TimeOfDeath Posted September 1, 2008 The Windows version of Chip's Challenge in ZDoom. There are 19 maps so far (map01-12, 14-15, 17-18, 20-21, 27) and more will be added eventually. Download: Chip's Doom Challenge v.19 1 Share this post Link to post
TMD Posted September 1, 2008 That brings back so many memories. Lets see how many levels i still know by heart lol 0 Share this post Link to post
Snarboo Posted September 1, 2008 It's pretty good, but there are a few problems. One of them is aesthetics: I honestly think you could have taken more from Chip's Challenge to make it feel complete. The other is that puzzle difficulty is harder or almost impossible in some cases. This can probably be fixed with some tweaks, but I'll try and list them when I play back through it again. Otherwise, it's a great homage to a classic. Good job! :) 0 Share this post Link to post
Guest DILDOMASTER666 Posted September 1, 2008 Reminds me of one of Wills' wads. This is nice stuff. EDIT: Addicted 0 Share this post Link to post
TimeOfDeath Posted September 1, 2008 One thing that comes to mind is how it can be annoying punching the hell knights through tight corridors. Sometimes you punch him too hard, pushing him into a corner or something and making him useless, forcing you to restart. Since that can similarly happen in the original, I didn't worry about it too much. As long as you line up the punches really well, there shouldn't be too many problems with that (but I guess upping his mass would prevent him from traveling too far, but I thought lowering his mass would make punching him less time consuming). But yeah, I'd like to hear about more problems. Thanks, guys. 0 Share this post Link to post
Guest DILDOMASTER666 Posted September 1, 2008 If you're interested, I could craft a few possibly-helpful textures for you to apply over this mod...? 0 Share this post Link to post
magicsofa Posted September 1, 2008 Wow...I never played the original game, but this is so much fun! Stuck on map09... 0 Share this post Link to post
Snarboo Posted September 1, 2008 TimeOfDeath said:One thing that comes to mind is how it can be annoying punching the hell knights through tight corridors. Sometimes you punch him too hard, pushing him into a corner or something and making him useless, forcing you to restart. Since that can similarly happen in the original, I didn't worry about it too much. As long as you line up the punches really well, there shouldn't be too many problems with that (but I guess upping his mass would prevent him from traveling too far, but I thought lowering his mass would make punching him less time consuming). But yeah, I'd like to hear about more problems. That was pretty much what I was talking about. :p The other problem I've had is trying to move a hell knight but having them get caught on the edge of a wall instead, where they refuse to move. You just lock onto them with your fist like normal. It's hard to explain, really. The biggest problem I've had with the hell knights was the map where you need to punch them into a teleporter to make bridges to reach the skull stones. Half the time I would end up telefragging them, making them useless. The modified barons are also a pain. They seem to be stuck on -fast, and I have a hard time dodging their shots. Other than that, I really like it. 0 Share this post Link to post
TomoAlien Posted September 1, 2008 This is really good! The only problem is that it's hard to punch Hell Knights to water. 0 Share this post Link to post
Lord_Z Posted September 1, 2008 This is most excellent indeed. I don't know how much time I spent playing this as a kid. I even made a level set for it. I would be very impressed if you made all the levels but I know that it would require a huge amount of work. One thing that you could make is a hud addition that tells you how many chips you need to get before you can exit. For the knights; if you could get them to move in like 32x32 squares, that would avoid the trouble of them getting stuck on the walls. Then you could have a script that determines whether there is a knight on the other side of the teleporter and to move it out of the way. This would hopefully solve some of the problems. 0 Share this post Link to post
Jimmy² Posted September 1, 2008 Oh. My. Jeez. That was the best game ever. *downloads* 0 Share this post Link to post
gggmork Posted September 1, 2008 This is awesome and you sure know what you're doing technically. It inspired me to re-download the original chip's challenge. A little similar to the lolo series on nes. I remember a really old game 'boxboy' that was the 'push but can't pull boxes' gameplay by itself. On a side note I recommend 'roll away' for ps1, not really similar but a puzzle game nonetheless and one of the few more modern ones I liked. 0 Share this post Link to post
Darkfyre Posted September 2, 2008 Oh God, I got super addicted to that game before. Ended up getting to level 100 or 101 and realized the amount of time I had wasted listening to the same 2 midis over and over again :p Nonetheless, freakin' awsome idea man! Can't wait to check it out. 0 Share this post Link to post
The Lag Posted September 2, 2008 i just spent way too much time playing this. good job. you earned a "fuck yeah" 0 Share this post Link to post
pcorf Posted September 3, 2008 I downloaded it. Awesome stuff! Took me a while to figure out why those Hell Knights were all over the place. Punched one and realised he was a movable block. I remade Chip's Challenge level 1 in my discontinued jokewad The New Adventure 2. 0 Share this post Link to post
ReFracture Posted September 27, 2008 For some reason this wad feels so disorientating to me, especially since I'm so used to seeing this from an overhead perspective, not first. 0 Share this post Link to post
Isle Posted September 27, 2008 suggestions: redo the hell knights via scripting. IE: get the side (via vectorangle) you hit him from and then use setactorposition. print more information to the hud, like keys, shooes, chips left, etc. 0 Share this post Link to post
Craigs Posted September 28, 2008 I remember playing this as a little kid. :P To be honest though, I kinda sucked at it and I the farthest I could ever get was the 20th level. I still enjoyed it though. Just played through the first couple of levels and I gotta say, it's pretty damn fun :D 0 Share this post Link to post
Fusion Posted September 29, 2008 OMG NOOOOOOO You brought my most hated/addictive/nightmare game to my most beloved game.. Doom! You must be maddd!! Nice work tho :( 0 Share this post Link to post
Deeforce Posted September 29, 2008 Wow, very innovative! Do you plan to release this to the idgames database? 0 Share this post Link to post
TimeOfDeath Posted September 30, 2008 Yes, this will be uploaded to /idgames, probably when 32 maps are done. No new maps have been made yet and I don't know when they will be. The baron will be slower and a new status bar will be added. Sorry, I don't want to change the hell knights. As long as punches are aimed properly, there is no problem. chips left = the "monsters" stat on the automap chips picked up = armor blue keys = bullets green keys = shells red keys = rockets yellow keys = cells flippers = blue keycard skates = blue skull key fire boots = red keycard suction boots = yellow keycard 0 Share this post Link to post
Captain Ventris Posted September 30, 2008 I'm pretty sure this could benefit from a custom hud. That would really improve things. 0 Share this post Link to post
Balos Posted October 1, 2008 TimeOfDeath said: Sorry, I don't want to change the hell knights. As long as punches are aimed properly, there is no problem.Well, that's a disappointment. It really doesn't feel good. The distance that a hell knight moves after being punched is kinda random. It's very unpractical if a block moves forward randomly between 0.5 tiles and 1.5 tiles per hit. And yes, this'll cause them to get stuck occasionally, even if you aim "properly". You can actually punch a hell knight into water so that it skips one tile of water entirely. Another possible messup scenario in more detail below:####### ###..## O = Block ......# . = Floor ###O#.# # = Wall ###...# #######You want to get the block to the left. It should be quite obvious what happens if the block moves two steps up after only one hit. There are several compatibility issues too. You can hit hell knights diagonally. This allows you to get them into places that you couldn't in the original game. For instance, you can punch one right next to a wall, and then get it back to the middle by standing right next to the wall yourself and punching diagonally. Or you can create a bridge in Castle Moat with less blocks than usually. You can also telefrag Hell Knights. This'll break at least a level or two (but since you're not doing them all, this isn't a real problem). It doesn't really affect Teleblock where it's visible, though, as doing this would push a block into a corner anyway. 0 Share this post Link to post
Inferno Posted October 1, 2008 Umm how the heck to you get to the second room on level 9? It's seems physically impossible. 0 Share this post Link to post
suicidal pencil Posted October 1, 2008 Inferno said:Umm how the heck to you get to the second room on level 9? It's seems physically impossible. noclip? :P Fisticuffs with the Baron of hell was what annoyed me with this, but I like it non the less. 0 Share this post Link to post
Lord_Z Posted October 1, 2008 Captain Ventris said... I'm pretty sure this could benefit from a custom hud. That would really improve things. Indeed. Inferno said... Umm how the heck to you get to the second room on level 9? It's seems physically impossible.[/b] I'd like to know that as well. Level 9 is where I gave up too, it just does not seem possible to move across those green arrows. 0 Share this post Link to post