Abandoned [WIP] Archives - These Maps Need Mappers!

Thothie

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I got an e-mail from someone asking me to add this to the list:

- THE VILLAGE - (20% complete) by Littlefrodo
The village has no official caretaker
the_village.gif

The Village Hammer Overview

The Village, while far from complete, does contain some well constructed brushwork, and might be worth integrating into an existing map.

Formats: RMF
Have Wads: Unknown (but allinone.wad and the basic MSC wads seem to cover it.)
Solids: 20% complete (map is not sealed)
Lighting:: 10% Some
Texturing: Complete
Entities: 5% Some (no monsters)
Needs Expansion: Yes (LOTS)
Issues: There were some axis-perpendicular texture errors and an empty solid, but I fixed these before distro.

LINK: http://www.thothie.com/msc_dev2/wip-the_village.rar
 

Dridmar

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Crow said:
Has very nice caves.

Well, the beggining of some caves :D

Agreed, that map looks very good.
 

Thothie

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(edits name out in case LittleFrodo gets stalked by psychotic fans)

Seems to me that can't be the only unfinished map you have laying about though - what happened to Nasheralwhatitzs?
 

Littlefrodo

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Well its not going well, I want someone to take it over for me becuase I haven't enought time for it. I really need someone that will do it for me becuase I really cant make it. I got so many things going on right now.
 

Thothie

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Been months since you deligated it, and I've not seen any progress from Little-G. Yet, IIRC, you said all that was needed was some way to tie the various chambers together.
 

Gurluas

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Well all i need now is a boss room and part 1 is completed...i still need lastest revision from little frodo though, and the monsters are not in place either yet.
 

Belmont

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I decided that to rather work on my own map, I'll pick up Verath.

I alredy have some ideas here and there, right now I want to work on re-texturing some things, fixing some others and then start expanding on the map, wich doesn't need too much of an expansion for my idea, once I got that done, I'll come begging for a few scripts, though ; ).

I'm hoping to have this in the level 20-35 range.
 

Thothie

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Please keep them simple. :D

We need more script0rz... But it took me a year to get competent with them. I've had two years with em now, and you see how often I fug up.
 

The Man In Black

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Thothie said:
Please keep them simple. :D

We need more script0rz... But it took me a year to get competent with them. I've had two years with em now, and you see how often I fug up.

I'm trying, but code fixes seem to be more important >_>;;
 

Thothie

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Twue *sigh*... I'm just one bird, I can't keep up with the map requests and get stuff like title/parry system going - nevermind the hell the model consolidation is going to be - and I'll bet my balls I'll have to do that myself... both the scripts and the models. ><
 

The Man In Black

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If one were to do the model consolidation, would that mean that they own your balls...?
 

Thothie

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Yes, and I will mail them in a jar. :p
 

Shurik3n

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Disregarding the last few posts... I think your idea of dividing the weapons up alphabetically between us three would work fine.

I assume that what you need to do scriptside is just change the model the weapon uses and set the setviewmodelprop in equip_draw or whatever its called. If its just something simple like that then just give me an example and I'll help you do a good number of them. Thats after we get those models of course... :|
 

Thothie

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Thats after we get those models of course...
Did I mentioned that I bet my bawls that we will not get those models? ;)

If we don't have the models by the 20th, (or rather, when it's the 20th, and we don't have those models) I'll start consolidating models by skin wherever I can. The good thing with that is that it doesn't take as long, either on the model-by-notepad end nor on the scripting end. I don't have to change the animation indexes for each and every weapon that way - just figure out which weapons can be consolidated by skins and assign the skin for each weapon. I think that'll only get us a dozen or so models, but that'll help a lot. I'll be able to get BD and Felewyn's shard in that way, at least.
 

FER

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I could give it a try and see how fast i can do it

EDIT: I realized some weapon have unique animations (snake staff). do they keep those or you told Orochi to move the model to another boneset?
 

Recidivist

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Guess ill have a go at Tundra, looks nice.

- Edit

Decided to make my own map from scratch, continueing from someone elses work doesnt seem to work for me.
 

Thothie

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FER said:
I could give it a try and see how fast i can do it

EDIT: I realized some weapon have unique animations (snake staff). do they keep those or you told Orochi to move the model to another boneset?

Flying OT here, I think, from the sound of it, what Orochi was doing was insanely ambitious, basically involved getting EVERY weapon onto one of four bones and anim sets (meaning I'd have to change the animation indexes for most weapons - and meaning he was re-making a lot of viewmodels from scratch).

If you want even more ambitious, would be to have all the arm animations in one set, and then the weapons added to the viewmodel in a submodel set (probably using the player weapon models as the source for that). There's a limit to the number of textures you can have in a model (apparently), so it'd still have to be broken up like our p_weapons.mdl... and I suspect the demon claws will just have to be their own model.

I dunno what he came accross that made him quit, but it seemed every day he came up with something more to do, or an issue that made him start all over again from scratch, back when he was still talking to me about it.
 

FER

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Wait, he quit?

ALSO: I dont think you can mix different bonesets at all, maybe renamig the bones, but dont think it will come out good
 

Thothie

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I suspect you'd be eliminating a lot of old bonesets and moving all the weapons to one set.

The way I see it the options are three:
1) Most dynamic and most time consuming would probably to get all the newer animations in one set, with no weapons, and then have a separate submodel group of weapons that sticks the weapons in.
2) More half-assed, but slightly less time consuming: Just get as many weapons under the same anim and bone set as possible. This is not as dynamic, but it means building less weapon viewmodels back up again from scratch.
3) Most half-assed, temporary, quick-and-dirty solution: f*ck submodels for now, and just merge all the weapons that can share skins. (This what I will do, if I don’t have a trusted volunteer on the project by the 20th).

Regardless of which of these three, or a mix of the three approaches is used - not every viewmodel will be consolidatable, but we should be able to eliminate a substantial amount. (The most in method #1, and the least in #3.)

As for Orochi, I’m not sure if he quit. I just know he promised to be done two weeks ago, and two weeks before that, and has stopped talking to me, and he’s been seen playing games, so he’s dedicated his free time to other things.
 

The Man In Black

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He said he had been busy with school and illness. I 'prodded' him back into working, though my prodding is akin to insulting >_>
 
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