DM Revival - MANAGEMENT HELP NEEDED

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Ænima
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RE: Deathmatch Revival - v.9A Released May 24th!

#181

Post by Ænima » Mon May 27, 2013 1:35 pm

doom_kid92 wrote: 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.
Make the "static" layer be its own animated texture.

Then just place it in the map, 1 unit in front of each picture, and make it translucent. That way you don't have to edit every single picture.
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RE: Deathmatch Revival - v.9A Released May 24th!

#182

Post by Doomkid » Mon May 27, 2013 2:36 pm

Great idea - Thanks Aenima. I'm thinking that will look a lot better than if I edited each patch anyway.

EDIT: mrthejoshmon over at DW has made a great suggestion, each mapper can pick/make a 64x64 wall patch icon for use in the credits map. Unless anyone fully hates this idea, I think it's a great bit of fun and plan on using it :smile:

I'm curious to see what each mapper will pick!
Last edited by Doomkid on Mon May 27, 2013 3:13 pm, edited 1 time in total.
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Guardsoul
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RE: Deathmatch Revival - v.9A Released May 24th!

#183

Post by Guardsoul » Mon May 27, 2013 3:46 pm

Well, this is the icon that I used when the Core Team was developing the ZDCMP2 for the credits.

Image

Its a 100x100 image that only needs a scale (unless you preffer another image)

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

#184

Post by katZune » Mon May 27, 2013 6:43 pm

i'm going to use the gear of Gow 3, letme edit it ok =P
my one, i'm tooooooooooooo lazy to edit it more heh

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128x128

if you want to edit it more here is the original

http://s1070.photobucket.com/user/katZu ... 3.jpg.html
Last edited by katZune on Mon May 27, 2013 7:33 pm, edited 1 time in total.
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
Ijon Tichy wrote:
Catastrophe wrote: Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here

only justice

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

#185

Post by Doomkid » Tue May 28, 2013 2:51 am

Great icon picks, guys. It doesn't have to be exactly 64x64, just anything under 128x128. What I think we'll have is a list of all mappers up on a sort of placard, and then our pictures around the map as if we've "postered" them around ourselves. I'll get to work on this map now!
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Doomkid
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RE: Deathmatch Revival - v.9A Released May 24th!

#186

Post by Doomkid » Wed May 29, 2013 3:08 am

Decay wrote: Image

Don't forget to credit artists for pictures if you do this. http://en.wikipedia.org/wiki/File:Apocmessiahwar1.png
Great point Decay, I'm glad you mentioned it.
Last edited by Doomkid on Wed May 29, 2013 3:09 am, edited 1 time in total.
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Ogre
 
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RE: Deathmatch Revival - v.9A Released May 24th!

#187

Post by Ogre » Sun Jun 02, 2013 11:51 am

Wow, I almost forgot about all of this.

Anyways, you can use my Drew Pickles fish icon in the credits.
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RE: Deathmatch Revival - v.9A Released May 24th!

#188

Post by Lollipop » Sun Jun 02, 2013 12:00 pm

I havent bothered reading all the content written on 10 pages, but though Im not really a fan of DM myself, I support the idea of keeping the gamemode alive. Best of luck.
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
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are you getting uncomfortable jap
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mr fiat
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RE: Deathmatch Revival - v.9A Released May 24th!

#189

Post by mr fiat » Tue Jun 04, 2013 8:19 am

also i finished my map, il send it in pm. also feel free to alter it if you have to
Spoiler: screenshots: warning large pics (Open)
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on a side note i made the map in boom format so it should work just fine in most sourceports.
Last edited by mr fiat on Tue Jun 04, 2013 8:21 am, edited 1 time in total.

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

#190

Post by agaures » Tue Jun 04, 2013 9:06 am

Image

91 X 100
Close enough :smile:
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

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

#191

Post by mr fiat » Tue Jun 04, 2013 9:13 am

agaures wrote: Image

91 X 100
Close enough :smile:
wrong thread?

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

#192

Post by Guardsoul » Tue Jun 04, 2013 10:01 am

mr fiat wrote:
agaures wrote: Image

91 X 100
Close enough :smile:
wrong thread?
Its just the avatar he wants in the credits map :exclaim:

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

#193

Post by Doomkid » Fri Jun 07, 2013 5:11 pm

DMR is still alive and kicking! I've been working on a new Beta featuring plenty of little imrovements - Lots of progress once again. (Why does this kind of stuff have to be so tedious and time consuming?!)

-Credits map built! I went the simple "Names scrolling in lights" route, no picking of favorites or little icons or anything, although it's a bit of a shame not to use the awesome icons such as the one Agaures posted. I think this works best for everyone, though.

-Texture issues begone! Aside from the VERY rare stray flat, every texture issue is resolved and all maps are totally cross compatable. It took plenty of time, but this is a great step!

-Details added. Map 16 (Deathmatch Prison) was very bare, and has had a lot of love shown to it. I think it's looking pretty slick. Map 24 (Splatter House) is an awesome map but it suffers from some serious textures issues. A few other maps could stand a bit more detail too. Joepallai, do you plan on working further on this map? Just let me know whenever :)

-Some MIDI's changed. Some repetitive MIDI's were swapped and other requests have been met. If you want me to change your song, just send the new file my way and I'll put it right in.

Long short, here's where we stand: Another run through of beta testing: Looking for any remaining glitches, and detailing the very few remaining sparse areas. Any texture alignments should be pointed out too - We want the maps to have that nice 'finished' look to them.

mr_fiat, although the map voting and everything has finished, I think there's some room to squeeze another secret map in. I need to check it out further, but I doubt anyone will oppose a nice little addition.

Dusk is also working on a map that looks quite sexy which can be seen earlier in the thread. I'm hoping to hear back from him about that soon - I want to give it a blast!

I think it's safe to put soft a release date on this - So let's set it to July 4th! Everyone squeeze those final changes in now, and let me know if you plan on doing any further work to your maps! Screenshots and the latest DMR wad coming very very soon!
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RE: Deathmatch Revival - July 4th Release Date Set!

#194

Post by Doomkid » Mon Jun 10, 2013 8:22 am

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Another new DMR beta is ready, fresh out of the editor!

DOWNLOAD VERSION 0.9B:
http://www.mediafire.com/download/59yfb ... MR_v9b.zip

A lot of updates, enough to set a release date at July 4th!

Keep it up, fellas!
Last edited by Doomkid on Mon Jun 10, 2013 8:23 am, edited 1 time in total.
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katZune
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RE: Deathmatch Revival - July 4th Release Date Set+NEW BETA!

#195

Post by katZune » Mon Jun 10, 2013 8:06 pm

Oh man, when i play this, i have a feel... you know, those old days. hey doom kid, if you need any help in a future project you can PM me :) oh and i'll fix fews bugs in my map, i'll edit this and upload it
Last edited by katZune on Mon Jun 10, 2013 8:28 pm, edited 1 time in total.
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
Ijon Tichy wrote:
Catastrophe wrote: Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here

only justice

katZune
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RE: Deathmatch Revival - July 4th Release Date Set+NEW BETA!

#196

Post by katZune » Mon Jun 10, 2013 9:37 pm

sorry for doublepost but this is important ok here is my map: http://www.mediafire.com/download/qne7p ... 25newv.wad

just noticed a bug (?), in zandronum, the lava in my map only does 10 damage per second but in zdaemon and odamex, it does 20 damage per second.
so actually to get the megasphere (bah is not a secret anymore D: but anyway lol) is easiest in zandronum, i don't know if its maybe a compatibility option or what but you guys should check that...

note: the map is made for have the option jump to off, and the damaged is set via generalized options (20 damage per second), boom format
Last edited by katZune on Mon Jun 10, 2013 9:39 pm, edited 1 time in total.
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
Ijon Tichy wrote:
Catastrophe wrote: Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here

only justice

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Doomkid
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RE: Deathmatch Revival - July 4th Release Date Set+NEW BETA!

#197

Post by Doomkid » Tue Jun 11, 2013 6:07 am

Is there any chance that Oda and Zdaemon were on Nightmare but Zanny wasn't? That's so odd. But yes, in future projects I'd certainly like to have you on board!
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katZune
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RE: Deathmatch Revival - July 4th Release Date Set+NEW BETA!

#198

Post by katZune » Tue Jun 11, 2013 11:47 pm

its weird, when i play directly the wad, i get the bug, but when i test it with doombuilder, it work properly, i dont know exactly what could be but i think there is no problem, maybe could be easiest on zan but is ok
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
Ijon Tichy wrote:
Catastrophe wrote: Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here

only justice

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Doomkid
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RE: Deathmatch Revival - July 4th Release Date Set+NEW BETA!

#199

Post by Doomkid » Mon Jun 17, 2013 5:05 pm

I've made this somewhat slower, changed up version of HITFLOOR.mid with a bit of a trancey vibe. I'm curious if you guys like it or not: http://www.mediafire.com/download/oh9pp ... _remix.mid

I made this for DMR, but you may also use it if you want to, Just make sure you note that "Doomkid made this remix" somewhere :) I posted it over at Doomworld as well but I'm shamelessly whoring it in this thread too. :wink:
Last edited by Doomkid on Mon Jun 17, 2013 5:06 pm, edited 1 time in total.
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RE: Deathmatch Revival - July 4th Release Date Set+NEW BETA!

#200

Post by Doomkid » Sun Jun 23, 2013 11:15 am

Hey everyone, I'm going to be out of town from the 26th until July 1st, which may cause delays in this whole tune-up process. However, I feel extending the release date further may be a good idea at this point, although I don't want this to go on forever like some other community projects have. Here's why I think it's a good idea to keep working more on these maps [Note: We will only go through this process if a significant amount of DMR mappers agree. Otherwise, we will make the few finalzing changes and continue forward with a July 4 release. It's up to the mappers!]
Wincarthym said:
I mean, by your logic you should put monsters in these maps too to be truely authentic. Trying not to come off as rude, but trust me, these changes are for the better.
Definitely a fair point, some of these maps are a few minor changes from being much smoother by modern DM standards. If enough of the other mappers think it's worthwhile, I may postpone the release date to really polish up some of these maps, and make even further cutbacks to some other maps that are a bit too basic (I mean really, I spent about 30 minutes tops on 'Donut', it won't be any great loss for it to be cut.)

A wise Doomer once said that a longer development process for a better mapset is always worth it - the further into this project we get, the more I think I agree. Time will tell!
TheMionicDonut said:
There ARE monsters in some of the maps...
I would say this is probably the least of the problems we have with a few of these maps, but this is the kind of thing I'm going to go through and clear out entirely. The more I entertain the idea of truly getting these maps in tip-top shape, the better it seems. It would be a shame for all of this effort to go to waste on maps that aren't well recieved by the few consistent DMers we have left.
doomguy93 said:
To Doomkid92: Wincarthym and I both agreed that map 02 (shootout) from my Combat Doom.wad would be more appropriate for DMR. It was a decision between map 02 & map 06 and he recommended map 02. Would you mind removing spaceport and substituting shootout in its place?

I apologize if this may be an inconvenience to you.
Certainly not! I think this sounds like a great decision.

I'm pretty excited to start on this "true" revision process, though again, this is only if most others are on board. I'm hoping the rest of you will agree that perhaps it's finally time to try and get Tango in on this project - that man knows a sexy Doom map! :)

Looking forward to hearing everyone's thoughts.
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