Custom map monologues

Discussion about Blood and its addons.
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Krypto
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Custom map monologues

Post by Krypto » Nov 21st, 2010, 13:46

Hail all followers of the cult.

I thought it splendiferous to reserve a left overs section for any and all comments regarding custom maps.

The Bloody City - A rich horror and ambient atmosphere is weaved right into the very skin of this vivid incarnation. The transitions between the several distinguishing areas are smooth, with a fine eye for detail to both resembling a realistic environment and gameplay mechanics. Although I thought it was lacking in enemies, unfortunately a cutscene plays upon exit, ruining the mystery of how many monsters I had slain.

Is their a command line which determines 'difficulty setting'? The one titled -skill places a handicap on the player and is seperate from the former.

Fantastic! Now all I need is a pint of ale and a pair of voluptuous melons to play with :lol:

Image

Behold! The undreamed possibilities of the versatile Build engine. Swirling vortex of deep blue yeah!

Image

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Shadowman
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Re: Custom map monologues

Post by Shadowman » Nov 21st, 2010, 17:23

Reminds me of Shadow Warrior.
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Re: Custom map monologues

Post by wangho » Nov 22nd, 2010, 17:42

that swirl of blue is EXTREMELY hard to pull off in mapedit! ;)

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Krypto
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Re: Custom map monologues

Post by Krypto » Nov 22nd, 2010, 21:19

Might I ask as to whether any fellow Bloodite has experienced 'Legends of Iconoclast' and could relay their thoughts on the quality? It would be much appreciated.

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Daedalus
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Re: Custom map monologues

Post by Daedalus » Nov 22nd, 2010, 23:13

Laughable.
Kazashi wrote:Daedalus, I don't care how much you know about Blood, your attitude has to change.
Blood + Focus = Love · Faith is the key · Heretics and traitors cannot stand before us · Some games are self-perpetuating - Blood requires conscientious communal effort to survive · We are the last line · Ask not for whom the main menu animates · Blood's promotion and survival - all other gaming considerations are secondary · More than just a game · Need a hint? · Make a stand

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Krypto
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Re: Custom map monologues

Post by Krypto » Nov 23rd, 2010, 15:00

Thank you Matt, that shall prevent me from wasting energy. I have dissected 'Inherit the Earth' two nights yonder, and it did indeed impress, particularly as I don't remember their being a total of three episodes. It would appear I mistakingly only embroiled one many years ago. However I am not in the mood to relay my thoughts now, Hostile Takeover it is!

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wangho
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Re: Custom map monologues

Post by wangho » Nov 24th, 2010, 12:19

Legends is also TEDIOUS

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Re: Custom map monologues

Post by Drakan » Nov 26th, 2010, 14:55

That swirling looks amazing! I cannot comprehend how it was done...
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Dimebog
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Re: Custom map monologues

Post by Dimebog » Nov 26th, 2010, 17:55

Baffling!!!!

/sarcasm
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Krypto
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Re: Custom map monologues

Post by Krypto » Dec 30th, 2010, 16:52

Greetings folks! :)

Would any be so kind as to outline the command one must utilise to set the 'difficulty' setting when launching a user map through the command line?

As an example, one would employ this to launch a user map:
blood -map anguish
However upon delving into the 'BLOODHLP' file it states the -skill setting is to:
Set player handicap; Range:0..4; Default:2; (NOT difficulty
level.)
Now their is a library of versatile functions available under the 'Network Game Ini' which is toggled through the use of -getopt
[options]

GameDifficulty=2
0 = STILL KICKING
1 = PINK ON THE INSIDE
2 = LIGHTLY BROILED
3 = WELL DONE
4 = EXTRA CRISPY
However, Monolith states this is for the operation of 'online gaming programs' only. I am therefore puzzled as to how one can implement the difficulty setting function with regards to playing user maps.

Thank you :)

P.S: May I humbly request the mending of the incorrect URL links in my first post.

You merely need to add '/Blood' before the name of the screenshot file.

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Daedalus
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Re: Custom map monologues

Post by Daedalus » Dec 31st, 2010, 00:59

Done deal.
Kazashi wrote:Daedalus, I don't care how much you know about Blood, your attitude has to change.
Blood + Focus = Love · Faith is the key · Heretics and traitors cannot stand before us · Some games are self-perpetuating - Blood requires conscientious communal effort to survive · We are the last line · Ask not for whom the main menu animates · Blood's promotion and survival - all other gaming considerations are secondary · More than just a game · Need a hint? · Make a stand

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Jerry
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Re: Custom map monologues

Post by Jerry » Dec 31st, 2010, 02:30

Hello Krypto!
Sadly the function -getopt really works only for Bloodbath and I never found any suitable command for setting the difficulty. Exactly this command would be certainly very useful. Therefore I prefer usermaps with it's own .ini files 'cos this is the only way to set difficulty (in the starting menu) when you want to play singleplayer. I don't see any other possibilities, sorry. :(
I want Jo-Jo! I want Jo-Jo! Jo-Jo! JO-JOOOO!

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Krypto
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Re: Custom map monologues

Post by Krypto » Dec 31st, 2010, 20:16

Through intuition and a relapse by a withering hand, I have conceived that the self-creation of an INI file when none is accompanied with a map is the solution. In delving into the MAPEDIT.txt, I have discovered that Monolith has provided a template for the INI syntax to reduce any potential conundrums eminating from the manifestation of your own INI.
Here is the syntax of the .INI file (see blood.ini for an working example).

[install]
SourceDir= drive and path

[Episode#]
Episode numbers go from 1 to 5 (six for PLASMA PAK)

Title = episodeTitle
BloodBathOnly = flag 0 or not present means multi and single
any other number means multi play only
CutSceneALevel = Level number to play Cut Scene A. Defaults to
first level of episode.

These are set to the file and path of the videos on the CD by
the Blood install program.

CutSceneA = File and Path of Smacker video to play at entry
to specified (in CutSceneALevel) level.
CutWavA = File and Path of WAV audio to play (during video)
CutSceneB = File and Path of Smacker video to play at end of
episode
CutWavB = File and Path of WAV audio to play (during video)

This contains the map file names maps on the episode.
Map# = mapFile Map numbers from 1 to 16

[mapFile]
Title = title
Author = author
Song = songFile
Track = redbookTrack#
EndingA = map# If not specified, then ending the
EndingB = map# level will end the episode.
Fog = 0 | 1
0 == Fog disabled
1 == Fog enabled
Message1 = message
.. ..
Message32 = message
Messages are text that is displayed when the level designer requests
it. Again, see Blood's blood.ini and the Blood maps for examples
of use.
Thank you for the point Jerry! :)

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Jerry
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Re: Custom map monologues

Post by Jerry » Jan 1st, 2011, 22:23

You are welcome. I have created some .ini files already and I dare to give you some tips about it. The best way how to deal with maps without .ini files is to have one spare template .ini file which is every time only slightly modified to run the chosen usermap. My advice is:
1) Create a template .ini file (for example TEMPLATE.INI) in the main Blood directory
2) Lets say we want to play a fantastic new usermap NEWMAP.MAP from Daedalus. Open TEMPLATE.INI and write:

Code: Select all

[Episode1]
Title   = whateveryouwant (it is not really important what you write here)
Map1    = NEWMAP
[NEWMAP]
3) Run BLOOD.EXE with this command:

Code: Select all

blood -ini TEMPLATE.ini
Later if you want to play another great map NEWMAP2.MAP from Daedalus just edit TEMPLATE.INI

Code: Select all

[Episode1]
Title   = whateveryouwant (it is not really important what you write here)
Map1    = NEWMAP2
[NEWMAP2]
and run BLOOD.EXE with some command as in 3)

And that's all. I believe this is the easiest possible way. Good luck and my apologies to Daedalus for using him in examples. :D
I want Jo-Jo! I want Jo-Jo! Jo-Jo! JO-JOOOO!

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Krypto
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Re: Custom map monologues

Post by Krypto » Jan 4th, 2011, 11:48

Phenomenal template Jerry, thank you.

Ancient

Intriguing animal, begins in a harrowing hall enveloped in darkness with a maroon shroud of earthern caverns with no items to be found in the immediate vicinity. Two adjoining hallways full of Cultists and Fanatics indicating one is not meant to tread in that suicidal direction, consistently claustrophobic throughout, wavers on realism as it employs varying Earthern/Temple textures but with no implicit theme the human mind can conjure.

Altruistic amount of ammo disappoints, placed in abundance in one spot rather than being scattered throughout. Delightful use of waterways and brief attempts at immersion, but misses the mark by not paying cue attention to environmental essence through a lack of tortured corpses, bloody smears. I feel it focuses primarily on gameplay but Blood requires that every last element is met with the same degree of actute care, to do justice to the enticing macabre realm which grips the player whole.

One particular outdoor region with an overlooked contingent of Cultists and Fanatics may prove formidable with the absense of any cover, yet this obstacle is ruined by the placement of an Invisibility Cloak in the corner. Intriguing voyage but it doesn't feel as if it adheres to Blood's frenetic yet balanced strategic gameplay.

Fresh

Non-linear haunted mansion themed expanse, invokes the air of 'Even Death May Die' with the sight of acrilic flames bristling in the oaken interiors with an intricate Library shelves, kitchens and adorning paintings with broad clothes nailed to the walls. Zombies are inexorable in sight, but with Cultists placed obscurely around corners and not within the immediate sight of the sadistic psychopath.

Here the essence of horror strikes with mutilated corpses, bloodied smears, broken architecture and even a shrill cry. Anticipated fire places, dining tables with several murky traps. Gameplay appears diverse with the inclusion of the majority of beastiary and the utilisation of impetious traps to test the unwary one. Ammunition overfloods however, yet with consistent backtracking enhancing the feel of exploration this was quite a delight.

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