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Final Release Christmas Extravaganza Map Pack 2012
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mytis
Post: #1 - Christmas Extravaganza Map Pack 2012 Posted: 11-26-2012, 05:34 PM
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The Christmas Extravaganza Map Pack 12


The Christmas Extravaganza Map Pack started in 2010 as a set of Skulltag deathmatch levels with Christmas graphics. In the years since, it has grown to include a single-player competitive campaign and its own little twists on Doom’s gameplay. Our current set of maps are for deathmatch and deathmatch-compatible gamemodes (Last Man Standing, Terminator, etc.).

The project has been carried on over the past three years by a small, ever changing team of mappers and coders who’ve built on and improved the project, starting in August to release a new update in December. We hope to return year after year to improve the pack and provide a unique, fun experience to Zandronum on Christmas!

- Made in Doom2 for Zandronum
- Requires skulltag_actors.pk3 & skulltag_data.pk3 as resources
- Designed for: Singleplayer Campaign & Multiplayer

Spoiler: Servers (Open)

Spoiler: Screenshots (Open)

Spoiler: Gameplay (Open)

Spoiler: Downloads (Open)

Spoiler: CEMP Dev Team (Open)
(This post was last modified: 12-23-2012 06:03 AM by mytis.)
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<DRZ> mifu
Post: #2 - RE: Christmas Extravaganza Map Pack 2012 Posted: 11-26-2012, 05:36 PM
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Awesome!

This should be worth playing on xmas day.

But yes the maps look great
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Hypnotoad
Post: #3 - RE: Christmas Extravaganza Map Pack 2012 Posted: 11-28-2012, 06:30 AM
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This is the real Christmas map pack people, unlike those other posers. Wink


<Antlint> I have a Chikorita boner
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Misha
Post: #4 - RE: Christmas Extravaganza Map Pack 2012 Posted: 11-28-2012, 01:20 PM
Oh, the horror!
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Deck the halls with rocket launchers, fa-la-la-la-la... whatever.

People of Zandronum, prepare to have your balls rocked by this awesome map pack.


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mytis
Post: #5 - RE: Christmas Extravaganza Map Pack 2012 Posted: 11-30-2012, 03:50 PM
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Hello. The reason we decided to put this thread up before the project is released is because this is an on going project, key word 'project'. Every stage of development (done each year) is built upon the last. This year, we've correcting lots of mistakes and poor game design decisions which held back the project in the past. Among these is the jolt system, a variety of dynamic scripts which basically jolts a players screen when they're damaged, to mimic a realistic pain response, which I know personally, ended up pissing a lot of people off, which is why a patch was put out to disable it for those who wanted to do so. Part of the problem was that we didn't have enough time to properly test and tweak it so it could be an asset, not an inconvenience.

This year we recoded the jolt system to make it more flexible, and minimized its usage mainly to melee weapons to give them an advantage which does not involve damage dealt. Also, the jolt system no longer makes the game unplayable for player who don't use a mouse; the script will only jolt on the horizontal axis if this is the case, to prevent their aim from being messed up.

We have carefully tweaked what we have already in the project as well as the new content (of which there is quite a lot) to make sure that when this is released, that it is thoroughly playable and enjoyable for everyone. We've got new weaponry, such as the cryo-rail blaster and a flaming-rocket rocket launcher. Maps have also been cleaned up and improved so they play and run better. The anomaly system, for those of you who remember it, has also been given some new dimensions and I won't spoil it, but it involves a new player class which can be accessed mid game.

This is the time to express any concerns or share any ideas. We're going to put the OFFICIAL BETA OUT ON DECEMBER 8th.

Edit Wrote:Since this post hasn't been responded to, we have an update (changes travel fast within our team). To increase the flow of feed back and response from the community regarding our project, we're going to OPEN OUR TESTING TO THE PUBLIC ON DECEMBER 1st.

Also, since we'd like to have more time to implement the community made suggestions, we've decided to postpone the final release until near-Christmas. We don't have an exact date, but this will give us an extra two weeks to ensure the quality of the final release.

We have put an incredible amount of time into this project not only the past two years, but in the past few months, and especially this month, we've been working on this for hours every day. Qent and I will likely go into hibernation for the winter the day this project is released. We've put a lot of work in to this, and really want to provide as close as we can get to a perfect experience for the players of CEMP this year. Help us do that by communicating with us, and check out CEMP11 (last years version) so we can get feedback on what we did before, and what you guys would like done differently, and what you would like us to continue doing.


PS: Here's a teaser of our Cryo-Rail Blaster yielding a double-kill in the map 'Social'.
(This post was last modified: 12-02-2012 04:27 PM by mytis.)
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MLK Qent
Post: #6 - RE: Christmas Extravaganza Map Pack 2012 Posted: 12-02-2012, 12:36 AM
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The public beta is out and up on Best Ever.

Resources
Maps


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mytis
Post: #7 - RE: Christmas Extravaganza Map Pack 2012 Posted: 12-11-2012, 08:19 PM
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Firstly I'd like to apologize for being three days late on releasing the beta. We've been working nonstop to make sure that everything is stable and functioning. We think we've finally hit what we were trying for. We think releasing the beta late was worth the wait. Everything is working well enough, this could just have easily been a final version, and while this beta is out, we're going to continue eliminating bugs and improving the maps as seen necessary which we find along the way so the final release is perfect.

Here are some scenes from a little of our new content:
Spoiler: Screenshots from CEMP12_beta (Open)

And now, without further ado, here's CEMP12_beta1.3

Later today, December 11th, this will be hosted on '[TX] -->Grandvoid--> Christmas Extravaganza Map Pack 2012 beta',
Address: 96.126.115.61:18002
(This post was last modified: 12-11-2012 08:29 PM by mytis.)
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<HG> Lollipop
Post: #8 - RE: Christmas Extravaganza Map Pack 2012 Posted: 12-19-2012, 02:36 AM
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AWESOME, never knew there existed a christmas wad like this one, it looks quite awesome so far, I like the railgun and the looks of the maps. But the most awesome thing is..... THE CHRISTMAS TREE ON THE FIRST SCREEN OF CEMP12_beta1.3 :D


Personal Projects:
AOW map: AOW70: the cookie Island - terrain 5% - features ?%(40% maybe) - bases ect. 0% <halted, might be restarted>
AOC: the stack needing project - testing release: 80% - <Exclaim>STOPPED PROJECT<Exclaim>
And probably something else that is not listed.
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mytis
Post: #9 - RE: Christmas Extravaganza Map Pack 2012 Posted: 12-21-2012, 10:16 PM
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Glad you enjoyed it, Lollipop.


We've just finished development for CEMP for this year. The first post has been updated with new screenshots, gameplay information and the download of (what we hope is) the final release (CEMP12_v1).

CEMP was voted to be today's (12/21/2012) FNF mod. It's going to be Eruo and US 4-way team deathmatch! If you've never played CEMP before, or even if you have, this is a great opportunity to see what's new for yourself.
http://zandronum.com/forum/showthread.php?tid=1777

This being the third year that we have worked on this project (see first post), and being somewhat tired of having putting a lot of work into this for very poor community reception has some of us are considering not working on this next year, which would likely mean the end of CEMP. Show your support, talk with us and give us a hint as to what you like and what you want more of, and if there's enough interest we'll see what we can do to keep this project alive and going strong.

Merry Fragging!
(This post was last modified: 12-21-2012 10:17 PM by mytis.)
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<HG> Lollipop
Post: #10 - RE: Christmas Extravaganza Map Pack 2012 Posted: 12-22-2012, 02:30 AM
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the end of CEMP? WHAT THE HELL ARE YOU THINKING? :O


Personal Projects:
AOW map: AOW70: the cookie Island - terrain 5% - features ?%(40% maybe) - bases ect. 0% <halted, might be restarted>
AOC: the stack needing project - testing release: 80% - <Exclaim>STOPPED PROJECT<Exclaim>
And probably something else that is not listed.
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mytis
Post: #11 - RE: Christmas Extravaganza Map Pack 2012 Posted: 12-22-2012, 08:44 AM
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@ Lollipop, what you see in this thread is essentially the only feedback or response from the community which we've gotten all year. This is often the problem which we're faced with; while we enjoy working on this, the ratio of work to community feedback and gameplay feels like 10:1. We're not saying we want a parade, but some feed back and commentary from the community would make it easier for us to tailor the mod to what people like and would provide us with a reason to continue working on it.
----------------

While Euro FNF has been going on we have been fixing up a few small bugs and have prepared CEMP12_v1.2 ready for American FNF in a few hours. This we hope will be the final release for this year.

Changes:
- Bloodmoon anomaly in Cliffside Fortress repaired
- Snowman statue patch implemented into main pk3
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MLK Qent
Post: #12 - RE: Christmas Extravaganza Map Pack 2012 Posted: 12-22-2012, 09:09 AM
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Eh, I'd count the playtime during public betas and FNF as community response as well; and, response or not, I believe that this is an important mod for the community to have, and I'll pick it up again next year if I'm available.


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(This post was last modified: 12-22-2012 09:12 AM by Qent.)
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Medicris
Post: #13 - RE: Christmas Extravaganza Map Pack 2012 Posted: 12-29-2012, 02:28 AM
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CRYO RAILGUN HERE I COME


"Let the enemy think the gods are on their side.
We have the tanks on ours."

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Final Release Christmas Extravaganza Map Pack 2012




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