Doom 2 CTF and Teamweapsv4.wad

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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jwaffe
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Doom 2 CTF and Teamweapsv4.wad

#1

Post by jwaffe » Sat Aug 18, 2012 9:42 pm

A mapping project I've been working on rather quietly until now, it converts Doom 2 maps into CTF maps.

It is hosted 24/7 on my server (Zandronum 1.0)
<[IFOC] Server> Doom 2 CTF (75 and Quadrumpusguy)

In this version, there are 13 maps, MAP01-MAP12, and MAP14

MAP14 was made by Quadrumpusguy, all other conversions were made by me.

These maps are boom compatible

Download : http://www.wuala.com/jwaffe/Hosted/Doom2CTFr20.zip/
Mirror: http://www.mediafire.com/?r3315h6cempacs5
Size: 1.2 MB

TeamwepsV4.wad : http://www.wuala.com/jwaffe/Hosted/TeamwepsV4.zip/
(changes the color of your projectiles depending on what team you are on)

Screenshots:

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(Click on an image to enlarge it)

It has been tested successfully in odamex, zDaemon, Skulltag, and the August 6th build of Zandronum.

Odamex complains about no deathmatch starts in single player (even with sv_gamemode 3) but it will work on the server.

If you want to play this in Zand, you will need to provide your own flags/flag graphics, for example, by using Skulltag_data.pk3 and skulltag_actors.pk3

Freelook is recommended but not required. Plasma bump is not necessary even though it will seem like it is. It will make getting some weapons easier, but it is possible to get any weapon without it.

These maps can be played with or without jumping/crouching.

Thanks to Devonizer, Combinebobnt, and Quadrumpusguy for testing.
Last edited by jwaffe on Tue Sep 04, 2012 1:12 am, edited 1 time in total.
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Ænima
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RE: Doom 2 CTF

#2

Post by Ænima » Sat Aug 18, 2012 9:49 pm

Dayum. Looks nice. I look forward to trying this online. :)
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
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Watermelon
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RE: Doom 2 CTF

#3

Post by Watermelon » Sun Aug 19, 2012 3:15 am

Awesome, was fun to test... looking forward to hopefully some fun full games :)

Captain Izayoi
 
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RE: Doom 2 CTF

#4

Post by Captain Izayoi » Sun Aug 19, 2012 3:21 am

This project has serious potential, you've got an attentive watcher in me.

katZune
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RE: Doom 2 CTF

#5

Post by katZune » Sun Aug 19, 2012 3:32 am

Captain Izayoi wrote: This project has serious potential, you've got an attentive watcher in me.
same, is very good! the gameplay is awesome and is themed like D2 (i mean: not very detailed but not less detailed, u know ;)
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
Ijon Tichy wrote:
Catastrophe wrote: Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here

only justice

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RE: Doom 2 CTF

#6

Post by Guest » Sun Aug 19, 2012 3:46 am

This mod got my sympathy, even with serious issues with floor/ceiling textures selection.

jwaffe
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RE: Doom 2 CTF

#7

Post by jwaffe » Sun Aug 19, 2012 3:50 am

Alien wrote: This mod got my sympathy, even with serious issues with floor/ceiling textures selection.
The textures are lazy, when I first started making this I wasn't sure it would really be something I wanted to work on. I'm guessing you're referring to something like what happened to MAP02. I'll fix that, and anything else I find for the next release.
Last edited by jwaffe on Sun Aug 19, 2012 3:51 am, edited 1 time in total.
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jwaffe
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RE: Doom 2 CTF

#8

Post by jwaffe » Sun Aug 19, 2012 2:21 pm

I decided to port something I made for my Chex Pack into Doom

With this addon, if you are on red team you will fire red projectiles, and if you are on blue team you will fire blue projectiles.

It does not support 4 way teams.

It will work with any 2 team game mode that sets values to PLAYERINFO_TEAM, which means it should support all built in team games (TLMS, TDM, CTF, ST, Team Possession) and all user-made team games that set PLAYERINFO_TEAM.

Download link : http://www.wuala.com/jwaffe/Hosted/Teamweps.zip/ (9k)

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Bugs:

The red team plasma rifle does not look exactly like the original (the functionality is completely unchanged), I was not able to replicate the exact appearance of A_FirePlasma in DECORATE so I used a A_Jump with probability to go to the second flash state.

If you know how to make this better, or if you know somebody who has replicated the flash state, let me know or post a link to a wad that did it and I'll put it in.

The BFG is not implemented as a team recoloring weapon because the "No freelook for the BFG" flag only applies to actors that use A_FireBFG which can only be used to fire BFGBalls.

I wonder if it would be possible by giving inventory to the BFG ball and having IT jump to a blue or red state depending on the player's team, though I'm not sure if it's possible for a weapon to give inventory items to its projectile or for a projectile to check its players' inventory.
Last edited by jwaffe on Wed Aug 22, 2012 12:33 am, edited 1 time in total.
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ZzZombo
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RE: Doom 2 CTF

#9

Post by ZzZombo » Sun Aug 19, 2012 2:33 pm

Projectile's TARGET field is set to actor shot it, so you can use either A_JumpIfInTargetInventory() action pointer if you give different items for different teams members or SetActivatorToTarget() in a ACS script, then check the team the player is on and give the projectile some marker so it can jump to a different state.

jwaffe
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RE: Doom 2 CTF

#10

Post by jwaffe » Sun Aug 19, 2012 4:49 pm

ZzZombo wrote: Projectile's TARGET field is set to actor shot it, so you can use either A_JumpIfInTargetInventory() action pointer if you give different items for different teams members or SetActivatorToTarget() in a ACS script, then check the team the player is on and give the projectile some marker so it can jump to a different state.
Thanks for your help, using A_JumpIfInTargetInventory worked perfectly.

I will test this quickly on a server then re-upload it with the BFG code and sprites.

Combinebobnt made some extra sprites for the rocket launcher and its explosions as well.

EDIT - it works, though there is a very short instant where the BFG ball looks red on explosion for the blue team, it only happens online, and it's very hard to notice, and I can't seem to get rid of it, so I suppose this is good enough.
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New version link : http://www.wuala.com/jwaffe/Hosted/TeamwepsV2.zip/
Last edited by jwaffe on Sun Aug 19, 2012 5:15 pm, edited 1 time in total.
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jwaffe
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RE: Doom 2 CTF and Teamweapsv2.wad

#11

Post by jwaffe » Sun Aug 19, 2012 6:38 pm

Noticed something that only showed when I tested it online with a significant ping, the plasma rifle is too slow on the first shot due to the order of some code in the fire state


EDIT - found a few more bugs -- unfortunately the red plasma gun twitches a lot more online than it does offline

http://www.wuala.com/jwaffe/Hosted/TeamwepsV4.zip/
Last edited by jwaffe on Sun Aug 19, 2012 7:08 pm, edited 1 time in total.
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jwaffe
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RE: Doom 2 CTF and Teamweapsv4.wad

#12

Post by jwaffe » Sun Aug 26, 2012 5:48 pm

Doom 2 CTF updated to r20 http://www.wuala.com/jwaffe/Hosted/Doom2CTFr20.zip/

Two new maps: MAP11 ("O" of Destruction) and MAP12 (The Factory)

My server is running this version.

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MAP12 seems like it needs jumping to play well, I don't usually jump and I found myself jumping in that map.

EDIT - MAP13 seems like it will be hard
Last edited by jwaffe on Sun Aug 26, 2012 6:21 pm, edited 1 time in total.
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