Here are some screeshots to the gutsman stage
Had to remove for saving room
Funfact, the boss bots can and will attack each other (megaman/pokemon mashup anyone?)
Gutsman's stage is officially done :mrgreen: I also took some notes from cutmanmike's invasion test wad so now whenever you go to start, instead of seeing "single player", you'll see "MM1" instead and it will take you strait into gutsman's stage, also I had to make them invasion maps so the game will recognize that you killed everything before going to the next stage. (btw I have to warn you, YOU MUST KILL EVERYTHING before going into the bossrom because those doors are one way just like in mm1)
btw, if you think this will be easy because you can snipe them from afar, trust me, I fixed it so sniping will be impossable (for sheilded enemies anyway...oddly mm1 had alot of those)
the beutiful mountains
(http://i573.photobucket.com/albums/ss180/iceblade10/Screenshot_Doom_20110209_022302.png)
The imfamous pit of death, edited cause that would be WAY to cruel with the walking
(http://i573.photobucket.com/albums/ss180/iceblade10/Screenshot_Doom_20110209_022310.png)
They are just waiting for me to get close
(http://i573.photobucket.com/albums/ss180/iceblade10/Screenshot_Doom_20110209_022345.png)
Derp
(http://i573.photobucket.com/albums/ss180/iceblade10/Screenshot_Doom_20110209_022454.png)
the pre boss battle cave
(http://i573.photobucket.com/albums/ss180/iceblade10/Screenshot_Doom_20110209_022502.png)
oh shi-
(http://i573.photobucket.com/albums/ss180/iceblade10/Screenshot_Doom_20110209_022514.png)
Also, item 1 weapon in the mm2 one when I get to it?
congradulations, you found the defect in it's legs, now try it with no leaves this time
(http://www.uplolit.com/media/201110/14964b888160fc5b19a19c365cdbb3e9.jpg)
Thanks to beed, I have now came up with a new plan for this project, I just have to find out how to make the player keep weapons throughout the campagn
I recommend investigating the parts of campaign mode that makes you fight the Mega Man Killers. This may seem a little obvious, but I thought I'd toss it out there.
This section from the GLOBAL script in the MM8BDM-v2b.pk3 may be of intrest:
global int 0:SecretUnlock[];
global int 1: rushtime;
// Unlock Global Value (Singleplayer)
//
Script 200 (int which)
{
SecretUnlock[which]=1;
}
// Check if a global value has been unlocked
//
script 199 (int which)
{
SetResultValue( SecretUnlock[which] );
}
// Set all global values to zero (locked)
//
Script 198 (void)
{
SecretUnlock[0]=0;
SecretUnlock[1]=0;
SecretUnlock[2]=0;
SecretUnlock[3]=0;
SecretUnlock[4]=0;
SecretUnlock[5]=0;
SecretUnlock[6]=0;
SecretUnlock[7]=0;
SecretUnlock[8]=0;
SecretUnlock[9]=0;
}
// Singleplayer secret weapons
//
Script 197 ENTER
{
// Checks if the second player is a human. Useful for checking if it is TRUELY an online game.
if(PlayerIsBot(PlayerNumber())){terminate;}
Delay(1);
// Give secret weapons
if(SecretUnlock[6]==1){
GiveInventory("ScrewCrusherWep",1);
}
if(SecretUnlock[7]==1){
GiveInventory("MirrorBusterWep",1);
}
if(SecretUnlock[8]==1){
GiveInventory("BalladeCrackerWep",1);
}
}
// Duplicate of the above, for when you respawn
//
Script 196 RESPAWN
{
ACS_Execute(197,0);
}
Finnaly started mapping again
(http://i573.photobucket.com/albums/ss180/iceblade10/Screenshot_Doom_20111004_133701.png)
(http://i573.photobucket.com/albums/ss180/iceblade10/Screenshot_Doom_20111004_133744.png)
(http://i573.photobucket.com/albums/ss180/iceblade10/Screenshot_Doom_20111004_133749.png)
(http://i573.photobucket.com/albums/ss180/iceblade10/Screenshot_Doom_20111004_133823.png)
And yes the alcove with the sniper Joe and possibly a 1up will be there
Sorry, but I somehow completely screwed up the little amount of progress that I had and I'm trying to fix it..
EDIT: Fixed it, but I'm back to square one regarding the blurry problem. I made a seperate section in front of the ladder to leave untagged from the "Transfer Heights" section I use to make 3D floors, but there's a problem....
(http://img828.imageshack.us/img828/148/screenshotdoom201202212.png)
If I do tag it, it looks solid although you can pass right through it.
(http://img197.imageshack.us/img197/148/screenshotdoom201202212.png)
If I don't tag it, it gets blurry.
What to do....
It's not missing linedef textures (I did the "map analysis"), but I think I kinda sorta partially fixed it.
(http://img855.imageshack.us/img855/3632/screenshotdoom1.png)
It's not blurry, but it looks like the platform is overlapping the ladder depending on your persceptive.
(http://img577.imageshack.us/img577/1197/screenshotdoom2.png)
On top of the platform, you can't see the ladder at all from one side,
(http://img96.imageshack.us/img96/5985/screenshotdoom3.png)
but you can from the other. I think it's just a glitch from the 3D floor, but it still looks bad.
Btw, the background isn't missing textures. It's the skybox, and I wasn't sure what to do for it(if you want one at all).
EDIT: I've gotten it to the point where it's great from the bottom, but you can't see the ladder at all from the top.
90% of that is what I do, and I've got the 3D floor working. It's just that slight problem of not being able to see the hole from the top of the platform.
I've gotten it to the point where it's great from the bottom, but you can't see the ladder at all from the top.
(http://img803.imageshack.us/img803/4962/screenshotdoom565652102.png)
From the bottom, it looks great.
(http://img15.imageshack.us/img15/4748/screenshotdoom201202222.png)
From the top....you can't see the ladder at all.
I've been screwing around with the flags, but now I'm probably going to try a different method (that "3D sector" thing you were talking about), so yea.... :mrgreen:
EDIT: I tried out the 3D sector thing, but I'm not gonna use it for the starting platforms. Unless I'm doing it wrong (and this time, I don't think I am), my 3D sectors are connecting one sector to the one with the "Sector 3D Floor". 3D sector is something I'd use for the lengthy system of ladders in the middle of the stage. In the beginning, all I need is to make platforms in mid-air. For that, I think the best option would be Transfer Heights. I could be doing this wrong, though...
3D floors are your friends
(http://img822.imageshack.us/img822/920/screenshotdoom201202240.png)
FINALLY! When I first started, I didn't really get how these things worked, but now I think I have a better understanding
(http://img576.imageshack.us/img576/9682/screenshotdoom201202241.png)
For the first lengthy set of ladders, should I use a lot of 3D floors in a small area?
First, sorry for the double-post but I decided to do 3D floors all the way up (oh boy this is gonna be one heck of a map)
Second, I wanted to show my floating ladder :mrgreen:
(http://img221.imageshack.us/img221/1531/screenshotdoom201202251.png)
But Doc, how do we know that's floating?
(http://img69.imageshack.us/img69/1531/screenshotdoom201202251.png)
Tadaaa!
And yes, you can climb it...
Got started on gimicks and compatability with 3d floors
starting with
Gravity switching
(http://i573.photobucket.com/albums/ss180/iceblade10/Screenshot_Doom_20120731_223236-1.png)
Back at this place again
(http://i573.photobucket.com/albums/ss180/iceblade10/Screenshot_Doom_20120731_223316.png)
upsidedown ladders
(http://i573.photobucket.com/albums/ss180/iceblade10/Screenshot_Doom_20120731_223334.png)
Dat ambient background
Sorry for bumping this, but I've been meaning to ask you this, ice. Can you make Megaman jump higher? As of now, I've hit a road block w/ the cutman stage:
(http://img846.imageshack.us/img846/4472/screenshotdoom201301041.png)
Notice how low the top platform is. That's the highest the platform can go; any higher any Megaman would be unable to jump on it. Getting across the gap is really tough, if even possible, so you can understand my dilemma here.
Another question just came to mind: since CutmanMike is making a similar singleplayer mode, are you going to scrap this one?
Ok, you know that gap I mentioned earlier? Since I just recently brushed the dust off of this and decided to starting making it again, I didn't know what the design what supposed to look like. When I looked at the original design of Cutman's stage, however, I realized the gap was a mistake; it wasn't supposed to be there. Problem solved! :mrgreen:
EDIT: Another question
(http://img268.imageshack.us/img268/2867/jkll.png)
Since it seems tedious and unnecessary, do you want me to make those cliff-like wall protrusions? (in english, do you want the wall to stick out like in the picture?)