DM Revival - MANAGEMENT HELP NEEDED

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Doomkid
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RE: Deathmatch Revival: NEW Beta Download! [May 1st]

#161

Post by Doomkid » Tue May 14, 2013 1:02 am

DEATHMATCH REVIVAL'S REVIVAL.

My internet was out the last few days, but I'm finally back.

Progress has been slower, mainly because of me. I'm fairly set on which maps should stay and which should go, especially after counting up the votes that have been sent in. A few members have pulled their maps out of the set - There's a lot more breathing room with a 25 maps here, and average quality seems to be much higher now too.

The next step will be detailing and fixups of the remaining maps. Some still haven't been made fully cross compatable, which means having another team member help me detail, add player starts, and ensure it the whole thing runs properly in Zandronum, ZD and Odamex will be most helpful. W1D3A55 has already offered a ton of assistance in this region, but more sets of eyes will find more bugs and flaws.

Long story short: The new trimmed down and improved maplist is on the way!
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RE: Deathmatch Revival: NEW Beta Download! [May 1st]

#162

Post by one_Two » Thu May 16, 2013 4:09 pm

Decay wrote: If anyone is interested in doing some testing, join up on Saturday

http://odamex.net/boards/index.php/topic,2240.0.html
Cool I'll show up.

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RE: Deathmatch Revival: NEW Beta Download! [May 1st]

#163

Post by Doomkid » Fri May 17, 2013 12:34 am

That's great news Decay, I'll be there too. I'll spread the word over at Doomworld.

The new refined map list is here after tallying up everyones votes and opinions! It's been pretty tough making these choices:

-DMR01
-Training Center V.2
-oT_War
-Entrymake (Originally Entrymake 3)
-"Actual Map" (Needs to be renamed)
-Roots Bloody Roots
-Generic UAC Base
-Weapon Research Facility
-"Enzo 01" (Needs to be renamed)
-Splatter House
-Horto Bellatorem
-Skull Crusher
-Deathmatch Prison
-The Crematorium
-R. Dungeon
-No Fun Zone
-"JP DM" (Needs to be renamed)
-Entrymake 2
-Suicide House.AVI (Probably going to be a secret map)
-"Enzo 02" (I can't remember his new mapnames D: )
-Spaceport
-Judgement
-Hell Halls
-You're In Hell
And finally, The Grand Void.

Block Fort (and maybe a few others) will end up as secret maps.

I hope everyone is happy with the new map selection! What's left on the 'to do list' is to detail these babies up, and a few more important things like
-Adding player starts
-Adding exits
-Fixing any remaining texture issues. W1D3A55 has helped a lot with this, but more help is always good.

Screenshots of progress soon!
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RE: Deathmatch Revival: NEW Beta Download! [May 1st]

#164

Post by Guardsoul » Fri May 17, 2013 9:02 am

:surprised: Cool!. looks like the map rotation follows this logic: Base ---> Hell :smile: (Keeping original doom style :P)

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RE: Deathmatch Revival: NEW Beta Download! [May 1st]

#165

Post by one_Two » Mon May 20, 2013 3:13 pm

Fuck sake I completely forgot about that odamex Nitro, anyone have a demo of it?

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RE: Deathmatch Revival: NEW Beta Download! [May 1st]

#166

Post by Doomkid » Tue May 21, 2013 2:45 am

Guardsoul wrote: :surprised: Cool!. looks like the map rotation follows this logic: Base ---> Hell :smile: (Keeping original doom style :P)
Hey Guardsoul, with your map, I could really use some help. The Flats and Patches are all listed as patches, but when I export all of the 64x64 images and then re-import them as Flats, they become garbled.

If you could get them separated, it would allow your map to run perfectly in every port. I've tried, I'm not sure what I'm doing wrong though :redface:

one_Two: I wasn't there either.. Damn my schedule!
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RE: Deathmatch Revival: NEW Beta Download! [May 1st]

#167

Post by Combinebobnt » Tue May 21, 2013 3:10 am

think this was american nitro, i dunno, but have fun

Demo

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RE: Deathmatch Revival: NEW Beta Download! [May 1st]

#168

Post by Guardsoul » Tue May 21, 2013 7:24 am

doom_kid92 wrote: Hey Guardsoul, with your map, I could really use some help. The Flats and Patches are all listed as patches, but when I export all of the 64x64 images and then re-import them as Flats, they become garbled.

If you could get them separated, it would allow your map to run perfectly in every port. I've tried, I'm not sure what I'm doing wrong though :redface:
That´s the same problem I´ve got, Slade just make a disaster when I try to convert some patches to flats :hmm:

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RE: Deathmatch Revival: NEW Beta Download! [May 1st]

#169

Post by Doomkid » Wed May 22, 2013 1:19 am

Combinebobnt wrote: think this was american nitro, i dunno, but have fun

Demo
Much appreciated! Thank you.
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RE: Deathmatch Revival: NEW Beta Download! [May 1st]

#170

Post by one_Two » Wed May 22, 2013 2:09 pm

That demo was a good watch, especialy Bob V Ralphis heh.
Last edited by one_Two on Wed May 22, 2013 2:18 pm, edited 1 time in total.

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RE: Deathmatch Revival: NEW Beta Download! [May 1st]

#171

Post by Doomkid » Fri May 24, 2013 1:51 am

A VASTLY IMPROVED DMR BETA APPROACHES:

http://www.mediafire.com/download/ududv ... R_v_9A.zip

Things that have changed:

-Player 1 starts added to most maps
-Some serious texture issues have been resolved. There are very few maps that don't run perfectly in Zdaemon and Odamex.
-Detailing added. Some maps are still very sparse, but we're working on it! W1D3A55's help in this region has been awesome.
-Smaller map rotation. The list of selected maps is above, and with the exception of 2 maps is still the same. We're at a nice clean 30 map list here. (Maps 1-28, then secret maps 31 and 94.)
-More DMR logos replacing UAC ones, just another detail.

So what's left to do? Detail the less visually-inspiring maps and make sure there are -zero- texture errors on all 3 ports. After that it's a bit of WAD polish, removing unused data and such.

I think I can safely say were at about 80% (or more) with this. The more help I recieve with detailing, error fixing, etc - the better!

:)
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RE: Deathmatch Revival - v.9A Released May 24th!

#172

Post by Doomkid » Fri May 24, 2013 12:43 pm

A little feedback from durian about the new beta:
Huge improvement! No doubt helped by the removal of my crud ;) Some new maps in there - like Maps 05 and 23, both of which I like. On the cosmetic side, I noticed quite a few dodgy alignments - the most egregious involved lots of short lines, seemingly with their x-offset all set to 0 (some with the y-offset also). The ones that really stuck out was the nukage fall on Map07 - looks awful -, the marble hallway, and the flesh pillar, on Map 24, and some of the rocks on Map27. Spotted one missing texture on Map24 (which has been hugely improved, BTW) here: https://dl.dropboxusercontent.com/u/281 ... 090800.jpg
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RE: Deathmatch Revival - v.9A Released May 24th!

#173

Post by Guardsoul » Fri May 24, 2013 1:51 pm

Btw, where has the votation been? Can we see the results? Just for curiosity and please dont put what has voted each person, just the results :P
Last edited by Guardsoul on Fri May 24, 2013 1:51 pm, edited 1 time in total.

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RE: Deathmatch Revival - v.9A Released May 24th!

#174

Post by Doomkid » Fri May 24, 2013 2:10 pm

The few (about 10) people who voted did so through PM's here and at Doomworld. Some gave me scores out of 10, some just gave me opinions on each map. Using the opinions of the voters (who all wanted to remain anonymous) I can guess the scores for all of the old maps, not including durian's ones since he wanted to remove them:
DMR01 - 8/10

Rocket Jump - 5/10

Block Fort - 7/10

Opposing Forces - 4/10

Generic UAC Base - 8.5/10

Trips and Tracks - 6.5/10

Weapon Research Facility - 8.5/10

oT_War - 9/10

Entrymake 2 - 7.5/10

The Crematorium - 6/10

Spaceport - 7.5/10

Enzo 01 (Outpost 17) - 9/10

Judgement - 9/10

Combat Fields Pt. 1 - 3/10

Splatter House - 8.5/10

You're In Hell - 8.5/10

Entrymake 3 - 7.5/10

Alpha Arenas - 2.5/10

Skull Crusher - 9/10

Deathmatch Prison - 7/10

Hell Halls - 8.5/10

JP DM - 9.5/10

No Fun Zone - 9/10

Suicide House.AVI - 7.5/10

Total War - 4/10

R. Dungeon - 8.5/10

Enzo 02 (soul recycler) - 8.5/10

Training Center V2 - 8.5/10

Horto Bellatorem - 7.5/10

Combat Fields Pt. 2 - 3/10

Roots Bloody Roots - 7.5/10

Actual.WAD - 9/10

The Grand Void - 8/10
Using this tally I decided more or less what would stay and what would go, with the exception of a few I liked enoguh to keep anyway. :P
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RE: Deathmatch Revival - v.9A Released May 24th!

#175

Post by katZune » Fri May 24, 2013 7:26 pm

9 :D! i cant wait for play this!!! i'll suggest it in the next FNF :)
Whitout a good PC ATM, i will back when 2.0 come out, :)
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RE: Deathmatch Revival - v.9A Released May 24th!

#176

Post by W1D3A55 » Fri May 24, 2013 10:34 pm

katZune wrote: 9 :D! i cant wait for play this!!! i'll suggest it in the next FNF :)
I wouldn't just yet. A few maps IMO should definitely get the ax, plus some other maps could use improvement upon.

OT: 8.5.....REALLY GOOD. Took long enough for another beta heheh. Was a little surprised at the voting results tbh.
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RE: Deathmatch Revival - v.9A Released May 24th!

#177

Post by Doomkid » Sat May 25, 2013 8:13 am

W1D3A55 wrote: OT: 8.5.....REALLY GOOD. Took long enough for another beta heheh. Was a little surprised at the voting results tbh.
For the most part, these were the scores I expected - Some maps were either hated or loved by certain users for an array of reasons which explains some of the "7's" in there that I personally might have marked much higher or lower.

Whenever you get the chance, let me know which maps you still don't like in there. All of them at this point I'd say are passable, though some are REALLY underdetailed. I'm not a detail fanatic, but some look pretty dated even though they're new.
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RE: Deathmatch Revival - v.9A Released May 24th!

#178

Post by Dusk » Sat May 25, 2013 2:19 pm

argh! D:
I've totally forgotten about this but I'll try get my map done today or tomorrow.

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Last edited by Dusk on Sat May 25, 2013 2:41 pm, edited 1 time in total.

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RE: Deathmatch Revival - v.9A Released May 24th!

#179

Post by Doomkid » Sat May 25, 2013 5:05 pm

That map looks really nice Dusk, I'm looking forward to playing it. It would be great to fill the map29 and map30 slots just to even out the numbers too, so I think that works out quite well really.
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RE: Deathmatch Revival - v.9A Released May 24th!

#180

Post by Doomkid » Mon May 27, 2013 1:05 pm

I've finally fixed up shockwave's credits texture.

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While doing this, it sort of inspired me. I know exactly what should fill the map30 slot, a credits map. Something along the lines of UDM 3's end area though of course we don't need a photo of everyone, but to have all of our names up there would be nice. I need to find some sort of image editor that can add fake randomized "snow" over an image to give it some life as opposed to just being static.
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