Mapping Project ( No name yet, open to suggestions )

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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MrEnchanter
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Mapping Project ( No name yet, open to suggestions )

#1

Post by MrEnchanter » Mon Aug 03, 2015 10:02 pm

Hey guys, I haven't done any work in a while, and for sure haven't released any of my maps before, so I'm going to start working on a short campaign, probably about 10 maps for single player, 5 maps for multiplayer ( modes like CTF and TDM ) and 3 survival maps.

Music is going to be ambient/industrial, and maps are going to be dark, making use of Dynamic Lights.

If anyone would like to give ideas, or contribute more maps, please feel free to PM me.

Here is an early screenshot, going for detail and symmetry, maps need to be eye pleasers, so each map will take around 3 days for SP. MP will take slightly less as these maps will be more open areas, and Invasion maps, well, we'll see when we get there.

Anyways -
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UPDATED SCREENSHOTS:

Starting Area on 8/3/15
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Starting Area on 8/5/15
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Corridors mixed with open rooms.
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Last edited by MrEnchanter on Wed Aug 05, 2015 10:29 pm, edited 1 time in total.
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funnyguy900
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RE: Mapping Project ( No name yet, open to suggestions )

#2

Post by funnyguy900 » Wed Aug 05, 2015 7:20 pm

the survival should have shops like weapons health runes n stuff
FuNnYgUy900

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MrEnchanter
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RE: Mapping Project ( No name yet, open to suggestions )

#3

Post by MrEnchanter » Wed Aug 05, 2015 10:18 pm

funnyguy900 wrote: the survival should have shops like weapons health runes n stuff
Kinda like Zombie Torrent?

Also screenshot of MAP01 Progress, all that's left is lighting tweaking and balance tuning.

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RE: Mapping Project ( No name yet, open to suggestions )

#4

Post by Konda » Wed Aug 05, 2015 10:36 pm

Looks delicious. The layout is similar to Doom 2 MAP01 in a way. Hopefully the gameplay doesn't disappoint

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RE: Mapping Project ( No name yet, open to suggestions )

#5

Post by TehRealSalt » Wed Aug 05, 2015 11:57 pm

Oh wow, that opening corridor is great. It manages to make one of my least favorite textures (bar GRAYTALL, duh :P) look appealing. Excellent!
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RE: Mapping Project ( No name yet, open to suggestions )

#6

Post by Ivan » Thu Aug 06, 2015 12:49 am

For early WIP shots those aren't bad at all, keep it up.
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RE: Mapping Project ( No name yet, open to suggestions )

#7

Post by MrEnchanter » Thu Aug 06, 2015 1:37 am

Got some new Screenshots. I'm pretty satisfied with the first level, and I think that I may start Map 2 tonight. I'm going to post a link to the download for what I have so far so I can get some feedback.

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If you find the secret exit, you'll hate the secret level...
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This update's version is 1.4, get it here.
https://mega.co.nz/#!ZRp3majb!PM16kTQC6 ... z2nKfCixfw
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MrEnchanter
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RE: Mapping Project ( No name yet, open to suggestions )

#8

Post by MrEnchanter » Fri Aug 07, 2015 5:19 am

Been a few days, still chugging along.

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There's a little peek through of the end of the last level.

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Not much done with this one, but expect desolate quarters and dark corridors.
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RE: Mapping Project ( No name yet, open to suggestions )

#9

Post by MrEnchanter » Tue Aug 25, 2015 4:10 pm

Alrighty, time for an update. These maps here will now be part of a hub based wad that I am currently making. Each hub has a different theme, ranging from medieval to space themed. Currently I am working on a boss battle system and new weapons, new enemies, and new items.
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RE: Mapping Project ( No name yet, open to suggestions )

#10

Post by FascistCat » Wed Aug 26, 2015 4:11 am

Shots are pretty cool. You did got the dark theme alright and the secret level gives a feeling of "this map is not going to be easy to clear at all". Keep it up!

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RE: Mapping Project ( No name yet, open to suggestions )

#11

Post by MrEnchanter » Wed Aug 26, 2015 12:21 pm

TIME FOR A LITTLE VISUAL UPDATE!!

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Some architecture from the first hub.

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This map isn't called Halls of Agony for no reason!

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Don't let the chain-gunner on the roof bog you down in this swamp!
(Sorry that it's a bit dark, I didn't catch it while the lightning was flashing like I had hoped to.)

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Hell has left it's mark on this once peaceful land.

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Working on the castle currently and plan to have a rather large battle take place inside. Also I would like to mention that it will have a dungeon, a courtyard, and a throne-room on different levels on the castle.
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RE: Mapping Project ( No name yet, open to suggestions )

#12

Post by MrEnchanter » Sat Sep 05, 2015 8:41 am

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Doing some work for a few different projects, but I can always recycle and I plan on having custom weapons.
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RE: Mapping Project ( No name yet, open to suggestions )

#13

Post by MrEnchanter » Sat Dec 05, 2015 2:07 pm

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I've gotten very side tracked with spritework for NZ:DE, but eventually I'll have something worth calling a megawad.
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RE: Mapping Project ( No name yet, open to suggestions )

#14

Post by CloudFlash » Mon Dec 07, 2015 4:08 pm

Greenvasion? Greenades? Green Spleen?
Or maybe just Weedoom... since weed is green...
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RE: Mapping Project ( No name yet, open to suggestions )

#15

Post by agaures » Mon Dec 07, 2015 4:11 pm

Are those BTSX textures i see being used in some of the previous screenshots?
As far as i know they aren't allowed to be used (yet).
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RE: Mapping Project ( No name yet, open to suggestions )

#16

Post by MrEnchanter » Wed Dec 09, 2015 11:17 am

agaures wrote: Are those BTSX textures i see being used in some of the previous screenshots?
As far as i know they aren't allowed to be used (yet).
Didn't know that, retexturing isn't that big of a chore anyways.
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