Page 1 of 1

Chopper WAD

Posted: Thu Aug 16, 2012 7:36 pm
by one_Two
So this is my first wad that has a start and finish that I'm relatively pleased with. It's based on the day in the life of Aussie former criminal Mark "Chopper" Read, and I decided to make it after watching the film a while back.

I only did the mapping and decorate, and a bit of scripting. So tell me whats good or bad. I put an officer guy at the end, ripped from Rise of the triad but it doesn't align properly, don't know whats going on there. Also most of the textures you'll recognize from other wads and who knows, you may have made some of them. But yeah, first proper wad, tell me what you think.

MCR.wad

[spoiler]Image[/spoiler]



Ok so here are known credits:

Doom Center wad (allot of textures)
Tribute.wad (Zalewa, though I have seen the building textures in lots of thing, if anyone has original source would be appreciated.)
Rise of the triad
Lainos for 5till L1 Complex which I might add is a brilliant wad.
And the chopper film for the sound effects.
Almost forgot - Tom's skin for being one of the few available normal human skins (even though he is topless).

I think that is all.

EDIT: I got rid of the pickup sound. Hurt sound remains, thinking what to do with it :/

RE: Chopper WAD

Posted: Thu Aug 16, 2012 7:39 pm
by Springy
I would if you can try, do a credits list with this. DLing now and will leave feedback, looks interesting.
EDIT: Encountered something quite off putting within the first few seconds of playing, the sounds used for the enemies to be exact, they are quite annoying when repeated like that. I would personally either take them out or reduce the level of sound they make and try to make them repeat less.

RE: Chopper WAD

Posted: Thu Aug 16, 2012 7:49 pm
by one_Two
Springy wrote: I would if you can try, do a credits list with this. DLing now and will leave feedback, looks interesting.
EDIT: Encountered something quite off putting within the first few seconds of playing, the sounds used for the enemies to be exact, they are quite annoying when repeated like that. I would personally either take them out or reduce the level of sound they make and try to make them repeat less.
Yeah probably should have mentioned that. I'll look into a random with the original pickup sounds or something.

RE: Chopper WAD

Posted: Thu Aug 16, 2012 7:57 pm
by Springy
Fair enough, I don't know why I said enemy sounds I meant pickup sounds. Not actually bad for a first wad well done.

RE: Chopper WAD

Posted: Thu Aug 16, 2012 8:37 pm
by katZune
is nice tbh, but is a bit short anyways is good for be ur first wad

RE: Chopper WAD

Posted: Fri Aug 17, 2012 3:24 pm
by one_Two
katZune wrote: is nice tbh, but is a bit short anyways is good for be ur first wad
Thanks, from the start I visualized making a big city with loads of walk in buildings, as it's supposed to resemble Melbourne. But maybe that was a bit ambitious for a first wad.

RE: Chopper WAD

Posted: Fri Aug 17, 2012 9:14 pm
by Llewellyn
one_Two wrote:I only did the mapping and decorate, and a bit of scripting. So tell me whats good or bad. I put an officer guy at the end, ripped from Rise of the triad but it doesn't align properly, don't know whats going on there.
The extra whitespace at the bottom of the sprite itself is what is causing the issues, you autoaligned the sprites with SLADE3 I assume, but the whitespace threw it off.

Also lolwut nazis?

RE: Chopper WAD

Posted: Sat Aug 25, 2012 6:09 pm
by one_Two
Llewellyn wrote:
one_Two wrote:I only did the mapping and decorate, and a bit of scripting. So tell me whats good or bad. I put an officer guy at the end, ripped from Rise of the triad but it doesn't align properly, don't know whats going on there.
The extra whitespace at the bottom of the sprite itself is what is causing the issues, you autoaligned the sprites with SLADE3 I assume, but the whitespace threw it off.

Also lolwut nazis?
Yeah that'l be why. Also I put Nazi's in as they were the closest looking sprites to humans.