Combot Arena

General discussion of the port and Doom-related chat.
Post Reply
User avatar
Ermin
New User
Posts: 18
Joined: Mon Oct 28, 2013 11:26 am
Location: UK
Contact:

Combot Arena

#1

Post by Ermin » Mon Dec 02, 2013 2:57 am

Image
INFO
A DeathMatch only arena style custom mech shooter.
GUIDE INFO
Heres the deal, il make you your very own custom mech sprite, with your own weapons sounds an hud to use in this mod.
Upon making your Mech im gona need some detailed instructions on designs, so uploading orthographic pictures of specific parts of your mech an weapons would help. or just give me a good detailed orthographic drawing of what you would like an il try my best to replicate your idea. Come up with your own ideas based on your personality an what you like.
GUIDE
1. Name of Mech
2. Ground OR Air type Mech.
3. Height (Eg. 8Foot/Doomguy=6foot)
4. Speed for both Walk&Run (Eg. Walk:5 Run:7)
5. Jump Height (##) (eg. 8)
6. Health & Amour (####/###)
7. Auto repair while stationary&Speed (Eg. Yes/5)
8. Hud Style. A simple overlay to a full on cockpit (include pictures)
9. Combot Design with color (With piture)
10. A detailed list of weapons. 10 weapons allowed with optional altfires. With pitures. include ammo amount too with projectile pictures. (Eg. WEP1: Arm Cannon####/ArmCannon SpreadFire####)
11. Combot style. Give me details on how your mechs animation would deal with weapon swaps an overall mech anims. (Eg. Doomstyle/ Fast/ realistic/ Cool)
12. Sound class, send me a list of sounds via zip for your mech. Label them for speicific sounds like "pain_1,Pain_2", "taunt", "Death" an so on, with your voice ofcourse.. lordzygo@gmail.com (remember your a human in a mech, so no alien or demon sounds)
13. Custom inventory, a list of inventory items you can use in combat for defence or offence. (eg. Greandepod/ Repair/ Mines/ Shield/ Turret)
14. Sprite qaulity ### ( Corresponds to the amount of pixels vertically and horizontally. Recommend 300/500)

Thats about it, follow the list, make sure your instructions are clear an numbered, an correspond to what ive asked. please dont take the piss by making your mech as godlike as possible. Be fair with your decisions or else i wont do it. if you want your mech bosslike, then give it bad side effects like slow walking, limit weapon amounts, an so on. Pictures are ESSENTIAL even if there crappy. Also remember this is your combot so no complete ripoffs. I will also limit the use of ACS, so dont give me over the top weapon commands.
My progress of your mech will be uploaded frequently so your can take a look, an when i have my first fighter done i will upload everything for playtest in the first arena map i already made. if you absolutely need help with ideas check out zone of the enders, Heavy gear,immortal grand prix, gundam, metal fatigue and armored core.
Mechs will be made in order i recieve requests. Also note, the more details you demand the longer it will take to make.
Final note
This is all just a test. And if you wona help then make me some kick ass detailed circle arenas. It can include deathtraps, item spawn sqaures and a repair bay.
PROGRESSION
Heres some props
Image
Basic textures modified from existing online ones. (Quality significantly reduced)
Image
Map overview, WIP
Image
TRAINING BOT (WIP)
Image
Last edited by Ermin on Mon Dec 02, 2013 4:13 pm, edited 1 time in total.
Here is a list of all my mods. Enjoy.
Survive
Solace Dreams

User avatar
Combinebobnt
Retired Staff / Community Team Member
Posts: 1905
Joined: Mon Jun 04, 2012 3:37 am
Location: Earth
Contact:

RE: Combot Arena

#2

Post by Combinebobnt » Mon Dec 02, 2013 4:06 am

So if this is a mech style wad for zandronum, have you actually made any progress with it, or are you just starting a new idea? How many maps do you plan to have, are there already mechs in place, is this currently playable? I am left pondering from your post, so could you please give a bit more detail.

User avatar
Ermin
New User
Posts: 18
Joined: Mon Oct 28, 2013 11:26 am
Location: UK
Contact:

RE: Combot Arena

#3

Post by Ermin » Mon Dec 02, 2013 4:13 am

Combinebobnt wrote: have you actually made any progress with it or are you just starting a new idea? How many maps do you plan to have?
A map is already in place, roughly 80% complete. Just adding fine details.
Anyone is welcome to contribute and add there own map arena style.
As many maps as possible i guess, im not really a map maker so contribution would be great.
Combinebobnt wrote: are there already mechs in place? is this currently playable?
Yes and No. Its playable but not as disired. There are no playable mechs. i plan to add a small enemy bot for testing. For now im using a placeholder for the player.

All i need is the input from anyone that wants to contribute there ideas.
Last edited by Ermin on Mon Dec 02, 2013 6:45 am, edited 1 time in total.
Here is a list of all my mods. Enjoy.
Survive
Solace Dreams

User avatar
Ænima
Addicted to Zandronum
Posts: 3579
Joined: Tue Jun 05, 2012 6:12 pm

RE: Combot Arena

#4

Post by Ænima » Mon Dec 02, 2013 4:20 am

Base everything off of Armored Core 1&2 for the PS1 and you'll have an awesome mod.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
Image

Lollipop
Zandrone
Posts: 1124
Joined: Tue Jul 24, 2012 10:34 am
Location: Denmark

RE: Combot Arena

#5

Post by Lollipop » Mon Dec 02, 2013 10:23 am

I would love to see a scripted way to customise your loadout, as you are not locked into specified sets.
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there

User avatar
Ermin
New User
Posts: 18
Joined: Mon Oct 28, 2013 11:26 am
Location: UK
Contact:

RE: Combot Arena

#6

Post by Ermin » Mon Dec 02, 2013 3:29 pm

Image
Experimenting with colors and Ambient for the TestMech
Image
Experimental mech converted to a high an low res sprite.
Image
also added animating crowd.
Last edited by Ermin on Mon Dec 02, 2013 4:04 pm, edited 1 time in total.
Here is a list of all my mods. Enjoy.
Survive
Solace Dreams

User avatar
Ænima
Addicted to Zandronum
Posts: 3579
Joined: Tue Jun 05, 2012 6:12 pm

RE: Combot Arena

#7

Post by Ænima » Mon Dec 02, 2013 3:51 pm

I want a mech with Four Leg.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
Image

TerminusEst13
Retired Staff / Community Team Member
Posts: 865
Joined: Tue Jun 05, 2012 11:06 pm

RE: Combot Arena

#8

Post by TerminusEst13 » Mon Dec 02, 2013 6:17 pm

Ijon Tichy wrote: this is a zdoom mod, not a zandronum mod - the custom menu gives it away
so why are you posting this here?
I'm curious about this as well!
Not like it really matters since there's a huge amount of overlap between both ports, but between this and the DBZDoom mod I think it'd be more appropriate if you adjusted your stuff for Zandronum here, as this forum's primarily for the Zandronum-playing audience--or failing that, the ZDoom forums would prolly be more receptive to it.
Last edited by TerminusEst13 on Mon Dec 02, 2013 6:42 pm, edited 1 time in total.
The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~

Qent
Retired Staff / Community Team Member
Posts: 1424
Joined: Tue May 29, 2012 7:56 pm
Contact:

RE: Combot Arena

#9

Post by Qent » Mon Dec 02, 2013 8:03 pm

The rules for the Maps, Modifications & Projects subforum do say "for Zandronum." I've moved the thread to a more appropriate section. I know we've gone back and forth on this subject in the past, so I've left a redirect in place for now.

User avatar
wildweasel
New User
Posts: 18
Joined: Fri Jun 22, 2012 5:01 pm
Location: Not here.
Contact:

RE: Combot Arena

#10

Post by wildweasel » Tue Dec 03, 2013 7:26 am

TerminusEst13 wrote:the ZDoom forums would prolly be more receptive to it.
Except that, judging from his signature, he seems to already be banned on ZDoom.

User avatar
ArcheKruz
 
Posts: 63
Joined: Wed Oct 31, 2012 8:17 am
Location: Hong Kong

RE: Combot Arena

#11

Post by ArcheKruz » Fri Dec 20, 2013 11:51 pm

Didn't you rage-quit doom modding months ago Erminio Lucente?

Post Reply