[Editing Reference] Release of v1.0

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Tormentor667
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[Editing Reference] Release of v1.0

Post by Tormentor667 » Fri Jan 07, 2011 20:06

The "Stronghold Editing Reference" is done, time to create your very own Stronghold maps!

A download link can be found here:
http://www.realm667.com/index.php?optio ... 6&Itemid=1
(bottom, it's over the main download of the game)

This is the first release. In case people encounter problems or have further questions, the chance is high that this editing reference gets updated. Just let me know if there is something unclear, I'd be happy if also people read this who have been part of the Stronghold team.

Cheers,
Torm

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Neto
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Re: [Editing Reference] Release of v1.0

Post by Neto » Sat Jul 30, 2011 4:32

hey torm great as game i finished it (i don't get why everyone says its crap its good as) and i need help for the editing reference can it work with doom builder 1 instead of doom builder 2, because i cant get doom builder 2 to work on my computer it has this error saying: doom builder has encountered a problem and needs to close we are sorry for the inconvenience. so yea and i really want to make strong hold maps but db2 wont work. is there a way for it to work on db1? :|

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Rachael
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Re: [Editing Reference] Release of v1.0

Post by Rachael » Sat Jul 30, 2011 21:37

For most modern mapping you will need DB2 fully operational. There are "competing" alternatives in development still though, one notably Slade 3 when it picks up mapping support.

You might be able to make Stronghold maps in DB1 using Doom in Hexen format but I am not positive. I know that the greater flexibility of UDMF was taken advantage of in this project to some extent.

To be honest, I am not sure how to answer your question, but I strongly urge that you try and get DB2 running, because I can guarantee you if you want to map for future projects, it will eventually become mandatory. :(
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Remmirath
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Re: [Editing Reference] Release of v1.0

Post by Remmirath » Sat Jul 30, 2011 23:16

@Neto: did you do the regular install off http://www.doombuilder.com? If so, get an SVN build here: http://svn.drdteam.org/doombuilder and replace the files in the db2 folder with the svn version ones. After that, install at least .NET Framework 2.0 and get SlimDX March 2009 here: http://slimdx.org/download_mar09.php. Newer versions of SlimDX are known to cause startup crashes and simply won't make it work.
SoulPriestess wrote:Good job, Morpheus! You are teh awesum!

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arakia
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Re: [Editing Reference] Release of v1.0

Post by arakia » Tue Jan 03, 2012 7:35

I need help with making stronghold maps because i followed all the instructions in the pdf for a deadline map and when i played my map none of the waves started. Could some one please tell me what i did wrong :|

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Enjay
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Re: [Editing Reference] Release of v1.0

Post by Enjay » Tue Jan 03, 2012 18:57

arakia wrote:Could some one please tell me what i did wrong :|
It would be a lot easier to do that if you post your code so that people have a better chance to actually see what you may have done wrong.

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arakia
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Re: [Editing Reference] Release of v1.0

Post by arakia » Tue Jan 03, 2012 21:46

#include "zcommon.acs"
#import "strnghld.acs"

script 100 open
{
Waves = 10;

AddZone( 30, 31, 40 );
AddZone( 32, 33, 40 );
AddZone( 34, 35, 40 );
AddZone( 36, 37, 40 );

WaveEnemy( 1, "ZombieMan", 5 );
WaveEnemy( 1, "ShotgunGuy", 3 );
WaveEnemy( 1, "DoomImp", 5 );

WaveEnemy( 2, "ZombieMan", 5 );
WaveEnemy( 2, "ShotgunGuy", 3 );
WaveEnemy( 2, "DoomImp", 7 );

WaveEnemy( 3, "ZombieMan", 7 );
WaveEnemy( 3, "ShotgunGuy", 5 );
WaveEnemy( 3, "DoomImp", 12 );

WaveEnemy( 4, "Demon", 3 );
WaveEnemy( 4, "ShotgunGuy", 7 );
WaveEnemy( 4, "DoomImp", 13 );

WaveEnemy( 5, "DoomImp", 13 );
WaveEnemy( 5, "Demon", 3 );
WaveEnemy( 5, "ChaingunGuy", 3 );

WaveEnemy( 6, "DoomImp", 13 );
WaveEnemy( 6, "HellKnight", 3 );
WaveEnemy( 6, "Demon", 3 );

WaveEnemy( 7, "DoomImp", 15 );
WaveEnemy( 7, "Zombieman", 22 );
WaveEnemy( 7, "Spectre", 4 );

WaveEnemy( 8, "DoomImp", 18 );
WaveEnemy( 8, "Shotgunguy", 14 );
WaveEnemy( 8, "Demon", 3 );
WaveEnemy( 8, "Spectre", 3 );

WaveEnemy( 9, "Demon", 3 );
WaveEnemy( 9, "Spectre", 3 );
WaveEnemy( 9, "HellKnight", 5 );

WaveEnemy( 10, "Demon", 3 );
WaveEnemy( 10, "Spectre", 3 );
WaveEnemy( 10, "BaronOfHell", 6 );

WaveEnemy( -1, "Arachnotron", 1 );

RadioName[0] = RADIO_RANDOM;

WaveMessage( 2, 0, "This has only just\nstarted." );
WaveMessage( 2, 0, "get a \cishotgun \cffrom the\nsupply room!" );

WaveMessage( 3, 0, "Those \cazombies \cfare slow,\nand no real danger." );
WaveMessage( 3, 0, "They won't be the only\nenemies you'll have to\nface..." );

WaveMessage( 4, 0, "Those \caimps \cfcan be a pain." );
WaveMessage( 4, 0, "A \cichaingun \cfshould help\nhere, go get it." );

WaveMessage( 5, 0, "Make sure to take out the\nfaster \cademons \cffirst." );
WaveMessage( 5, 0, "They can pass the\n\cjdeadline \cfwithout you even\nnoticing." );

WaveMessage( 6, 0, "Damn, more \capinkies\n\cfapproaching..." );
WaveMessage( 6, 0, "I see you're gonna need\nmore supplies - an \ciSSG's\nwaiting for you." );

WaveMessage( 7, 0, "Okay, \ciland mines \cfshould\nsecure a few areas." );
WaveMessage( 7, 0, "\caSpectres \cfapproach. Get\nthe mines from the supply\nroom!" );

WaveMessage( 8, 0, "The demons found \cja second\n\cjway in!" );
WaveMessage( 8, 0, "This is starting to get\ninteresting..." );

WaveMessage( 9, 0, "We've sent you a \cirocket\n\cilauncher." );
WaveMessage( 9, 0, "You'll need powerful\nweapons against more\npowerful demons." );

WaveMessage( 10, 0, "The \cjgates \cfare starting to\nclose..." );
WaveMessage( 10, 0, "But Hell's sending in its\nlast wave of opposition!" );

WaveMessageEnd( 11, 0 );

WaveMessage( -1, 0, "You have activated\nthe extra wave!\nCollect your weapon!" );

WavePowerup( 2, "GreenArmor", 1 );
WavePowerup( 5, "Backpack", 1 );
WavePowerup( 6, "GreenArmor", 1 );
WavePowerup( 10, "BlueArmor", 1 );

WaveMedic( 1, "Stimpack", 4 );
WaveMedic( 2, "Stimpack", 4 );
WaveMedic( 3, "Stimpack", 5 );
WaveMedic( 4, "Stimpack", 5 );
WaveMedic( 5, "Stimpack", 6 );
WaveMedic( 6, "Stimpack", 6 );

WaveMedic( 7, "Stimpack", 2 );
WaveMedic( 7, "MediKit", 2 );

WaveMedic( 8, "Stimpack", 2 );
WaveMedic( 8, "MediKit", 2 );

WaveMedic( 9, "Stimpack", 3 );
WaveMedic( 9, "MediKit", 2 );

WaveMedic( 10, "Stimpack", 3 );
WaveMedic( 10, "MediKit", 3 );

WaveWeapon( 2, "Shotgun" );
WaveWeapon( 4, "Chaingun" );
WaveWeapon( 6, "SuperShotgun" );
WaveWeapon( 7, "LandMineLayer" );
WaveWeapon( 9, "RocketLauncher" );

WaveWeapon( -1, "DEPlasmaRifle" );

WaveAmmo( 2, BULLETS, 50 );
WaveAmmo( 2, SHELLS, 8 );

WaveAmmo( 3, BULLETS, 50 );
WaveAmmo( 3, SHELLS, 12 );

WaveAmmo( 4, BULLETS, 75 );
WaveAmmo( 4, SHELLS, 20 );

WaveAmmo( 5, BULLETS, 75 );
WaveAmmo( 5, SHELLS, 20 );

WaveAmmo( 6, BULLETS, 50 );
WaveAmmo( 6, SHELLS, 40 );

WaveAmmo( 7, BULLETS, 50 );
WaveAmmo( 7, SHELLS, 40 );
WaveAmmo( 7, ROCKETS, 2 );

WaveAmmo( 8, SHELLS, 80 );
WaveAmmo( 8, ROCKETS, 4 );
WaveAmmo( 8, MINES, 6 );

WaveAmmo( 9, SHELLS, 80 );
WaveAmmo( 9, ROCKETS, 8 );

WaveAmmo( 10, SHELLS, 80 );
WaveAmmo( 10, ROCKETS, 32 );

WaveAmmo( -1, CELLS, 60 );

AddMedicSpot ( 100 );
AddAmmoSpot ( 101 );
AddPowerupSpot ( 102 );
AddWeaponSpot ( 103 );

ACS_Execute(S_DEADLINE,0,0);
ScriptWait(S_DEADLINE);

ACS_Execute(S_MISSION_COMPLETE,0,0);
}

script 105 (void)
{
CallWave (-1);
}

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