RageCTF

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Grymmoire
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RageCTF

Post#1 by Grymmoire » Sat Oct 26, 2013 6:08 pm

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Presenting Rage CTF


RageCTF is the spiritual successor to the first Velocity map pack. It's a small pack for Capture the Flag designed for extremely fast 3v3/4v4 game play. It is compatible with any Doom in Hexen CTF-supporting port.


[spoiler="Maplist"]
  • Map01 - Slave Machinery by Decay/Grymmoire
  • Map02 - Penguin the Jugulator by Heavenwraith
  • Map03 - Violence Insignia by Heavenwraith
  • Map04 - Sanctum by Drek
  • Map05 - Nukage Mining II by Dusk
  • Map06 - Crypts of the Damned by Decay
  • Map07 - Infected by Dr. Sean/Grymmoire
  • Map08 - Templar March by Heavenwraith
  • Map09 - Mercurial by Watermelon/Decay
  • Map10 - Last Remains by Decay/Dusk
  • Map11 - Castle Crush by Rustking/Heavenwraith
  • Map12 - Stellar Misconception by Heavenwraith
  • Map13 - Space Blitz by Heavenwraith
  • Map14 - Robinson's Requiem by Dusk
  • Map15 - Agressio by Drek
  • Map16 - Two Seasons by Drek
  • Map17 - Reign of Steel by Dusk
  • Map18 - Vile Industries by Mobius/Decay
  • Map19 - Complex Epsilon by Decay
[/spoiler]


[spoiler="Screenshots"]Image
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Released! Download here.

You can contact us at these channels/networks:
#mechanixunion on irc.zandronum.com
#mxu on irc.esper.net
Last edited by Grymmoire on Fri Nov 07, 2014 4:37 am, edited 1 time in total.
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Mr.Man
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RE: RageCTF

Post#2 by Mr.Man » Sat Oct 26, 2013 6:37 pm

Looks very cool. One noob question though: why are these levels always in doom format? Like, why cant it be udmf, or hexen? Because of the size?

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RE: RageCTF

Post#3 by Ænima » Sat Oct 26, 2013 6:39 pm

I think I remember playing this on FNF a while back. Great maps!
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RE: RageCTF

Post#4 by Decay » Sat Oct 26, 2013 7:04 pm

Mr.Man wrote:Looks very cool. One noob question though: why are these levels always in doom format? Like, why cant it be udmf, or hexen? Because of the size?
Most maps ARE in doom in hexen format. It is very unusual to come across boom maps. For UDMF, unless it is strictly for zandronum, the other ports do not support UDMF.

@ Aenima: this wasn't run for FNF, but we did do some public playtesting for a few hours for a couple days, you might've been to that. Most of the maps are just coming out of layout testing.

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RE: RageCTF

Post#5 by The Toxic Avenger » Sun Oct 27, 2013 4:09 pm

Ænima wrote:I think I remember playing this on FNF a while back. Great maps!


You sure you're not thinking of Velocity?

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RE: RageCTF

Post#6 by Ænima » Sun Oct 27, 2013 4:29 pm

The Toxic Avenger wrote:
Ænima wrote:I think I remember playing this on FNF a while back. Great maps!


You sure you're not thinking of Velocity?

I specifically remember playing this map:
Spoiler (Open)
Image



Decay wrote:@ Aenima: this wasn't run for FNF, but we did do some public playtesting for a few hours for a couple days, you might've been to that.

That's probably what it was.
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RE: RageCTF

Post#7 by Shane » Mon Oct 28, 2013 4:46 pm

appropriate name for Decay if I might add

lacks essays though

and we all know Rage is a pitiful excuse for a thesis

get dunked ctf

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RE: RageCTF

Post#8 by HeavenWraith » Mon Oct 28, 2013 5:26 pm

Reggae CTF is being developed together with the smooth engineer section of MXU so the customers are completely safe from crashing into floor lamps, hurting their toes by missing steps and falling off the ledges because of failed jump attempts. While rage is important, we keep customer's safety our top priority.


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RE: RageCTF

Post#9 by Dynamo » Mon Oct 28, 2013 9:32 pm

Tested the maps, great fun o/
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RE: RageCTF

Post#10 by Decay » Mon Oct 28, 2013 9:57 pm

HeavenWraith wrote:Reggae CTF is being developed together with the smooth engineer section of MXU so the customers are completely safe from crashing into floor lamps, hurting their toes by missing steps and falling off the ledges because of failed jump attempts. While rage is important, we keep customer's safety our top priority.
Heavenwraith is the lead of this department, using his trademark terrible movement to test for any and all obstacles of the most unnoticeable sort.

I'm currently hording a 5 map beta.

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RE: RageCTF

Post#11 by Zakken » Mon Oct 28, 2013 10:32 pm

Phew, at least it is good to know that Velocity CTF won't be the first and last CTF project you guys created! Quality stuff, thus far.
* Determination.

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RE: RageCTF

Post#12 by Decay » Sun Nov 03, 2013 4:52 pm

Wrapped up Crypts of the Damned.

Spoiler (Open)
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Had an excellent testing session yesterday, big thanks to everyone who contributed. Hoping to run another test today, so keep an eye out.
Last edited by Decay on Fri Feb 14, 2014 4:04 pm, edited 1 time in total.

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RE: RageCTF

Post#13 by Ænima » Sun Nov 03, 2013 5:11 pm

Mid-field reminds me of Ralphis Magical Ice Forts. :O
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RE: RageCTF

Post#14 by Grymmoire » Mon Jan 20, 2014 9:50 pm

Finished a new map, "Slave Machinery."

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RE: RageCTF

Post#15 by arkore » Mon Jan 20, 2014 10:29 pm

Looks good. Like the detailing, and custom textures.

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RE: RageCTF

Post#16 by Decay » Fri Feb 14, 2014 3:59 pm

This pack has been making excellent progress, we are currently at 16 maps. Once Grymmoire finishes detailing another map, the links to the betas will be posted here too, otherwise betas/more detailed updates can be found at our forums

Screenshots for substance:
Drek's "Two Seasons"
Spoiler (Open)
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Dusk's "Robinson's Requiem"
Spoiler (Open)
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Heavenwraith's "Stellar Misconception"
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RE: RageCTF

Post#17 by Tiger » Fri Feb 14, 2014 4:53 pm

This entire project still looks awesome!

Spoiler (Open)
Decay wrote:Image


I personally think that the 2KBridge needs a bit more work, the flooring for it looks too empty and seems too confusing wither you're standing mid-air or just on 2KBridge floor. Adding more texturing will help a lot, infact a really cool flooring pattern would REALLY jazz it up. That is my personal opinion.

EDIT: General revision
Last edited by Tiger on Fri Feb 14, 2014 4:55 pm, edited 1 time in total.

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RE: RageCTF

Post#18 by Ænima » Sun Feb 16, 2014 5:52 pm

Would you guys consider making a Zandro-specific version of this with 3D floors instead of 2K's? That would be cool.
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RE: RageCTF

Post#19 by Decay » Mon Feb 17, 2014 1:51 am

I wouldn't be opposed to cherry picking specific maps and making them zandro specific. I don't know about the others though.

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RE: RageCTF

Post#20 by Ænima » Mon Feb 17, 2014 2:20 am

It would make a really good showcase of what Zandronum offers in terms of newschool features in a competitive environment.
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