What are you working on for Blood?
#31 Posted 27 January 2018 - 04:35 AM
I'm thinking of things like unlimited Akimbo, reflection shot, drunken mode.
Maybe give the console some extra commands like this.
#32 Posted 27 January 2018 - 04:30 PM
SPILL, on 24 January 2018 - 09:49 PM, said:
Are you SpillSomeBlood? Thanks for the Somewhere Under the Sea episode
#33 Posted 28 January 2018 - 04:02 PM
Mere_Duke, on 27 January 2018 - 04:30 PM, said:
Yep that's me Thank you as well. I'm glad players enjoyed it. I'll definitely try to release this next map by next month for you guys
#34 Posted 31 January 2018 - 10:46 PM
This post has been edited by SPILL: 31 January 2018 - 10:48 PM
#35 Posted 12 February 2018 - 12:18 PM
SPILL, on 31 January 2018 - 10:46 PM, said:
I'm guessing that is the sequel to Eviction right? The first one was amazing, the way you created that much detail still blew me away!
#36 Posted 16 February 2018 - 08:32 PM
darkcaleb, on 12 February 2018 - 12:18 PM, said:
Yes, in fact the sequel will include an updated version of that map! Right now the majority of the level structure is built. I only have 100 sectors left to work with lol. I'm testing the enemy/item placement right now. My to-do list for the sequel includes:
Finish decorating a few areas.
Build a few smaller side rooms.
Make sure all level decor is breakable where ideal.
Ensure all areas have a proper sound effects.
Place a BUNCH of secrets and secret counter!
Finish cooperative, bloodbath and team modes. (Some scripted sequences should not occur in bbath/teams)
#37 Posted 17 February 2018 - 04:52 AM
SPILL, on 16 February 2018 - 08:32 PM, said:
Finish decorating a few areas.
Build a few smaller side rooms.
Make sure all level decor is breakable where ideal.
Ensure all areas have a proper sound effects.
Place a BUNCH of secrets and secret counter!
Finish cooperative, bloodbath and team modes. (Some scripted sequences should not occur in bbath/teams)
Good to hear man! Wish you good luck and i can't wait for the release! BTW will the first map have allot of changes or?
#38 Posted 18 February 2018 - 07:39 PM
#39 Posted 19 February 2018 - 10:05 PM
Mere_Duke, on 18 February 2018 - 07:39 PM, said:
I use mapedit run through dosbox. There is no other alternative right now. M210 might potentially port mapedit in the very far future. I'm not sure if you have seen this tutorial video I made? It is a quick beginner guide to help people start with mapedit if you are interested in making some levels for Blood.
This post has been edited by SPILL: 19 February 2018 - 10:05 PM
#40 Posted 21 February 2018 - 10:55 AM
It's quite similar to mapster32, I wondered if there is a way to make level in mapster and open it in mapedit. In other words, to port maps from blood to eduke and back.
Also a question, if you please.
What do you think of this mod as a Blood fan? Does it feel like Blood, have Blood vibe in it?
#41 Posted 21 February 2018 - 03:57 PM
#42 Posted 21 February 2018 - 05:56 PM
This post has been edited by Mere_Duke: 21 February 2018 - 05:57 PM
#43 Posted 25 February 2018 - 06:46 PM
Mere_Duke, on 21 February 2018 - 10:55 AM, said:
As long as there's psychopathic shouting it's Blood to me.
#44 Posted 26 February 2018 - 07:30 PM
Matt "daMann" Mann here from the Bloodlines TC. We released a final beta in mid-2000s and considered it abandoned but complete enough to play....
After having discovered all the really cool advances in Blood accessibility on modern computers... BloodGDX, Dosbox, BloodCM, etc.... and discovered some faithful fans out there have filmed youtube vids playing through our levels. SO I reached out to Felix Drott, project lead when I jumped on board back in 1998...
Some of these levels , we finished 15-20 years ago... some Felix was wrapping up only 10 or so ago...
Anyway, so I reached out to try and find him, see what he was up to, let him know our TC was out there... and he's alive and well!
In fact, we are so alive well, we are going to wrap up some of the unreleased levels, pictures, etc. and put it out there for the world to see where Maximilian Dunkel's unfinished writings would have taken Caleb... Prospero Publishing... and more!!!
These are some shots from finished maps...
*like an apartment apocalypse level never before seen
*my museum filled with exhibits including a 80s American horror exhibit with life size Evil Dead cabin!
*updates to already release maps for balance and tweaks... explore famous paintings, surreal Twilight Zones and explore facets of death
*plus.. well, let's just get it done first haha!
Felix just wrapped up one of his maps, a real mindbender in the 3rd episode on a train, has a bunch of cutscenes to work on and.... a new surprise that is going to scare the heck out of everyone... and I've got 4 or so maps to wrap up... I MIGHT do a Dusk-inspired secret level, not much of a secret if I share hahaha... but I LOVE that game and want to pay homage to it. It, plus BloodGDX, has gotten us back at it.
Help Caleb stop Dunkel, before all of reality has been torn apart!
Bloodlines... lives... AGAIN!
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#45 Posted 01 March 2018 - 12:05 PM
And what about the progress of this "overhaul"?
#46 Posted 01 March 2018 - 12:24 PM
Good luck !
#47 Posted 02 March 2018 - 07:01 PM
We are clipping along! I work fulltime, have a wife, four kids and volunteering... I'm not 20 anymore haha! So I get big chunks of time like tonight, so no more forum commenting, time to Mapedit
Mere_Duke, on 01 March 2018 - 12:05 PM, said:
And what about the progress of this "overhaul"?
The second episode, with the jumping into paintings and stuff, truly great. I did Epidemic (E1M3.. will be e1m5) and Crime Scene (E3M2).... I'm wrapping up Death Row (E3M3 maybe?), Museum (E1M4), the Burning (E1M3) and... maybe a surprise? Or two? We'll see...
We will then be going back through ALL the levels, seeking some beta testers to help us tighten up the experience.... we have levels made 20 years ago, out of order, so we don't want random weapons popping up in weird early on stages.... plus we are going back in and adding some text directions, getting the cutscenes done and adding.......
I can't say what we're adding mwahaha we discovered something that I know I've never seen before in a Blood map, so we are ready to drop that on everyone.
axl, on 01 March 2018 - 12:24 PM, said:
Good luck !
#48 Posted 02 March 2018 - 07:29 PM
#49 Posted 02 March 2018 - 08:22 PM
SPILL, on 02 March 2018 - 07:29 PM, said:
Which level do you speak of? I think I've seen this discussed somewhere else, and would like to take a look at it
#50 Posted 03 March 2018 - 08:30 AM
daMann, on 02 March 2018 - 08:22 PM, said:
E2M6 - We believe it was a feature cut from the game because if you recreate how it is shown in mapedit you get this effect. Which isn't right. It's obviously still coded in the game since it works in the original level.
This post has been edited by SPILL: 03 March 2018 - 08:31 AM
#51 Posted 03 March 2018 - 09:55 AM
I can get sectors to 'slope" while sliding but not like in e2m6... I was playing around with it last night after I saw your reply...
It's also like you used to be able to set visually the slide points in 3f mode and raise and lower where the go... Like in slide marked you can have an item move from across the map, through walls, up and down, etc. To return to its Sector of origin..
#52 Posted 03 March 2018 - 10:38 AM
Also, in your ex. youtube, are you using an upper/lower stack?'
EDIT: Ok, I tried removing the sector stack and that didn't do it... but still can't find the Tx sending 112.
Yeah its odd. Fun problem to solve
This post has been edited by daMann: 03 March 2018 - 11:12 AM
#53 Posted 04 March 2018 - 12:06 PM
SPILL, on 03 March 2018 - 08:30 AM, said:
Holy hell, that "shit". I almost pulled my hair out trying to solve that. To no avail.. xD
#54 Posted 04 March 2018 - 03:05 PM
#55 Posted 04 March 2018 - 05:36 PM
#56 Posted 05 March 2018 - 06:21 AM
Jay said he is going to look into it, ask some of the other guys to see I anyone knows...
I think y'all are right that it's hardcored in an old Mapedit build. I tried a few different things and nothing mattered.... I still can't figure out what is sending Tx 112 to activate it though...
Got lots of other stuff to work on so if I get a bug in my bonnet lol I'll poke at it as well.
Working on two micro levels as secrets for Bloodlines.... One is Dusk inspired, specifically arena mode and another is Stranger Things inspired... Very Micro, just some arena style battle maps for fun since there isn't some like super secret weapon we can give or anything... Most of Bloodlines is a cinematic, story driven experience told throughout levels so a few secret "let's blowed up 200 of them there monsters" type matches would be fun to make and comical.
#57 Posted 05 March 2018 - 09:08 AM
#58 Posted 20 March 2018 - 04:49 AM
Tekedon, on 05 March 2018 - 09:08 AM, said:
I can see how both of these are quite stressful what is the ongoing theory if any of why they do what they do? It's almost like they were able to at one point adjust the heights of the move sprites, which would be cool! Then for some odd reason......
The SFX gens are up high in e2m6, maybe its trying to get there?
Man... a puzzle.
Anyway, a couple of shots from Bloodlines maps, moving right along!
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#59 Posted 20 March 2018 - 05:23 AM
daMann, on 20 March 2018 - 04:49 AM, said:
The SFX gens are up high in e2m6, maybe its trying to get there?
Man... a puzzle.
Anyway, a couple of shots from Bloodlines maps, moving right along!
The only theory right now is that this was made when they used an older version of Build, more similar to Duke3D where this effect could be achieved. The mechanics are still there in the engine, but the necessary "tags" or whatever are missing in final Mapedit. Nothing is confirmed though but it would be great to know if this is worth messing with or if it's simply not possible. I'm sure you can copy the room from the map though to get the effect but as soon as you start changing too much around it would stop working.
Screenshots are looking delish btw. Keep up the good work!
Edit: The only way I know of to kind of get a similar effect is if you make a constantly rotating sector inside of a sloped regular sector (non x-sector). This will cause some crazyness with the sloped sector around it. Try it.
This post has been edited by Tekedon: 20 March 2018 - 05:27 AM