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Idea: Omega Duel maps as stock duel maps
Posted: Sat Jun 02, 2012 12:20 am
by Disguise
Code: Select all
<Dusk>http://sickedwick.net/wads/omegaduel_data_r151.zip
* Disguise shrugs
<Disguise>make it a part of zandronum
<Dusk>hmm
<ViciousPariah>zandroduel
<Dusk>take the good ones, rebrand em with spacedm textures and make them stock? :o
<Dusk>i think that'd rock
<Disguise>Yeah
So basically what Dusk said. Take some of the maps, slap some SpaceDM9 textures to them (if needed) and include them as stock duel maps for Zandronum. New maps would be welcomed too, of course.
Thoughts?
RE: Idea: Omega Duel maps as stock duel maps
Posted: Sat Jun 02, 2012 12:22 am
by Dark-Assassin
Space Themed, Newschool, got my vote.
RE: Idea: Omega Duel maps as stock duel maps
Posted: Sat Jun 02, 2012 12:25 am
by esselfortium
It's probably important for me to mention that SpaceDM9's textures were being custom-made/custom-selected for the needs of each individual map (theme, color choices, and shapes and sizes of map structures), intending to give each of them a distinct theme that didn't look like the other maps from SpaceDM9. I'm really not comfortable with the texture sets from two maps just being reappropriated onto a bunch of other ones like you're suggesting, and I don't think it'll provide the level of polish you're aiming for, either.
RE: Idea: Omega Duel maps as stock duel maps
Posted: Sat Jun 02, 2012 12:37 am
by Disguise
I see, that's a point then. Could try with other textures as you said on IRC.
RE: Idea: Omega Duel maps as stock duel maps
Posted: Sat Jun 02, 2012 12:38 am
by esselfortium
Code: Select all
[20:27] <esselfortium> the textures themselves aren't really what make it work, it's much more in the ways they're used. lots of composites and edits for specific maps, etc.
[20:27] <Disguise> I see, any ideas?
[20:28] <esselfortium> what i mean is that you could just as well take resources from doom.wad or skulltag.wad or whatever else as a base, do the same sorts of compositing and editing as needed for the map's structures, and that'd be more in line with how dm9's stuff was produced
[20:28] <esselfortium> well...
[20:28] <esselfortium> with the dm9 maps we started out with completely rough, ugly-ass layouts, temp-textured with something like bigbrik or startan and with basically zero thought given to texturing or alignment (other than obvious stuff like knowing that certain sizes and heights would be easier to work with later),
[20:29] <esselfortium> and revised and revised them, moving walls and structures around and changing paths until they could be run around really smoothly without bumping into anything and without much risk of the map getting too concentrated on just one hot spot or single path or something like that
[20:31] <esselfortium> then we'd get a basic idea of what we wanted the map to look like, and would either create new textures for it or edit existing ones. the basic themes of both the maps i used custom textures for (air snares and shogouki) were both built around textures that already existed, some of which are mine and others which were just freely usable by other artists.
[20:32] <Disguise> That's really interesting :o
[20:33] <esselfortium> in air snares i wanted to try something with a lot of that orangey tan color, and decided on gray stone to go along with it, so i took some textures i had already done (a from-scratch brown1 clone for the orange, and a doom edit for the stone) and put together a couple of composites to start out with, the idea being that i could make the map look more structurally detailed in areas where i couldn't actually use a lot of structu
[20:33] <esselfortium> ral detail, by using composited-together textures that would have a section of orange, with a smaller section of gray below it, then a warning stripe, then etc etc
[20:34] <esselfortium> so after i imported the basic textures into the wad, i made a couple of those composites of them with various arrangements, for each of them trying to mix together some larger-height beams with smaller ones so that i'd be able to fit them to different heights and sizes without just having to cover the map in big continuous walls of boring 16-tall beams
[20:35] * TheToxicAvenger (~TheToxicAv@Jolly.Pirate.Donuts) has joined #stmods
[20:35] * Kilgore gives channel operator status to TheToxicAvenger
[20:35] <esselfortium> then of course there were the specific-use things like the skewed textures for the sides of slopes, which were a really important part of it for that map because it'd look like crap with the lines of the slopes fighting against the lines of the textures on them
[20:36] <esselfortium> but yeah, in general really, the starting point of texturing/detailing a spacedm9 map is to pick some new textures, not just ones from an already existing dm9 level :p
[20:37] <ViciousPariah> whoa
[20:38] <esselfortium> for mine i pulled some textures from things i had made for vaporware, tsozd, and saturn x, but they don't need to be from a certain place. it's really more about the ways they're used.

RE: Idea: Omega Duel maps as stock duel maps
Posted: Sat Jun 02, 2012 1:27 am
by TIHan
Just wondering if it is wise to create new levels that are based on SpaceDM9 that would be recognized as part of Zadronum? I would rather have that than a re-skin of an already designed level. Perhaps we should start from scratch and have a Lead Mapper (esselfortium?).
RE: Idea: Omega Duel maps as stock duel maps
Posted: Sat Jun 02, 2012 2:32 am
by Disguise
It wouldn't be based on SDM9. We would take some of the good maps from Omega Duel (re-texture & modify them if needed) and then add them as stock duel maps for Zandronum. New maps would be a possibility too.
I don't see any problem with this. Why let some of those maps decay and be forgotten?
RE: Idea: Omega Duel maps as stock duel maps
Posted: Mon Jun 04, 2012 1:35 pm
by Remmirath
Take all of my awesome maps please! :D
RE: Idea: Omega Duel maps as stock duel maps
Posted: Mon Jun 04, 2012 1:42 pm
by Catastrophe
.
RE: Idea: Omega Duel maps as stock duel maps
Posted: Mon Jun 04, 2012 5:06 pm
by Vordenko
Eh, I played it, and some maps took a little while to load, however, What's up with duel23?
On the floor near the center, I can see this weird lines:
[spoiler]

[/spoiler]
On the Ceiling also, I noticed something weird, on the center, it looks like a HOM.
[spoiler]

[/spoiler]
And If I move a little back, I get this that lags a lot D:
[spoiler]

[/spoiler]
Also, I noticed a map didn't have music in it, I can't remember what was the name tho.
RE: Idea: Omega Duel maps as stock duel maps
Posted: Mon Jun 04, 2012 5:11 pm
by Qent
The maps were pretty, but I didn't find them all that fun.
Sky DriveR wrote:
I can see this weird lines:
It looks like you're using software and the map fractional coordinates on a few vertices. I'm not 100% certain about that, though.
Sky DriveR wrote:
Also, I noticed a map didn't have music in it, I can't remember what was the name tho.
Omega Duel is still incomplete in its latest version.
RE: Idea: Omega Duel maps as stock duel maps
Posted: Mon Jun 04, 2012 5:16 pm
by Twister
The hell is with those bleeding sectors?
RE: Idea: Omega Duel maps as stock duel maps
Posted: Mon Jun 04, 2012 5:37 pm
by Remmirath
Blame portals, as always. I never said the wad would be perfectly compatible with software renderer. And to be honest, I never got around to find a way to fix that issue.
RE: Idea: Omega Duel maps as stock duel maps
Posted: Mon Jun 04, 2012 11:48 pm
by Xaser
Hey now, if there's going to be any official map pack, there can be no better choice than SpaceDM5. This is in no way, shape, or form a biased plug.
RE: Idea: Omega Duel maps as stock duel maps
Posted: Mon Jun 04, 2012 11:49 pm
by Disguise
Xaser wrote:
Hey now, if there's going to be any official map pack, there can be no better choice than SpaceDM5. This is in no way, shape, or form a biased plug.
There's SpaceDM9 for that

RE: Idea: Omega Duel maps as stock duel maps
Posted: Tue Jun 05, 2012 12:04 am
by Xaser
But why choose? ;P
On an actually serious note for once, that's pretty damn cool. Hopefully it'll kickstart SDM9 development again.
I also see the point regarding system specs, since Shogouki in particular is a bit of a PC hog, but that's not to say there won't be more less-intensive maps in the future. Also there's Phobo's. ;P
For the record, "more less-intensive" was an unintentional oxymoron.
RE: Idea: Omega Duel maps as stock duel maps
Posted: Tue Jun 05, 2012 12:14 am
by Qent
Remmirath wrote:
And to be honest, I never got around to find a way to fix that issue.
Just round all your vertex coordinates to the nearest integer. Some Overload maps had the same issue.
RE: Idea: Omega Duel maps as stock duel maps
Posted: Tue Jun 05, 2012 12:17 am
by Xaser
For sake of tossing out a possible suggestion: Does "gennodes 1" fix the issue? Could be an issue with external ZDBSP building less precise nodes (due to settings) than the internal one does. This is a fairly common thing even in non-UDMF maps.
RE: Idea: Omega Duel maps as stock duel maps
Posted: Tue Jun 05, 2012 2:12 am
by Wartorn
Xaser wrote:
I also see the point regarding system specs, since Shogouki in particular is a bit of a PC hog, but that's not to say there won't be more less-intensive maps in the future.
I should probably open up a thread for this in Development (Or, more specifically, wherever it will be most relevant). I think one solution I proposed before on IRC was to build a client-side script that disables the transparency on the laser bridges.
RE: Idea: Omega Duel maps as stock duel maps
Posted: Tue Jun 05, 2012 2:29 am
by Vordenko
Also, since this wad uses a custom color palette, wouldn't it interfere with the Doom 2 one? since they're going to be stock maps.