284,
285,287,289,291,293,295}};
int circular_tiles[88]={153,154,155,156,157,158,
159,160,161,162,163,164,
176,188,200,212,224,236,
248,260,272,284,296,295,
294,293,292,291,290,289,
288,287,286,285,273,261,
249,237,225,213,201,189,
177,165,179,180,181,182,
183,184,185,186,198,210,
222,234,246,258,270,269,
268,267,266,265,264,263,
251,239,227,215,203,191,
241,229,217,205,206,207,
208,220,232,224,243,242,
241,229,217,244};
script 7 (void){ //disco floor loop
for (int ii=0;ii<6;ii++){
//green outer circle
for (int i=153;i<297;i++) sector_setcolor(i, 0, 192, 0);
//Red inner circle
for (i=0;i<88;i++) sector_setcolor(circular_tiles[i], 192, 0, 0);
delay(25);
//red outer circle
for (i=153;i<297;i++) sector_setcolor(i, 192, 0, 0);
//blue inner circle
for (i=0;i<88;i++) sector_setcolor(circular_tiles[i], 0, 0, 192);
delay(25);
//blue outer circle
for (i=153;i<297;i++) sector_setcolor(i, 0, 0, 192);
//green inner circle
for (i=0;i<88;i++) sector_setcolor(circular_tiles[i], 0, 192, 0);
delay(25);
}
//blue + green inverse
for (ii=0;ii<6;ii++){
for ( i=0;i<72;i++){
sector_setcolor(broken_tiles[0][i], 0, 0, 192);
sector_setcolor(broken_tiles[1][i], 0, 192, 0);
}
delay(25);
for (i=0;i<72;i++){
sector_setcolor(broken_tiles[1][i], 0, 0, 192);
sector_setcolor(broken_tiles[0][i], 0, 192, 0);
}
delay(25);
}
//to green sequentially
for (i=153;i<297;i++){
sector_setcolor(i, 0, 192, 0);
delay(1);
}
//red + green inverse
for (ii=0;ii<6;ii++){
for (i=0;i<72;i++){
sector_setcolor(broken_tiles[0][i], 192, 0, 0);
sector_setcolor(broken_tiles[1][i], 0, 192, 0);
}
delay(25);
for (i=0;i<72;i++){
sector_setcolor(broken_tiles[1][i], 192, 0, 0);
sector_setcolor(broken_tiles[0][i], 0, 192, 0);
}
delay(25);
}
//to red sequentially
for (i=153;i<297;i++){
sector_setcolor(i, 192, 0, 0);
delay(1);
}
//red + blue inverse
for (ii=0;ii<6;ii++){
for (i=0;i<72;i++){
sector_setcolor(broken_tiles[0][i], 192, 0, 0);
sector_setcolor(broken_tiles[1][i], 0, 0, 192);
}
delay(25);
for (i=0;i<72;i++){
sector_setcolor(broken_tiles[1][i], 192, 0, 0);
sector_setcolor(broken_tiles[0][i], 0, 0, 192);
}
delay(25);
}
//to blue sequentially
for (i=153;i<297;i++){
sector_setcolor(i, 0, 0, 192);
delay(1);
}
restart;
}
script 8 (void){ //random door 1
ceiling_raisebyvalue(8, 24, 128); floor_lowerbyvalue(8, 24, 120);
tagwait(8);
delay(35*random(1,3));
ceiling_lowerbyvalue(8, 24, 128); floor_raisebyvalue(8, 24, 120);
tagwait(8);
delay(35*random(3,22));
restart;
}
int projectile_info[4][10]={{1,2,3,4,5,6,7,8,9,10}, //Line IDs
{5,6,7,8,9,10,11,12,13,14}, //Spawn points
{ang_e,ang_e,ang_e,ang_e,ang_e,ang_w,ang_w,ang_w,ang_w,ang_w}, //projectile angle
{15,16,17,18,19,20,21,22,23,24}};
script 9 (void){ //projectiles in main area
int rand = random(0,9);
delay(35*random(1, 10));
thing_activate(projectile_info[3][rand]);
setlinetexture(projectile_info[0][rand], side_front, texture_middle, "SW2Lion");
thing_projectilegravity(projectile_info[1][rand], 255, projectile_info[2][rand], 128, 8);
delay(20);
thing_deactivate(projectile_info[3][rand]);
setlinetexture(projectile_info[0][rand], side_front, texture_middle, "SW1Lion");
restart;
}