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TEH BASE Cooperative - Release 1f
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Sat Jan 17, 2009 2:01 pm    Post subject: TEH BASE Cooperative - Release 1f Reply with quote

I am happy to announce the release of the first, 6 map episode of TEH BASE Smile

The wad is playable on Destiny-Server TEH BASE server. I recommend playing it in singleplayer too to get full experience. If you want to host it, respawn items should be on, and infinite ammo off. Recommended max players: 8

Features:

-6 high detail singleplayer/cooperative/survival maps
-new monsters
-new items
-some basic storyline
-newschool effects, eg. flare lightning, flare projectiles


Known bugs:
These are possibly down to Zdaemon issues. In singleplayer these bugs are not present.

-Platform/lift sounds not played online [can't fix]
-MAP02 lift with polyobject switch has wrong poly rotation online [can't fix, minor]
-Water dripping effect is out of sync online [can't fix]

Ver. R1( 2013.08.27 )
Initial release.

Ver. R1a( 2013.08.29 )
-Tweaked generic doors on every map.
-Fixed lifts, it is no longer possible to render them unusable.
-Minor changes on MAP02.
-Boss teleportation check on MAP06. It is no longer possible to block the teleport destinations.
-It was possible to go through the laser fence on MAP05 with "brute force" when more players are present. Fixed.
-Fixed sliding polyobject doors.
-Changed MAP01 storage alarm. It was causing too much bandwith in online mode.
-Added impassable lines to the metro on MAP03, so it is no longer possible to glitch in the 32 wide areas.


Ver. R1b( 2013.09.02 )
-Fixed MAP02 lift. For real this time.
-Minor changes on MAP02.
-Minor changes and fixes on MAP03.
-Made informative hudmessages display for all players.
-Fixes on MAP04.
-Minor optimalizations on MAP05.
-Minor fixes on MAP01.
-Minor fixes on MAP06.
-Made the plazma demon's projectile smaller.
-Changed revenant attack: it fires two homing rockets instead of one fireball. Total damage remains the same.
-Made the Annihilator's rocket a bit weaker.
-Added option to spawn reward items when all 3 pentagrams have been found. Server admins can allow rewards by setting the server variable "tehbase_pentareward" to 1. Type this in the server console:

Code:
set tehbase_pentareward 1

To disable it:
Code:
set tehbase_pentareward 0

To delete the variable:
Code:
unset tehbase_pentareward


Ver. R1c( 2014.01.07 )
-MAP04 misaligned texture fix
-MAP06 generator door locked message was shown for everyone
-Added rain to MAP01:
Raining is enabled by default. Use "set tehbase_norain 1" to disable,
or "set tehbase_norain 0" to enable (requires map restart to take effect).
Distance check is done against all players, if no player is within 1024 map unit distance to a rain spot,
the spot becomes inactive. This is done to keep bandwidth usage as low as possible.
Worst case scenario is around 80KB/sec/player, if every rain spot is active (there is a player inside the range for every rain spot). Average bandwidth should be much lower than that.
-Sparks and rain are clientside; this means lower bandwidth usage online, and
a jump in engine requirement from Zdaemon 1.09 to 1.10
-All bandwidth intensive decorative map effects were given sight checks and distance checks similar to rain's.
These checks have been extended to ignore bots, only human players can pass them.
This means the effects will only consume bandwidth when they are actually seen or heard by a player.
-Some more vertex terrain added to MAP01
-Added TITLEPIC (by Medis a.k.a Aeyesx)
-Added dripping waterdrop effect to edges to make rain fancier
-Fixed MAP02 barrel crusher machinery, and made it compatible with new barrel height.
-MAP04 minor fixes and adjustments.
-MAP04 Pvt. Willis event could be skipped. Fixed.
-Moved keys on MAP04 and MAP05 to more noticeable spots.
-Minor texture fixes on MAP06.
-MAP01 backup generator monster ambush was not spawning monsters correctly.
-Changed TITLEPIC music



Ver. R1d( 2014.01.12 )
-Fixed issues with distance & sight checking. Rain and SFX should work as intended now.
-Added some more GFX(by Medis a.k.a Aeyesx)


Ver. R1e( 2014.08.28 )
-Minor fixes and adjustments on all maps
-Fixed yellow pulsing light on MAP04
-Added some more terrain to MAP04
-Added sound for big door leading to yellow key on MAP04
-Fixed an old oversight which prevented the spawning of some monsters on MAP05
-Added sound for BFG lift on MAP06
-Adjusted some impassable railings on maps; it is now possible/easier to reach places
-Slightly reduced Cyberbaron's hp
-Added F1 help screen (brief description of the new items & inventory)
-New menu graphics & sounds
-Added new projectile effects
-Fixed crash caused by revenant's rocket in Zdaemon 1.10b02. This is a workaround until new Zdaemon is released with proper fix.
-Added fog effect to MAP03 reactor
-Pentagrams now give reward: 1. regardless of cvar setting on server, 2. for every player directly in their inventory


Ver. R1f( 2017.01.31 )
-Altered Annihilator's movement speed and attack pattern
-Added landmine beep sound
-Replaced M_DOOM menu graphic (credit: St_Anger)
-Implemented better gore & blood effects
-Added spark effect upon explode to plasma demon's projectile
-Fixed some minor issues on MAP03
-Fixed minor issue with thunder on MAP01
-Fully clientside rain on MAP01
-A lot of visual & SFX improvements on MAP01
-Minor visual improvements on all maps but MAP04
-Ported over some dehacked fixes for minor vanilla DOOM2 bugs
-Scaled some projectiles where it seemed to fit




DOWNLOAD

>>>> http://destiny-server.no-ip.org/wads/teh_base_r1f.zip <<<<







Last edited by Body-Guard on Tue Jan 31, 2017 12:15 pm; edited 20 times in total
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[LAD]St_Anger1
has entered the game!


Joined: 20 Jul 2007
Location: Latvia

PostPosted: Sat Jan 17, 2009 2:21 pm    Post subject: Reply with quote

Holy shit... Impressive... Simply epic...
One question, will this lagg MORE than your cs_ctf_rldd map01? Anyway, can't wait to see this on ZD..
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Sat Jan 17, 2009 2:32 pm    Post subject: Reply with quote

No, it's not laggy as CSCTF_RLD_beta1. Because CSCTF map01 has a huge field. Laughing And this wad doesn't have huge fields. Wink

Last edited by Body-Guard on Sat Jan 17, 2009 2:56 pm; edited 1 time in total
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Fluffles
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Joined: 31 Dec 2007

PostPosted: Sat Jan 17, 2009 2:52 pm    Post subject: Reply with quote

This looks pretty damn gd. BUT WILL THE GAMEPLAY BE AS GD AT THE LOOKS.
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Sat Jan 17, 2009 3:04 pm    Post subject: Reply with quote

Thanks! Laughing

When i finished with MAP01 i upload more Screenshots about the 100% Complete map! Wink
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DoomerMrT
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Joined: 09 Mar 2007
Location: http://destiny-server.ath.cx/forums/

PostPosted: Sat Jan 17, 2009 3:26 pm    Post subject: Reply with quote

Don't worry about gameplay, I'll keep an eye out for it. We all know that Gameplay > Detail. As far as I see and know how body guard works this will be a good stuff I promise.
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Tue Mar 03, 2009 3:37 pm    Post subject: Reply with quote

I uploaded a beta for testing. This wad is working only Singleplayer with 1.08.07, and you can play online when 1.09 is out. Wink
This is not a monsterspam Cooperative.
There are 1 Map in the Beta version.
You can Download Here:
[LINK DEAD, FIRST EPISODE OF THE WAD WILL BE UPLOADED LATER]
Run options:
DmFlags : 278820
DmFlags2: 1179729
If you find bugs, tell me, and i fix it in the 1.0. Good luck with Wink


Last edited by Body-Guard on Mon Jul 08, 2013 2:15 pm; edited 1 time in total
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TheCupboard
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Joined: 25 Feb 2007
Location: USA

PostPosted: Wed Mar 04, 2009 12:37 am    Post subject: Reply with quote

Nice, this map is of high quality. Very Happy I like the progression and your base/industrial design. The theme seems kind of strange since you are using such a large variety of textures, though. One room will be gray and another will be covered in white and brown STARTAN and another will use some gritty brick textures. I also suggest that you don't use up all of your new monsters on the first level. Of course, I guess I just assumed this was map01 but I suppose it could be map09 just as well :^P. It would be a shame if you pulled all of these great demons out of your bag on the very first level instead of introducing them gradually.

Other than that everything is cool, but I had to unfortunately stop playing after I found the yellow key due to time constraints. Last suggestion: that arch-vile lift seems to move very slowly. It operates nicely but slows the gameplay down for what feels like ten or fifteen seconds. Maybe speed it up a little bit?
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DoomerMrT
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Joined: 09 Mar 2007
Location: http://destiny-server.ath.cx/forums/

PostPosted: Wed Mar 04, 2009 3:37 pm    Post subject: Reply with quote

Originally this project was meant to be one enormous map only, this beta is for finding out if ppl like it so more maps may will be done. That's a reason why all of the monsters are placed, however there are still some what you've not seen yet Wink BTW, I coded those monsters just to take my part of the project Smile
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Cybershark
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Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Wed Mar 04, 2009 8:35 pm    Post subject: Reply with quote

Hay this is very nice looking! I'd disagree with Cupboard about the texturing, I feel it gives it more of a sense of its own identity and stops it looking like 1001 other Co-ops.

Hmm... about that Co-op thing... I wouldn't want to with more than 2 players I think. Some areas are spacious enough but you have a lot of tight regions and 64 unit wide hallways which would piss me off in multiplayer.

I enjoyed some of the new baddies, always wanted to see demons like that! The zombie marine and the brown barons were a bit crap though. Didn't see the point in either of them.
The archvile variant seemed especially cool but didn't stick around long enough. Maybe a couple of those would work better for the ending instead of mixing them up with archviles?

Oh and once you know where the switch is to activate the exit then you don't have to wait for it to rise to press it. Might wanna fix that Razz
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theDooMguy
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Joined: 07 Feb 2009
Location: Installing ZDaemon on the school computers

PostPosted: Wed Mar 04, 2009 9:28 pm    Post subject: Reply with quote

looks pretty good, I look forward to seeing a full version of this.
also, what's this thing I get sometimes when I run out of ammo on the bfg? the graphic is up in the corner, and it uses ammo but nothing in the ammo indicator goes down. It looks like it's shooting some kind of fireball or rocket.
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Tue Nov 02, 2010 3:21 pm    Post subject: Reply with quote

Thanks!

And the project is not dead! Im working on map 02 right now. Very Happy
I hope the Doom players will be enjoy it. This will be the first 1.09 Cooperative mod with a lot of awesome zdoom features.
here are some screen about map 02:

[DEAD LINKS]

The maps contains dark secrets from the hell! Twisted Evil


Last edited by Body-Guard on Mon Jul 08, 2013 2:16 pm; edited 1 time in total
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TheCupboard
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Joined: 25 Feb 2007
Location: USA

PostPosted: Sun Nov 07, 2010 6:28 pm    Post subject: Reply with quote

Oh noice, Map02 is finally in production, eh? Wink 1.08.09 might even offer enough of the features you need for this project anyway. No need to hold off for 1.09.
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Sun Nov 07, 2010 8:27 pm    Post subject: Reply with quote

I think the full complete wad will contains 5 big maps and when the players want and i have time to make maps i will make more maps for the wad. Cool
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Cybershark
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Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Sun Nov 14, 2010 9:35 pm    Post subject: Reply with quote

Hey Body-Guard, this is quite offtopic, but have you seen that counter-strike_ffa on a server? Rather than load your guns in on the server, the map pack (stupidly) incorporates your guns in it as extra bloat. Was just wondering if that was done with permission?
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DoomerMrT
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Joined: 09 Mar 2007
Location: http://destiny-server.ath.cx/forums/

PostPosted: Mon Nov 15, 2010 1:45 pm    Post subject: Reply with quote

I saw that server but I couldn't join because the admin loaded zvox4 twice(I suppose that was bundled with that wad too) and I didn't bother testing the wad in singleplayer despite my bad feelings about it. To the point, there was no permission given. Thanks for warning us.
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Sun Jan 20, 2013 10:45 am    Post subject: Reply with quote

I recorded a vid about TEH BASE a few days ago, here you can see some nice machinery! Very Happy Soon we will publicate the TEH BASE first stable public version with 6 maps (from 01-06). Wink If the most players will play it we will make other maps for this project.

Video:
http://www.youtube.com/watch?v=YjASQsVSLug


Here is a screenshot about the TEH BASE map02.
http://sphotos-c.ak.fbcdn.net/hphotos-ak-snc6/704871_2759774450858_354257476_o.jpg


Twisted Evil THIS PROJECT IS NOT DEAD! STILL ALIVE!!!!! Twisted Evil

Coming soon....
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Evolution
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Joined: 06 Sep 2005

PostPosted: Sun Jan 20, 2013 12:14 pm    Post subject: Reply with quote

The machinery is very cool. Cool
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bless_
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Joined: 12 Sep 2012
Location: #FI

PostPosted: Sun Jan 20, 2013 7:10 pm    Post subject: Reply with quote

OoOo man this wad looks sooo legit I CANT wait 'till is released I'm really hoping is SOON so I can play it!! Great job! That video is such a tease!
!
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Ronald
Rontard


Joined: 17 Aug 2005
Location: Netherlands Clan: [QnB]

PostPosted: Mon Jan 21, 2013 9:54 pm    Post subject: Reply with quote

This looks great, I can not wait. Very Happy
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