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ARCANE WIZARD
Just wondering if anyone is interested in a wizard/arcane themed q1sp project. The idea would be a common pak file, including a bunch of arcane monsters/props, and whoever wants to donates a map in an arcane theme (id wizard, contract revoked, ikblue, new texture sets, whatever). Then they get strung together, and that's the pack.

Criteria for arcane: in my opinion, there should be lots of books, heh. And a focus on signs and symbols and magic and such. contract revoked is a good example.

Anyone interested?
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Hey Kell 
I remember back when we thought of a project like this originally, you said you didn't have time to map, but you'd help with some texture editing. Are you still up for that? I want some custom textures for my map.

And yes, my monitor is back, finally! Good thing it was on warranty (mere months away from expiring too!). 
Unholy Resurrection 
A few questions:
Is anyone besides myself and Fat Controller still working on maps for this?

Anyone have any maps partway done they'd like to finish and contribute, or contribute for an FMB-style scrap-map?

Is anyone willing to do some heavy texture editing for the main map I'll be doing?

(For FC), what enemies and weapons are going to be in?

Also for FC, what did we dedide (anything?) about the start map also housing the finale? 
Tronyn 
Well, a long time ago I posted here that I wanted to map for this project after the release of my map I was working at. I thought I would finish my map fast, but I was wrong (the release was only few day ago).

I still want to join your project, but I have just started a new map (I want to make it completely knave covered). If you want to wait for at least few (3-4) months, then I'm in. If you don't, then I'll release it as a single map.

Actually I think it may take me more than 4 months, because I want it to be at least medium-to-large sized. 
I Have An Unfinished Map 
intended for a speedmap done a few weeks back. It has a promising layout and probably fits the Arcane theme (mostly Ogro textures). I could work it up some more this weekend and hand over what I have Sundayish if you like. 
Sure 
Pulsar: Don't worry, I will take at least 3-4 months too so it'd be great if you were in.

Headthump: Sure send it over and I'll have a look. Right now the scrap-map is mostly IKBLue but I could use it as a secret area, make another scrap map, or retexture it a bit to fit the theme. 
Tronyn 
Will the knave only map fit the theme? (without ikblue) 
Will Do 
IkBlue will be an easy conversion. 
Oh Yeah 
Yeah Knave is perfect
Each map could be its own style, anything the mapper thinks fits the theme of arcane. I was just informing Headthump that the map I'm making out of various scraps is mostly Ikblue, though it is in fact Ikblue mixed with knave :)

I've also made a bunch of prefabs of furniture, bookshelves, etc in case anyone's interested...

Headthump: Sounds good.. 
Progress Report 
Coded so far:

Enhanced Brush Entities
There are several triggers which can be toggled on and off, and start off; I am working on toggleable func_trains (wait -1 can be restarted) as well.

Extra Keys
So far I have written code for five more keys.

To Do
1. Weapons
* Replace axe with chainsaw
* Add Rogue multirockets and lava nails
* Add chaingun and ammo_slugs for same (impulse 8 twice to select?)

2. Trigger_read
I'll be creating the trigger_read as a point entity the size of a player. It won't fire at once, but will make a selectable noise, requiring an impulse to fire, like Unreal's translator. Books and combat don't mix.

3. Monsters
* Rogue Dragon
* Baron
* Axeman
* Ontranto archers and crossbowmen

I had all this written down on a piece of paper, or I can check my mail on the computer downstairs.

Uploads of any test alphas are dependent on getting this ADSL wireless business running, and we've had to call for professional help. In the meantime, I'm still faffing with the code and two maps. 
Fatty 
will there be such features as chest remover and/or one entity teleporter? 
Huh? 
I have no idea what you mean by "chest remover".

As for "one entity teleporter", I am intending to implement Ritual's func_spawn entity (if you're referring to teleporting in monsters) as it has more flexibility. You can spawn any point entity you like with it. 
Chest Remover 
I mean the code, that removes chests of dead monsters to free edicts. 
Oh, Corpse Removal 
Given Tronyn's penchant for horde combat, that's not a silly idea. 
Alright 
My map count can be upped to 3... hehe//
What about "Mage" monsters like the CoE mage (3 classes in 1?), Troglodytes and Overlords/Wraths?
I'll release some more screenshots and update the page pretty soon. 
I'd Like To 
get my little Doom project out before August 3, but after that I'll certainly have time for map construction. Also if you need any static models or brush prefabs for Arcane let me know; I'm handy with both. 
So... 
Tronyn, is it OK if we just send you a .map with lighting done but item and monster placement absent...oh, and about 200 free entities. 
Mongsters 
Ah yes. I'll add those to the list.

Currently I'm still fiddling with the library/start map - I may add an exterior shot or something.

At the moment what I really need to do is test ths master field business (and extra keys) and be sure that it all works.

Then the weapons, then the monsters, then the trigger_reads and other environmental doohickeys.

What I'm really doing is adding cute little rading lamps to the library and trying out styles for the graveyard map. 
Yup 
Sure distrans send along, that sounds great.
And FC and Headthump, map scraps whenever you're ready too... :)

It's going to be a learning experience doing a FMB/SM_x map, fitting these sections together and whatnot. So far, I've noticed that the way I've put sections together (I've got 3 of my own I've made suitable and started) is "cheesy," so I'll need to work on that. 
Damn And Blast 
We've got ADSL working! :)

Seriously though, I have to completely redo the goddamn master system. All doors and shit are broken. This is what comes of trying to be too damn clever. NNGH!

If I can get this working, I'll start on any weapons and monsters I can find... Probably the Rogue and CoE ones, I think I have the code for those around.

(The fix should be easy. Just add a slave field. I thought I could get away without it...) 
Idea 
I was thinking lately that with this much new stuff and 4+ (I think) new maps and a start map, this is actually close to as big as OUM. Maybe to make it more professional and coherent we should just make it into a linear episode, rather than a coagula-contest style pack branching from a start map... what do you think?

If we were going to do that, some kind of logical progression between maps would be good (like OUM).

Damn did OUM ever rock :) 
Hehe 
sure did 
Quake Doesn't Need Logic. 
 
Shotgun And Armor In A Library 
...doesn't strike me as logical. :)

However, I've had a brainwave. If we have four confirmed maps, then we can still use runes and have some nonlinear fun.

The runes, as intended, open the safe behind the reception desk, where there's a lectern that the Necronomicon is supposed to rest. The front doors open, and you take off outside towards Old Dethshill Cemetery... <Buford T. Justice>in hot pur-suit!</Buford T. Justice>

In other news, the master field now works properly for doors, as do the keys. I just have to check all the mastery code and then I'll start on weaponry. 
Hehe Fatty... 
...all this talk of master and slave is starting to sound very Neitzchean. 
When I Don't Get My Way, 
I take it out on the slaves 
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