Ring of Fire

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Thomas
 
Posts: 51
Joined: Fri Jun 22, 2012 9:41 am

Ring of Fire

#1

Post by Thomas » Sat Jun 30, 2012 2:28 am

OK, so the previous thread got deleted due to me not bringing proof within the minute that this project is actually making progress. Anyway I made a quick video to show of what to expect from this. Nothing special, just a compilation of gameplay fragments. I will upload screenshots later but this will probably do for now.

See video here: http://www.youtube.com/watch?v=JP1hFfbVsA0

I see now that the video is pretty dark, but it is not this dark when you are actually playing.

So again, what is this?

This is a singleplayer/cooperative wad containing 8 maps using 3 different map themes. It is a sequal to my previous Ring of Fire wad. It makes good use of the OpenGL features such as dynamic lights and 3d floors. If any (decent) mapper is willing to help me finish this faster that would be great. I also need a few testers.

thebestmlTBM
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RE: Ring of Fire

#2

Post by thebestmlTBM » Sat Jun 30, 2012 2:43 am

Thomas wrote: OK, so the previous thread got deleted due to me not bringing proof within the minute that this project is actually making progress. Anyway I made a quick video to show of what to expect from this. Nothing special, just a compilation of gameplay fragments. I will upload screenshots later but this will probably do for now.

See video here: http://www.youtube.com/watch?v=JP1hFfbVsA0

I see now that the video is pretty dark, but it is not this dark when you are actually playing.

So again, what is this?

This is a singleplayer/cooperative wad containing 8 maps using 3 different map themes. It is a sequal to my previous Ring of Fire wad. It makes good use of the OpenGL features such as dynamic lights and 3d floors. If any (decent) mapper is willing to help me finish this faster that would be great. I also need a few testers.
Nicely job there, though I would expect that somebody can play this wad on GZDoom after it's released, would have been cool if you don't have to play it in co-op. Just saying.
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I DON'T KNOW A DAMN WHHOOOAAAHHH! You are not driping ugly juice all over my new couch, shoes on and everything you trying to Rick James my s***? Ho... Oh lord please. WHHOOOOOHH!
~DashieXP
http://www.youtube.com/watch?feature=pl ... y3GE#t=22s

XutaWoo
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RE: Ring of Fire

#3

Post by XutaWoo » Sat Jun 30, 2012 4:15 am

Alright, so.
  1. What's the point of the new weapons? From the looks of things, there's never any point where you'd need a sniper rifle and the assault rifle seems utterly pointless with the chaingun around. Or vice versa. Plus their spriters aren't centered, despite everything else using normal DOOM centered graphics.
  2. Actually, what with the reloading anyway? I don't quite understand why you don't just find new graphics instead of using the DOOM ones, which would let you keep the current new graphics without them looking out of place. Plus, reloading will feel less out place as well.
  3. Monsters seem completely ineffectual.
  4. That area with the lights going out that you showed twice seems more annoying than anything. You either make it in time, or you stumble around in the dark and then make it. That's not gameplay, it's just tedium.
The actual mapping seems good, as do the scripted events. Don't bring stuff like that down with poor aesthetics and gameplay!
[spoiler]Image[/spoiler]
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mifu
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Clan: Demon RiderZ

RE: Ring of Fire

#4

Post by mifu » Sat Jun 30, 2012 5:12 am

is this the same as your ring of fire 2 wad? Also I'll test :)

Thomas
 
Posts: 51
Joined: Fri Jun 22, 2012 9:41 am

RE: Ring of Fire

#5

Post by Thomas » Sat Jun 30, 2012 10:33 am

XutaWoo wrote: Alright, so.
  1. What's the point of the new weapons? From the looks of things, there's never any point where you'd need a sniper rifle and the assault rifle seems utterly pointless with the chaingun around. Or vice versa. Plus their spriters aren't centered, despite everything else using normal DOOM centered graphics.
I'd like to use something different. The sniperrifle actually is useless and will get removed, I really have no idea why I added it but it's still there since I am too lazy to remove it, but it will be removed. And the machinegun is not quite useless, it is less powerfull but faster and it is far more accurate than the chaingun.
XutaWoo wrote: [*]Actually, what with the reloading anyway? I don't quite understand why you don't just find new graphics instead of using the DOOM ones, which would let you keep the current new graphics without them looking out of place. Plus, reloading will feel less out place as well.
I don't know yet what I will do with this, wether I just leave it like this or replace all the weapons completely. I'll probably leave it like this, since I do not really care about it, but this might change.
XutaWoo wrote: [*]Monsters seem completely ineffectual.
Might be, I am using god mode through the entire video, haha.
XutaWoo wrote: [*]That area with the lights going out that you showed twice seems more annoying than anything. You either make it in time, or you stumble around in the dark and then make it. That's not gameplay, it's just tedium.[/list]
Yeah that was a mistake but I already produced the video and could not be bothered to do it again just to remove 1 scene. But this is not the case actually, with the lights slowly going out I try to add some tense, it is not completely dark and the room isn't anything complicated. In the video it shows it extremely dark, but in reality you can still see (I play with the lowest gamma setting as well) good enough.
XutaWoo wrote: The actual mapping seems good, as do the scripted events. Don't bring stuff like that down with poor aesthetics and gameplay!
Thanks! Also for the critics.
thebestmlTBM wrote: Nicely job there, though I would expect that somebody can play this wad on GZDoom after it's released, would have been cool if you don't have to play it in co-op. Just saying.
Thanks. You don't have to play it in coop, though. Singleplayer is just fine and probably works even better.
Last edited by Thomas on Sat Jun 30, 2012 10:38 am, edited 1 time in total.

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UnTrustable
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RE: Ring of Fire

#6

Post by UnTrustable » Sat Jun 30, 2012 10:51 pm

Thomas wrote: OK, so the previous thread got deleted due to me not bringing proof within the minute that this project is actually making progress.
So, these actions are still happening... Shame on you Zan-staff !
Thats my opinion!
[spoiler]"All project threads require a download link and screenshots and/or a video showing it off."
"If the threads do not meet these requirements within 24 hours after posting, they may be removed" is one of the rule....
Depending on what day in the week, i recommend a more flexible time than just a stricted 24 hours. When a post is made on friday, sure i can imagen that any screenshots can be added the next day if not 2 days later.... and again (depending the time zone)
I have seen so many times a thread (sofar 1 time on Zandronum ) where i like to reply on but suprisingly it has been closed and just 1 or 2 days old.
While it is daytime to you, it might be nightime for others. Be more flexible people.
Sure, the said 24 hours can still stay there, in that rule, but you don't have to follow this rule by the last minute.
Thats not what the laws was for, but i see so many companies doing the same shit over and over again, and believe me or dont, its not going to work.
I have seen it failing for at least 1 side of the party many many times.
How many times did i asked for "Compromise, people..." on Skulltag?
Don't follow the laws by the exact letter, don't follow the rules, in this case, by the last minute. Be flexible.[/spoiler]

Great to hear this project is still alive.
Its been awhile since i spoke to you.
Once some Thomas spoke to me ingame, but i wasn't sure back then if it was you or someone other Thomas...
If it was you, then my apologies, for my short responses, like: "Thomas...who?"
I lost the wad of yours due to a Windows System crash, but that version will be outdated anyways :razz:
Last edited by UnTrustable on Sun Jul 01, 2012 6:05 am, edited 1 time in total.

Devon
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RE: Ring of Fire

#7

Post by Devon » Fri Jul 06, 2012 9:17 pm

You have a shit aim. :>

So yeah, I like what you did with the dynamic lights and the spawning monsters. Is it software-user friendly?

Thomas
 
Posts: 51
Joined: Fri Jun 22, 2012 9:41 am

RE: Ring of Fire

#8

Post by Thomas » Mon Jul 09, 2012 7:59 pm

Devon wrote: You have a shit aim. :>

So yeah, I like what you did with the dynamic lights and the spawning monsters. Is it software-user friendly?
Aiming well wasn't the intention here. I will aim a lot better when aim actually matters...XD. No it is not software friendly unfortunately cuz it relies a lot on dynamic lights.

Thomas
 
Posts: 51
Joined: Fri Jun 22, 2012 9:41 am

RE: Ring of Fire

#9

Post by Thomas » Thu Jul 11, 2013 2:19 am

Don't know if it's ok to bump this but...I got some updates.

I've been very busy past year, there was some progress, but not what I was hoping.
Though as it's summer break now I am spending plenty of time on this and I'm satisfied with the results so far, so I've got some new screenshots:



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I just started this map so I will add some extra detail. More screenshots to come.

porcelain echo
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RE: Ring of Fire

#10

Post by porcelain echo » Thu Jul 11, 2013 8:41 am

Very nice looking!Good luck!

Thomas
 
Posts: 51
Joined: Fri Jun 22, 2012 9:41 am

RE: Ring of Fire

#11

Post by Thomas » Fri Aug 09, 2013 3:25 am

2 new screenshots
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I'm hosting a test server daily to test out how it goes in coop (pretty well so far). Please tell me if you find any bugs.

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