[REL] MadcatSieges
- madcat
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[REL] MadcatSieges
I have been working with The 13th warrior on this LMS mod for more than 2 years and now I think that it is fully playable.
The mod is similar to Zdwars, but much, much more complicated. A player must gather resources such as gold, stone or wood to build some walls or weapon smith's buildings that provide weapons for his monsters.
The inventory in this mod works like a menu - there are 3 main items in the inventory:
Economy buildings item
Weapon smith item
Create a weapon item
Using "Economy buildings" opens a file with lumber camps, gold mines, wheat mills and so on. Once summoned, a lumber camp starts to convert trees into wooden log pick-ups, a mill starts converting wheat into bread, etc., but only on a short range. The wood is needed for buildings and siege weapons, gold for monsters, siege weapons and mercenaries, bread for militias, stone for walls and towers and iron for metal weapons and armors.
To create a bow for example, a player chooses "Weapon smiths" first and chooses an item that looks like a bow. That spawns a Fletcher's workshop. Then, the player chooses "create a weapon" and then an item that looks like "a wooden log with red arrow pointing to a bow". This spawns a wooden log that will be converted into a bow pick-up by Fletcher's workshop. When the player picks it up, the amount of bows should be shown on the HUD. Creating any other weapon or armor is done by the very same way, just armors, maces and swords require iron logs instead of wooden logs.
When I started working on this mod, i took an inspiration from games Age of Empires II and Stronghold Crusader.
All the monsters a player can summon have been made by myself.
The mod is still not finished, but it is fully playable already.
So that's all I can say about this mod for now.
Version from 20th November 2017 : https://www.dropbox.com/s/wzaqflkc3yx6g ... .wad?raw=1
Some music of this mod have been composed by Prem Huml and SkoroPaladin.
The mod is similar to Zdwars, but much, much more complicated. A player must gather resources such as gold, stone or wood to build some walls or weapon smith's buildings that provide weapons for his monsters.
The inventory in this mod works like a menu - there are 3 main items in the inventory:
Economy buildings item
Weapon smith item
Create a weapon item
Using "Economy buildings" opens a file with lumber camps, gold mines, wheat mills and so on. Once summoned, a lumber camp starts to convert trees into wooden log pick-ups, a mill starts converting wheat into bread, etc., but only on a short range. The wood is needed for buildings and siege weapons, gold for monsters, siege weapons and mercenaries, bread for militias, stone for walls and towers and iron for metal weapons and armors.
To create a bow for example, a player chooses "Weapon smiths" first and chooses an item that looks like a bow. That spawns a Fletcher's workshop. Then, the player chooses "create a weapon" and then an item that looks like "a wooden log with red arrow pointing to a bow". This spawns a wooden log that will be converted into a bow pick-up by Fletcher's workshop. When the player picks it up, the amount of bows should be shown on the HUD. Creating any other weapon or armor is done by the very same way, just armors, maces and swords require iron logs instead of wooden logs.
When I started working on this mod, i took an inspiration from games Age of Empires II and Stronghold Crusader.
All the monsters a player can summon have been made by myself.
The mod is still not finished, but it is fully playable already.
So that's all I can say about this mod for now.
Version from 20th November 2017 : https://www.dropbox.com/s/wzaqflkc3yx6g ... .wad?raw=1
Some music of this mod have been composed by Prem Huml and SkoroPaladin.
Last edited by madcat on Mon Nov 20, 2017 8:05 pm, edited 4 times in total.
RE: MadcatSieges
So basically, an RTS?
Also, screenshots please.
Also, screenshots please.
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
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RE: MadcatSieges
maps look a little bland, but I can see this becoming a fun mod for online.
Hypnotoad wrote:
That's a pony? I pegged him for some kind of skunk furry.
- madcat
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RE: MadcatSieges
Well, The 13th warrior and me have not paid much attention to maps' visage. That's because this mod needs DECORATE scripting first. Better maps can be done after we solve all the bugs, add some new features and so on.
RE: MadcatSieges
I highly recommend learning ACS, even at the basic level. It will come in handy with helping you do things that DECORATE can't.
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
- madcat
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RE: [REL] MadcatSieges
Here are all the monsters that can be summoned by the player, except for mercenaries, which are simply normal hexen/heretic monsters recolored to red. All of them have been done by myself. There are some other monsters included in the wad that i have taken from Realm667 for an inspiration, but they can not be summoned anymore.
Im testing this mod on Madcatserver
Im testing this mod on Madcatserver
Last edited by madcat on Tue Jul 09, 2013 7:19 pm, edited 1 time in total.
- madcat
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RE: [REL] MadcatSieges
Some people say that they can not see the screenshots here. Is there anyone who can see them at all?
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RE: [REL] MadcatSieges
Me bro (as for me, i can).
- Lord_of_D:
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RE: [REL] MadcatSieges
Hey mate, these are nicely done monsters!
Yet, shield of spartan imp sucks. Alot. Too cartoonish.As well as his spear.
Yet, shield of spartan imp sucks. Alot. Too cartoonish.As well as his spear.
Last edited by gamevoin on Sun Jul 14, 2013 10:00 am, edited 1 time in total.
- madcat
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RE: [REL] MadcatSieges
I know. The spartan imp was originally supposed to be a joke, but i have not done any other imp with a spear and a shield yet, so i put him into the wad for now. As i create any other one, i will replace him.
- Lord_of_D:
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RE: [REL] MadcatSieges
holy shshshshshshshit, i love those sprites, that armored 64 hell knight might even work for something i have in mind, amazing job
RE: [REL] MadcatSieges
I totally dig those new monster sprites, looking good! The maps do need more detail, but once you get them playable and balanced you can worry about the detailing.
- madcat
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RE: [REL] MadcatSieges
Im very glad that you like my monsters. Here are some other my monsters.
I think I will put some of them into the Sieges.
I think I will put some of them into the Sieges.
- Lord_of_D:
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- madcat
- Forum Regular
- Posts: 359
- Joined: Mon Jul 08, 2013 7:16 pm
- Location: Czech republic
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RE: [REL] MadcatSieges
I have started working on a monster that will replace the horrible cartoonish Imp lancer. It will be a peasant from strife dressed in armor of Roman Legionary, with Greek helmet, shield and a spear.
RE: [REL] MadcatSieges
Those diablo items really contrast with doom stuff like crazy..
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Nothing to see here
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Nothing to see here
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RE: [REL] MadcatSieges
It's not a jitterskull.Tux wrote: jitterlich? wat
Spoiler: JitterSkull (Open)
Spoiler: The Lich Skull (Open)The enemy is looking like a skull with a helmet, not a jitterskull.
THE ROMANIAN POWER
Code: Select all
<+Dastan> edd
<+Dastan> boxxy skin when
<+Shift> dastan you really want to fap at it this much and now you are going crazy and shredding your hair into a million tiny pieces for this boxxy skin to come out that way you can cum out
<+Dastan> Shift, yes
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21:53:26 <@Estar> well, if i'd be a girl, i would say ideidoom has ok looks