Corruption Deathmatch - RC1 Released

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Ænima
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RE: Corruption Deathmatch

#21

Post by Ænima » Thu Dec 05, 2013 3:04 am

LE GASP

3D FLOORS IN A DM MAP?
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Puhax
 
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RE: Corruption Deathmatch

#22

Post by Puhax » Thu Dec 05, 2013 3:20 am

Ænima wrote: LE GASP

3D FLOORS IN A DM MAP?
In quite a few of them, actually. :cool:

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RE: Corruption Deathmatch

#23

Post by Puhax » Fri Dec 06, 2013 7:26 pm

Spoiler: Usless shit (Open)
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
I thought I'd post something from CRDM08.
It's a terrible and useless idea for a DM map, but it's there if anyone wants to use it during the match. There will also be other ways of going up/down so don't worry about having to use this all of the time when it's released.

On another note, we might be releasing an incomplete version of this pack, just with 12 maps, since we believe it would be useful to get public feedback.

Don't worry though, as the other 4 (or more??) missing maps will be added in a future release. We would never let those maps stay in WIP state.

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RE: Corruption Deathmatch

#24

Post by Puhax » Sat Dec 07, 2013 8:33 pm

More importantly...

The first release is finally here!

This release includes 12 maps, all of them with varying sizes, and something that slightly changes the gameplay; you'll see later.

DOWNLOAD HERE


Aditionally, you can get the music HERE
Last edited by Puhax on Sun Dec 08, 2013 5:02 pm, edited 1 time in total.

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Disguise
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RE: Corruption Deathmatch

#25

Post by Disguise » Sat Dec 07, 2013 8:41 pm

Grab it while it's still corrupted!

P.S. Three god damned years, man, but it's released (somewhat)!
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RE: Corruption Deathmatch

#26

Post by Puhax » Sat Dec 07, 2013 10:20 pm

Good news, Grandvoid FR is now hosting CRDM.
Here's the Important server information:
Name: [FR] -->Grandvoid--> Corruption Deathmatch
IP: 94.23.241.209:17086

jwaffe
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RE: Corruption Deathmatch

#27

Post by jwaffe » Sat Dec 07, 2013 10:27 pm

Haven't tested it online yet but I walked through it real quick.

The lava in CRDM14 doesn't seem to hurt me, not sure if that was intended or not; if it was intentional there's a few spaces I can get stuck in.
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RE: Corruption Deathmatch

#28

Post by Puhax » Sat Dec 07, 2013 10:29 pm

jwaffe wrote: Haven't tested it online yet but I walked through it real quick.

The lava in CRDM14 doesn't seem to hurt me, not sure if that was intended or not; if it was intentional there's a few spaces I can get stuck in.
It was intentional; however, getting stuck seems to be a problem, I'll have to fix that.

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RE: Corruption Deathmatch

#29

Post by Mysyk » Sun Dec 08, 2013 1:23 pm

Hello. I want to host it on my server. What DMFlags should I set? Show me proper maplist. And player limit.
The battle has begun. Enemy Titan's shield taking damage.
They are missiling our Titan's shield. Re-activate on Silos.

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RE: Corruption Deathmatch

#30

Post by Puhax » Sun Dec 08, 2013 4:26 pm

Mysyk wrote: Hello. I want to host it on my server. What DMFlags should I set? Show me proper maplist. And player limit.
Thanks! Here are the more important settings:

Code: Select all

 DmFlags 2905092
 DmFlags2 1536
 CompatFlags 4718592
CompatFlags2 24
Playerlimit can be anything you want, map sizes vary a lot so anything around 16 or more would be good.

Also, there is a problem with the Music wad I posted, here's an update that fixes it:
https://www.dropbox.com/s/cponn1lf4x7si2i/CRDM_mus.pk3
Last edited by Puhax on Sun Dec 08, 2013 5:02 pm, edited 1 time in total.

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Tiger
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RE: Corruption Deathmatch - RC1 Released

#31

Post by Tiger » Sun Dec 08, 2013 6:40 pm

Puhax wrote: Thanks! Here are the more important settings:

Code: Select all

 DmFlags 2905092
 DmFlags2 1536
 CompatFlags 4718592
CompatFlags2 24

If you do not mind, could you post the DMFlag (and compatflags) CVars instead? It takes me ~45 minutes to convert those bit-wise numbers into data that I can use.

Thanks :)

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RE: Corruption Deathmatch - RC1 Released

#32

Post by Puhax » Sun Dec 08, 2013 6:51 pm

Didn't think of it that way:

Code: Select all

 Weapons remain after pickup [4]
Kill anyone who tries to exit the level [1024]
Don't spawn monsters [4096]
Powerups other than invulnerability and invisibilty respawn [16384]
Invulnerability and invisibility respawn [262144]
Only let the arbitrator set FOV (for all players) [524288]
Don't allow crouching, overriding the map setting [2097152]

Barrels respawn [512]
No respawn protection [1024]

Allow instant respawn after death [524288]
Use doom2.exe's original intermission screens/music [4194304]

Old random generator [8]
Add NOGRAVITY o some actores when spawned by the map [16]
Sorry about that.
As for CVars, I'm not sure how most of them are called, so that'd take me a while longer.
Last edited by Puhax on Sun Dec 08, 2013 6:52 pm, edited 1 time in total.

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RE: Corruption Deathmatch - RC1 Released

#33

Post by Mysyk » Sun Dec 08, 2013 8:14 pm

I made my server.
Name: NM Games Corruption Deathmatch server
IP: 82.200.209.235:10673
The battle has begun. Enemy Titan's shield taking damage.
They are missiling our Titan's shield. Re-activate on Silos.

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