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[APPROVED] Czech Hedgehog


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 Post subject: Czech Hedgehog
PostPosted: 20 Apr 2012, 07:53 
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Hades Elemental  Some Kind of Monster
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Joined: 20 Feb 2012, 21:52
Posts: 349
Location: Southern California
Information:
Name: Czech Hedgehog
Connection: None
Palette: Custom
Summon: Hedgehog
Ambient Sound: No
De-/Activatable: No
Destroyable: No
Special Effects: No
ACS: No

Credits:
Submitted: MagicWazard
Decorate: MagicWazard
GLDefs: n/a
Sounds: n/a
Sprites: MagicWazard
Sprite Edit: MagicWazard
Idea Base: Urban/military decorations/obstacles

Description:
A tank-trap obstacle styled after the kind commonly found in realistic or semi-realistic military games. Works well in urban environments. The hedgehog object is 40 units high, and can be jumped over--use impassible linedefs if you want to simulate an impassible wall of hedgehogs.

Attachment:
HEDGA0.png
HEDGA0.png [ 4.59 KiB | Viewed 591 times ]


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CzechHedgehog.zip [4.91 KiB]
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This is a fairly basic obstacle patterned after the "Czech Hedgehog" tank-trap used to deter armored vehicles, and found in many games based around semi-realistic warfare. Two variants are included--the regular version has true-height collision, and is 40 units tall, so players and enemies CAN get over it if the situation allows. The "tall" variant is 512 units high, which allows it to effectively block all progress past it--useful for keeping a nosy player out of a certain portion of a map. Of course, you'll need to use this with discretion to avoid confusing (or aggravating) the player.

The sprite was made from scratch (I did NOT rip the HacX version, or use it as a base), and uses a custom palette. The filesize for the sprite is a bit larger than I expected, but at less than 5kb in size, I'm not going to sweat it too much. Still, I AM new at using custom palettes in Doom; if I did something "wrong", please let me know, so I can avoid doing so again in the future. :)

Also, I'm not sure if there's a more graceful way to handle the "tall" variant than the way I did. As far as I can tell, it works just fine--at least, if you place it in a map using an editor. If you drop it in from the console, it will clip into the floor if the ceiling of the sector is less than 512 units high. If someone knows of a better way to implement the "tall" variant (and I'm sure someone will suggest one), I'll update the submission to utilize it.

Feedback is always welcome. :) Thanks in advance for looking!

EDIT: Got rid of the "tall" variant. Edited the "description" portion of the submission accordingly. See comment below for more details.
Co-founder of Awesome Towne, an indie game studio--come visit our website!


Last edited by MagicWazard on 25 Apr 2012, 16:54, edited 1 time in total.

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 Post subject: Re: Czech Hedgehog
PostPosted: 20 Apr 2012, 09:57 
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Site Admin  Site Admin
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Joined: 11 Dec 2009, 18:51
Posts: 4279
Location: Germany
I like it a lot :)


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 Post subject: Re: Czech Hedgehog
PostPosted: 20 Apr 2012, 12:00 
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Satyr  Satyr
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Joined: 13 Dec 2009, 23:09
Posts: 432
Location: United States of America
I like it as well.

Though I thought the item was going to be Sonic related at first xD

I don't know how to fix the tall variant, though. Even though it did clip into the floor, it was still blocking me from passing, so it's functional, just barely.


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 Post subject: Re: Czech Hedgehog
PostPosted: 20 Apr 2012, 12:03 
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Site Admin  Site Admin
Joined: 19 Jan 2010, 00:05
Posts: 1546
Infirnex wrote:
Though I thought the item was going to be Sonic related at first xD

If it were, it would have been rejected already. =:3l
I want YOU to read the wiki.
And this one too. Also, SLADE3.


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 Post subject: Re: Czech Hedgehog
PostPosted: 20 Apr 2012, 13:19 
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Icon of Sin  Icon of Sin
Joined: 19 Dec 2009, 17:08
Posts: 1053
Seems pretty good to me. :-)


I don't really think the tall variant is necesary though. There's a dmflag for infinitely tall actors if that is your thing, and mappers can use blocking lines in the map editor to achieve the same effect anyway.


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 Post subject: Re: Czech Hedgehog
PostPosted: 20 Apr 2012, 16:42 
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Hades Elemental  Some Kind of Monster
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Joined: 20 Feb 2012, 21:52
Posts: 349
Location: Southern California
CaptainToenail wrote:
I don't really think the tall variant is necesary though. There's a dmflag for infinitely tall actors if that is your thing, and mappers can use blocking lines in the map editor to achieve the same effect anyway.


What's the name of the flag? I seem to have missed it on the wiki. I'll see about giving it a shot, though I have a feeling I may in fact remove the "tall" variant and just let mappers use the blocking line technique like you recommend. :-)

EDIT: I decided to just get rid of the "tall" version, for the reasons mentioned above--it was arguably unnecessary. Still, if anybody knows the specific flag CaptainToenail was referring to, I'd like to know about it, in case I ever need to use it.


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