F5HQ
F5HQ
I posted this on the ST forums some time before it died, and since I moved, I never actually got to see any responses. Now, this is an old link, and I have updated the HQ quite a bit since then, but I would still like to hear what you guys think of this one. It can be found HERE
RE: F5HQ
OH GOD I'M SO CONFUSED
I like the detail and music, plus the sprites and weapons are cool, but I got lost in under half a minute and to be honest it's a bit messy, but if you re-arrange things a little and space things out it has the potential to look like a great HQ :)
I like the detail and music, plus the sprites and weapons are cool, but I got lost in under half a minute and to be honest it's a bit messy, but if you re-arrange things a little and space things out it has the potential to look like a great HQ :)
RE: F5HQ
Yes, it can get very confusing, even with the auto-map. But to be honest, there is only 1 place I can think of where the map would not help.Devon wrote: OH GOD I'M SO CONFUSED
I like the detail and music, plus the sprites and weapons are cool, but I got lost in under half a minute and to be honest it's a bit messy, but if you re-arrange things a little and space things out it has the potential to look like a great HQ :)
Also, the HQ uses an old freedoom map as a base of construction, more details in the WAD itself about it.
And again, this is a kinda old version of the HQ, I converted it into my custom STUD "SkullTag Universal Doom" Map format since then.
RE: F5HQ
Let's see.... On the old thread I said something along the lines of "I like it; cool 3-D floors, but I would personally make the water darker."
RE: F5HQ
I made all the water at full brightness to make it FEEL like actual water. while at the same time retaining full visualization of the entire water area. I can add subtractive dynamic lighting at the depths of the water, and maybe darken it a little. but I wanted to make it appear as much as fresh cool water as I could. I was not trying to be too realistic, I just wanted what I thought looked nice. But I will take the brightness into consideration.
Edited Brightness levels of water, actually looks a bit better.
As well as for the waste tunnels..., oh wait, that was not added in that release yet.
I'll post a link soon
Edited Brightness levels of water, actually looks a bit better.
As well as for the waste tunnels..., oh wait, that was not added in that release yet.
I'll post a link soon
Last edited by Twister on Mon Jun 04, 2012 7:22 pm, edited 1 time in total.
RE: F5HQ
I made a few changes to the map, some of which are rather significant. This is the latest (as of me posting this message) release of the F5HQ. For starters, I converted the map from Doom in Hexen to UDMF, which allotted a few sector tags. These sector tags were reserved for commands made obsolete by the implementation of UDMF, such as ceiling brightness or floor panning. As well, I was able to remove those COLORSETTER and FADESETTER actors.
I didn't forget about those tags either. I used these leftover tags for the disco room (Come on, I had to have a disco room). I made the script for the disco room unique too, a simple random color and fade effect. But something other people could learn from and/or utilize in their own ACS.
It can be found HERE
Srry bout the double post, I was actually waiting all day for someone to post after me, but couldn't wait any longer!
I didn't forget about those tags either. I used these leftover tags for the disco room (Come on, I had to have a disco room). I made the script for the disco room unique too, a simple random color and fade effect. But something other people could learn from and/or utilize in their own ACS.
It can be found HERE
Srry bout the double post, I was actually waiting all day for someone to post after me, but couldn't wait any longer!
Last edited by Twister on Mon Jun 04, 2012 11:32 pm, edited 1 time in total.
RE: F5HQ
Oh man, 8 FPS!
Also, Soulspheres and other Doom 2 spheres will be subject to gravity, so you'll have to fuss with them if you want them to float.
Also, Soulspheres and other Doom 2 spheres will be subject to gravity, so you'll have to fuss with them if you want them to float.
RE: F5HQ
Looks like Imma have to inherit from the actors and use the -gravity flag or whatever it is.
while I'm at it, I might as well modify the megasphere to give only basic armor, cause I plan to have the 3 armor types resistant to specific types of damage... I recall the red is already resistant to explosive
while I'm at it, I might as well modify the megasphere to give only basic armor, cause I plan to have the 3 armor types resistant to specific types of damage... I recall the red is already resistant to explosive
Last edited by Twister on Tue Jun 05, 2012 1:00 am, edited 1 time in total.
RE: F5HQ
No doubt, you did big job on this. I like the way you used sectorfade and 3dfloors. Those clouds look interesting. Visually it looks more pleasant than SMHQ. However i really dislike that maze part. Gameplay is not so fun and it loses to all hq wads i've seen so far. You might want to add more interactivity to you HQ.
Last edited by Zeberpal on Tue Jun 05, 2012 5:55 am, edited 1 time in total.
RE: F5HQ
WOW, looks better than SMHQ? Damn, that is one hell of a compliment... As for interactivity, I will definitely take that into consideration. For starters, I was already planning on adding a strife dialogue system. You may also have noticed that some of the switches do not work. This is because I have not planned a function for them yet. Either way, I will plan on adding more interactivity.
-
- Retired Staff / Community Team Member
- Posts: 2558
- Joined: Sat Jun 02, 2012 2:44 am