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TEH BASE Cooperative - Release 1f
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Edwart
God like!


Joined: 08 Jul 2011
Location: at #Burger Team Clan: NUMERO 1

PostPosted: Mon Aug 12, 2013 4:46 am    Post subject: Reply with quote

YES FUCKING BETA RIGHT FUCKING NOW
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Mon Aug 12, 2013 7:05 am    Post subject: Reply with quote

I'll try to keep my release schedule and make a six map(first episode) beta release this summer, but as always, quality comes first Smile

hint: you will have to challenge an ulitmately evil boss on map06, which will surely require the cooperation of every player ingame Wink

-DoomerMrT
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Cybershark
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Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Tue Aug 13, 2013 1:28 am    Post subject: Reply with quote

Body-Guard wrote:
For the sake of updates Very Happy

http://www.youtube.com/watch?v=dOjCEW6jzrE

No offense, but isn't this just the kinda thing Silvertear was doing 10years ago?
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Tue Aug 13, 2013 7:39 am    Post subject: Reply with quote

I do not know the guy, neither his accomplishments. I think of details which is appropriate in the given environment of the maps, and the capabilities of Zdaemon. Besides, not many other wads have something like this, because it requires a kinda bit of work both on ACS and mapping side. And, creating something original not just in Zdaemon, but in the whole Doom community is not an easy task Smile other people might have done this before. I must add, I've not seen ANY recent wad doing something like this.

-DoomerMrT
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Evolution
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Joined: 06 Sep 2005

PostPosted: Tue Aug 13, 2013 5:25 pm    Post subject: Reply with quote

Keep doing what you're doing, it's awesome!
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Tue Aug 13, 2013 5:54 pm    Post subject: Reply with quote

Thanks, I'll go on! 3 maps are fully done and scripted, and the other 3 are expected to be done this summer, so hopefully we gonna play this on some September ZDS 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: Thu Aug 15, 2013 1:12 am    Post subject: Reply with quote

Body-Guard wrote:
I do not know the guy, neither his accomplishments.

Legendary CTF and Sniperwarz are his big ones. But don't worry about it.
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Tue Aug 27, 2013 10:14 am    Post subject: Reply with quote

Good newz: release is expected today evening after one final closed testing Smile

Until then I gonna reveal some details about the wad. This release will contain the first episode of TEH BASE, which consists of 6 maps. MAP01 is noticeably easier and faster to finish than the other maps, so it helps to understand the way TEH BASE maps are organized and meant to be played. MAP02-MAP05 evolves the storyline as you progress, and MAP06 is a bossfight map. (I won't reveal the story nor the boss, you will have to fight and find out yourself Razz) . Every map has plenty of secret areas/hidden caches to find which greatly contributes to your efforts to drive back the demons where they belong. On the top of that, each map contains 3 very well hidden collectible items for the real enthusiastic players to find. There are many new enemies which hunger for your death, so be careful. Now the question may arise: what is going to help you further to battle the unspeakable evil? Fear not, because new items are also available, like the field medical kit (restores 25 HP when used) or the field medipack (restores 100 HP when used) and some highly explosive timed landmine as well as the combat armor which grants you 250 armor points. The medikits and the landmine are heretic style inventory, so you will have to select them and press the use inventory button to trigger their effects.

Further info will be provided with the release.

-DoomerMrT
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Dark Linux
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Joined: 15 Aug 2004
Location: Deep down in places YOU WONT TALK ABOUT!

PostPosted: Tue Aug 27, 2013 3:30 pm    Post subject: Reply with quote

This reminds me a lot of what Silvertear was working on back in the day. He would have these newschool maps with just crazy lighting effects. I really wanted to work with him on a project because of this but he was just always busy and so was I.

I like the direction your taking this project man, keep up the good work.

Speaking of Silvertear. Where is the bastard these days?
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Alteus
Altues


Joined: 02 Dec 2011
Location: Spain

PostPosted: Tue Aug 27, 2013 3:35 pm    Post subject: Reply with quote

Can't wait to try this! Smile
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Tue Aug 27, 2013 8:10 pm    Post subject: Reply with quote

Released, see first post Smile
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.Lristrân
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Joined: 03 Jun 2010
Location: bogotá city Nigga: yeah

PostPosted: Tue Aug 27, 2013 8:37 pm    Post subject: Reply with quote

Downloading right now, gotta give a full shot in SP.
GOOD JOB in advance. Razz
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Aeyesx
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Joined: 13 Oct 2012
Location: Czech Republic

PostPosted: Wed Aug 28, 2013 6:08 pm    Post subject: Reply with quote

Well i was played map (04?) with forcefield ~ well i though it gonna kill me but instead it gives me 999 medics?! (no it's not IDKFA 100%) i propably used medic = i dont know how replicate bug >.>
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Wed Aug 28, 2013 7:02 pm    Post subject: Reply with quote

Works fine for me, if you could find the exact steps how to reproduce I'd be happy to fix Smile

-DoomerMrT
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Jad
On a Rampage!


Joined: 14 Jan 2007
Location: Miami

PostPosted: Thu Aug 29, 2013 3:37 am    Post subject: Reply with quote

I was playing this before work this morning, really liked it, but I only got part-way through map02 before i had to leave.

I was making something like this (a story driven multiplayer coop game) some time ago, but never got anywhere this awesome.

One of my worries was though if it was being played multiplayer and a group of people got say half-way through the wad, and then left, and new people joined, they would be starting half-way through the story. So I added this code to the beginning of the maps:
Code:
int restartRound = 0;

script 1 OPEN {
    if (playerCount() == 0) {
        printbold(s:"Join within ", i:45 - restartRound, s:" seconds,\n\cjor your progress will be lost.");
        }
    else if (playerCount() != 0) {
        restartRound = 0;
        }
    delay(35*5);
    restartRound = restartRound + 5;
    if (restartRound == 45) {
        Exit_Secret(0);
        }
    restart;
    }
Then used mapinfo to set the secretnext to map01 on all maps. Don't know if it's helpful, or if its even something you care about, just thought I'd share.

=====

Map01 was really cool, I liked where you were going with it, with the audio and the HUDMessages for mission pointers, but what I played of map02 seemed more like a standard survival/coop wad.

The new monsters are beastly, the flame trail on the fireballs are awesome, and the chainsaw zombies caught me a few times.

There are parts in map02 though where they seem to be stuck in a room though (along with some imps) and they are easy pot-shots. There is also a cyberbaron stuck behind a pillar in map02, unable to get out from behind it through the diagonal paths, which might be intended, I'm not sure.

I think I also trapped a zombie marine behind one of the polyobj doors.

I don't have screenshots or anything, but I could get them if you wanted.
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Thu Aug 29, 2013 6:53 am    Post subject: Reply with quote

Hey there, and thanks for your feedback! Smile

I agree that it would be the best to reset the map to map01 when no one plays, but I don't want to force something like this on server admins. Instead, it would be better to make a zdaemon feature request which allows server admins to reset to a specific map if no one is playing (similar to restartemptymap server variable). So they can enable it if they want to.

The monster placements you mentioned are intended. The cyberbaron is supposed to hold up the player a bit. The polyobj doors are crushers, so if something is trapped behind them it is either crushed or becomes an easy prey Smile
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Sr69Mm-jC
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Joined: 21 Jul 2011

PostPosted: Thu Aug 29, 2013 8:43 pm    Post subject: Reply with quote

So, what's up with the name of the wad? Does "TEH" stand for something? If it does then what it is?
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Thu Aug 29, 2013 9:06 pm    Post subject: Reply with quote

"Teh" is a stressed "the" Smile btw. release r1a is out which fixes bugs discovered, and some other things I discovered while lurking the ACS Smile
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TheCupboard
Generic Title


Joined: 25 Feb 2007
Location: USA

PostPosted: Thu Aug 29, 2013 9:10 pm    Post subject: Reply with quote

Congratulations on a beta release, gj team. Will check this out when I run out of ideas for my own projects. Embarassed Have to balance my map editing vs playing more and more these days.
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Fri Aug 30, 2013 8:38 pm    Post subject: Reply with quote

Here comes some nifty machinery testing: Smile

http://www.youtube.com/watch?v=nYNDRwAZSkc

-DoomerMrT
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