Staredit Network

Staredit Network -> UMS Production -> Doom 3: Hell on Mars
Report, edit, etc...Posted by Zeratul_101 on 2006-08-26 at 14:06:15
thats cause i gotta test each subsystem out independently. then combine all of the subsystems into the primary system and debug that. then i got to combine all the primary systems into a alpha map to see how they work out before finally creating a beta version with unique map properties.

thats alot of work on top of what little mapmaking time i have.
Report, edit, etc...Posted by Xx.Doom.xX on 2006-08-26 at 14:07:33
No kidding. I have like no time to map-make (even though i always get lazy and rarely finish a map anyways) cause of school closedeyes.gif
Report, edit, etc...Posted by Zeratul_101 on 2006-08-26 at 17:19:11
QUOTE(Jammed @ Aug 25 2006, 08:56 AM)
I wouldn't need to know how high are objects according to the ground, and I wouldn't need any calculations of missile movement.
[right][snapback]550437[/snapback][/right]


well, height has to do with dodging enemy projectiles. apparently theres a strategy where you let the enemy fire when you're standing up and then you duck to dodge the projectile. also, sometimes enemies will try to gun you down through doorways from a higher up catwalk or ledge. height detection will determine whether the enemies firing angle will actually result in a hit or not.

i'm gonna be using an incredibly simple system for it anyhow. basically i'm gonna divide the elevation into several different catagories. i'll use a simply high, medium, low for this example.

enemy X and you Z are 10 tiles apart.

X fires his weapon Y from 'high'(by his head) and aims for 'medium'(essentially your chest).

now, because his projectile's path will occupy two regions, Y's travelling distance will be divided across two regions

note: the squares on tiles on which X and Z are on are also included in the equation. so they are acutally 10 + 2 tiles away from meach other.

12 / 2 = 6

therefore Y will spend 6 tiles in 'high' and the next 6 tiles in 'medium.'

lets persume Z laterally dodges the shot.

the projectile will continue on with its current formula(of sorts). after the original 12 tiles, Y will drop another region into 'low' for 6 more tiles. on the 19th tile, it has dropped another region and has hit 'ground' and will either disappate or explode(depending on the weapon).

now, lets assume Z doesn't not dodge.

Z is in the 12th tile and Y is in 'medium' when it reaches the 12th tile, so Z gets hit in 'medium'


what happens if Z jumped after X targeted medium?

well, nothing has changed ,Y still hits Z at 'medium,' except that 'medium' is no longer Z's chest, it is his feet.


the last scenario refers to damage zones which would allow for different damages, but that is actually not nexcessary for the system to work.

i know this system is extremely crude, but its effective and simple enough to be easy implemented into my map.

ADDITION:
i still need someone to do the Doom 3 Secrets Research for me. its very important. what i essentially require are lists of items in each room that aren't automatically given to you. also, this includes descriptions of PDAs dropped by humans(when killed).
Report, edit, etc...Posted by Pyro_Maniak14 on 2006-08-26 at 21:46:39
Uh...yah... Good luck with that... by the time the map is over with it's going to have a alot of glitches, I bet...
Report, edit, etc...Posted by Zeratul_101 on 2006-08-27 at 00:55:59
QUOTE(Pyro_Maniak14 @ Aug 26 2006, 07:46 PM)
Uh...yah... Good luck with that... by the time the map is over with it's going to have a alot of glitches, I bet...
[right][snapback]551492[/snapback][/right]


hence the intensive alpha testing phase. theres a reason i'm breaking down the trigger systems as much as possible. so i can check for errors within a smaller amount of triggers, instead of looking through a massive hornets nest of triggers for an entire map.
Report, edit, etc...Posted by Zell.Dincht on 2006-08-27 at 20:28:29
Woah, its been a long time since ive checked this thread. So how far are you in ? So many complex triggering, hope you can actually make a non-buggy version with all of your ideas in mind on a single map. Wish you best of luck!
Report, edit, etc...Posted by Pyro_Maniak14 on 2006-08-27 at 21:23:14
QUOTE(Zeratul_101 @ Aug 26 2006, 11:55 PM)
hence the intensive alpha testing phase.  theres a reason i'm breaking down the trigger systems as much as possible.  so i can check for errors within a smaller amount of triggers,  instead of looking through a massive hornets nest of triggers for an entire map.
[right][snapback]551573[/snapback][/right]

But once your done and combine all the triggers together, they may cancel one another or work differently or just screw up... But good luck anyways... wink.gif
Report, edit, etc...Posted by Zeratul_101 on 2006-08-28 at 01:38:43
thats why i break it down, so i know that its not the system itself that isn't working. instead its the combination of the systems that isn't
Report, edit, etc...Posted by JaFF on 2006-08-28 at 02:35:06
QUOTE(Zeratul_101 @ Aug 27 2006, 12:18 AM)
same problem for me.  i was actually planning on doing quite a bit of work on the alpha phase this summer, but some family issues came up and i've probly had less than 8 hours through the whole summer.

ADDITION:
well, height has to do with dodging enemy projectiles.  apparently theres a strategy where you let the enemy fire when you're standing up and then you duck to dodge the projectile.  also, sometimes enemies will try to gun you down through doorways from a higher up catwalk or ledge.  height detection will determine whether the enemies firing angle will actually result in a hit or not.

i'm gonna be using an incredibly simple system for it anyhow.  basically i'm gonna divide the elevation into several different catagories.  i'll use a simply high, medium, low for this example.

enemy X and you Z are 10 tiles apart.

X fires his weapon Y from 'high'(by his head) and aims for 'medium'(essentially your chest).

now, because his projectile's path will occupy two regions, Y's travelling distance will be divided across two regions

note: the squares on tiles on which X and Z are on are also included in the equation.  so they are acutally 10 + 2 tiles away from meach other.

12 / 2 = 6

therefore Y will spend 6 tiles in 'high' and the next 6 tiles in 'medium.'

lets persume Z laterally dodges the shot.

the projectile will continue on with its current formula(of sorts).  after the original 12 tiles, Y will drop another region into 'low' for 6 more tiles.  on the 19th tile, it has dropped another region and has hit 'ground' and will either disappate or explode(depending on the weapon).

now, lets assume Z doesn't not dodge.

Z is in the 12th tile and Y is in 'medium' when it reaches the 12th tile, so Z gets hit in 'medium'
what happens if Z jumped after X targeted medium?

well, nothing has changed ,Y still hits Z at 'medium,' except that 'medium' is no longer Z's chest, it is his feet.
the last scenario refers to damage zones which would allow for different damages, but that is actually not nexcessary for the system to work.

i know this system is extremely crude, but its effective and simple enough to be easy implemented into my map.

ADDITION:
i still need someone to do the Doom 3 Secrets Research for me.  its very important.  what i essentially require are lists of items in each room that aren't automatically given to you.  also, this includes descriptions of PDAs dropped by humans(when killed).
[right][snapback]551180[/snapback][/right]

I have 3 questions:

1) What will the projectile be ? Something like an observer ?
2) How will you show the high/medium/low elevation of the projectile that's moving towards you and the elevation of your own unit ?
3) How will you jump/duck ? Burrow zergling somewhere ? Build units in buildings ?
Report, edit, etc...Posted by Zeratul_101 on 2006-08-28 at 02:37:43
the projectile will vary, but it'd probly be a unit following a moving observer.

i'm not quite sure yet cause i haven't thought about the specifics. i just came up with the idea of elevations

player movement interface is still being decided. however, i have one general purpose: to keep the screen on the unit and to keep that unit selected for as much of the time as possible. hence, why i came up with the idea for an atuo-lock targetting. so the player can be selecting his unit instead of the reticle. currently, i'm planning on using a burrowed lurker as an action button. its death(caused by your unit) would either trigger a crouch or a jump, but i'm heavily leaning toward a crouch, because you may be running to make a longer jump, and killing a unit would require you to stop. btw, i'm using a lurker because its so freaking massive for a burrowed unit. it'll be using a delayed recentering feature, so it'll be off-center with your unit and therefore be easier to target. as for jumping, it'll probly involve movinga unit off a square, like DEAD's GTA method.
Report, edit, etc...Posted by Marandule1 on 2006-08-28 at 03:56:29
excellant... as u say the project will vary..
sounds like its in the mood for supises smile.gif
thats what i like to hear...
good luck with it
Report, edit, etc...Posted by Zeratul_101 on 2006-08-29 at 02:29:35
QUOTE(Zell.Dincht @ Aug 27 2006, 06:28 PM)
Woah, its been a long time since ive checked this thread. So how far are you in ? So many complex triggering, hope you can actually make a non-buggy version with all of your ideas in mind on a single map. Wish you best of luck!
[right][snapback]552149[/snapback][/right]


not far, i'm about to create the sloping-related portion of the GBLC, but i need to work out a few quirks with mobile grids before i can proceed.


ADDITION:
i'm definitely not going to be including an inter-map saving system(which everyone goes flabergast over). however, I may be including an internal save/load feature. my question is, do people actually care about it? it'd do the exact same thing starcraft's save function does except that everything would be in a slightly different spot than before and probly only store a single save and be a ton of work. although it would have the bonus of restarting the game without exiting the map. so, unless people really want it, i probly won't make it.
Report, edit, etc...Posted by TheOddAngel on 2006-08-29 at 17:05:45
have u played baals Doom map? if you havent it might give you some good ideas for this game if you dont alredy have them in here tongue.gif
Report, edit, etc...Posted by Zeratul_101 on 2006-08-29 at 17:50:26
i've heard of it, but never played it, cause i haven't found anyone with a copy who was willing to give it to me.
Report, edit, etc...Posted by Pyro_Maniak14 on 2006-08-29 at 22:01:40
Are there a lot of scripted moments in this game? Like... you step on this location and X monster spawns behind you and attacks you... Ya...
Report, edit, etc...Posted by Urmom(U) on 2006-08-29 at 22:09:46
Don't bother with the save a load system, unless you want all of the character info to carry over to the next map. If you were making it for something different than that then you would be wasting your time because Starcraft's save system would work fine like you said.
Report, edit, etc...Posted by Zeratul_101 on 2006-09-01 at 18:45:35
IRT pyro

yep, i'm gonna be replicating Doom 3 as much as possible(which includes its combat scripted moments - not that its difficult in the slightest). Doom 3 is almost entirely scripted moments. as in you always see all the enemies in the same places

IRT urmom

ya, i was thinking it'd be an interesting thing to do, but not worth it, since my grid wouldn't be able to recreate everything in place(actually it would, but i'd have to double the unit count for that to happen) and starcraft has a save system already.

also, theres no way in hell(lmfao) i'm doing an inter-map saving system. simply way too much work. i think save/load systems are just too overrated anyhow.



So, does nayone actually still have baals Doom 3 map?



will add a VERY simple map that duplicates the dark templar gunfire effect that Tuxedo_Templar had in his rush trailer. but theres some bug with attachments right now, so i can't upload.



i think i'm gonna release a non-D3 deathmatch version of this first, it'd really only include the virtual combat system though.

i'm gonna take a break from the trigger work(too much of a royal pain in the ass) for this for a little while until i get to finish some unrelated concept maps that i've been putting off.
Report, edit, etc...Posted by Urmom(U) on 2006-09-01 at 19:12:18
If I'm not mistaken, isn't it in the DLDB? I think I looked it up a couple days ago and it was there.
Report, edit, etc...Posted by Zeratul_101 on 2006-09-01 at 19:36:19
um, what is it called? i did a search for doom - found one by (DB)Baal called doom shift. was that it?
Report, edit, etc...Posted by Pyro_Maniak14 on 2006-09-01 at 21:12:38
Rawr! Give us screenies! Cmon! And any updates...
Report, edit, etc...Posted by Zeratul_101 on 2006-09-01 at 21:21:29
well, there is a bar i'm going to be using( or some modified form of it anyhow). From way back when i had my installtion thread in terrain forum.

i can't show you until attachments are back though.



ADDITION:
to solve one of my problems, i'm willing to accept ideas on how to show projectiles getting descending. of course, you'll get credit.
Report, edit, etc...Posted by Urmom(U) on 2006-09-01 at 21:28:40
That's the right one I think Zeratul. And Zeratul, are you having a problem with showing us screenshots? Or do you want to post a map? Because if you are trying to post pictures, just use the
CODE
[img]url[/img]
tags to imageshack.
Report, edit, etc...Posted by Zeratul_101 on 2006-09-01 at 21:49:02
user posted image
user posted image

here it is. the kitchen/cafeteria you see on the very first level(with the super turbo turkey puncher - which will be included in D3:HOM - i only hope i can make it as much fun biggrin.gif ).

ADDITION:
it could use a little touching up, but i'm rather fond of it biggrin.gif. while bars have been excessivly done(kinda like waterfalls), mine still has original qualities. made on floor(instead of substructure), has a different type of table, has a custom floor design and the bar itself has a 'lip'

ADDITION:
although it idd end up using 100-150 floor traps in a 40x40 area.

concerning the terrain, i was planning on using sub-structure wall for all my walls and floor traps to blend it in because it looked more like the mars base walls. i'm going to have to use the standard floor walls instead due to the unit limit and the enormous amount of lag associated with using so many units.
Report, edit, etc...Posted by Pyro_Maniak14 on 2006-09-01 at 22:27:50
If I see one more installation table, I'm going to puke... puke.gif No offense, I still wanna play the map!
Report, edit, etc...Posted by Zeratul_101 on 2006-09-01 at 22:49:42
lol, i hope its not projectile vomit.

anyhow, like i've said before, its probly at least gonna take a year before the beta due to my limited mapmaking time(and patience). i could probly create a skeleton(triggers wise)mini-game version of it earlier if you want though.

ADDITION:
it'd go alot faster if someone help me fix my TrigEdit *hint* *hint*
Next Page (4)