Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Doomenator
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#21
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by Doomenator » Sat May 07, 2016 7:29 pm
Kara Kurt wrote:Convincing someone is one thing, teaching him is another thing. As far as you can understand the mechanics and everything dueling involve the rest (skill, tactics, etc) might come later.
And what exactly do you want to hear? Besides that I have no problems with this map.
The fact that it is not like "conventional" and "competent", does not make it bad. Just It requires certain kind of skills and game tactics.
Decay wrote:23 years of playing games doesn't make you good at games :(
Captain Obvious? Doesn't make, but gives some knowledge and experience.
And your remarks like this, do not attach importance to your opinion. You said nothing about map. What is the real meaning of your posts?
How bad I am at games you will always be able to prove. CSS at any time at your service.

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Frits
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#22
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by Frits » Sat May 07, 2016 7:31 pm
Razgriz wrote:The test is a nicer improvement, though if you feel it's too stretched out, I would say the area where you could make a little bit smaller would be the two circular rooms. Otherwise the map is fine, it feels big partially because there is 2 additional floors but overall the floors are small themselves.
Alright thanks man, i'll go and polish it then.
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Slyfox
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#23
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by Slyfox » Sat May 07, 2016 7:41 pm
Doomenator wrote:
The fact that it is not like "conventional" and "competent", does not make it bad. Just It requires certain kind of skills and game tactics.
Theres a difference between unconventional, and feeling like the map inhibits damn near all movement. And I would hope he would want to make a 'competent' map, so yknow, people would play it?
Doomenator wrote:
How bad I am at games you will always be able to prove. CSS at any time at your service.

Uh oh Decay, he said he's gonna whoop you in CSS, better make sure it is not a map replicating a damn
corporate building
But anyways, the newer sized version of the map is actually breathable, and it feels a lot better with that size. I agree with Rangle though if you wanna hit the circular rooms a little bit
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Razgriz
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#24
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by Razgriz » Sat May 07, 2016 9:08 pm
Yeah when it reached a more complete state you should use be or tspg to test it out live 5/5.
Decay wrote:uhhhhhhhh how about a good old fashioned Doom 2 duel, you know the game both of us have and are here for. What kind of shit is this? "Let's play another game" hey dude I know we're on a Doom forum but let's play a game of online scrabble, that'll show you

Fight me right now, I will show you who is better at mapping in chex format for doom3
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Doomenator
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#25
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by Doomenator » Sat May 07, 2016 10:08 pm
Decay wrote:uhhhhhhhh how about a good old fashioned Doom 2 duel, you know the game both of us have and are here for. What kind of shit is this? "Let's play another game" hey dude I know we're on a Doom forum but let's play a game of online scrabble, that'll show you

What? The height retardation turned into an inferiority complex?
Of course this is a Doom forum. But you tried to say:
Decay wrote:23 years of playing games doesn't make you good at games :(
Therefore i reserve the right choose the game. There's a difference between the chatter on the forum and something real.

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Doomenator
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#26
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by Doomenator » Sat May 07, 2016 11:38 pm
Decay wrote:Master of Doom map critique and knowledge can't play Doom I guess :(
It will be possible to play Doom but only after you win in CSS. And yes, on this map.
You didn't write anything regarding the topic. It does not matter how well you play Doom, because you can't answer for his words.
Finish Trolling, need to know the measure.
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Ru5tK1ng
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#27
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by Ru5tK1ng » Sun May 08, 2016 1:44 am
Why not just duel each other on this map, Doomenator? It would be good for the map to get real world testing so proper feedback can be given to the author. Put your so called 23 years experience to the test and play Decay instead of just beating up on bots.
But I know you'll just back out and continue play forum ping pong.

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Doomenator
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#28
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by Doomenator » Sun May 08, 2016 2:13 am
Decay wrote:I don't understand why Doom attracts so many brain damaged individuals. I'm not buying a game I've never played to play you for 1 round, nor am I downloading and signing up for applications I don't have to play this game. We both play Doom. This is a Doom forum. You're pretending to know what's good for a Doom map. If you want to throw down, you play Doom. If you don't want to play Doom, just say so. Go find counter-strike games elsewhere and at least challenge people who actually own the game

Again began to rush to extremes? That would show that you yap there is no need to specifically play Doom, just because you said something on a Doom forum.
Doom has a special priority? Let's continue to go through the list, what about Quake III? Maybe Doom is more professional in eSport? Or you can play only Doom?
But at the same time, talk about my experience in DM games.
P.S. You have severe illness, and even ban not cure it.

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Mobius
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#29
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by Mobius » Sun May 08, 2016 2:25 am
Why did Fritz make a bad map for someone else to champion and not duel on?
Last edited by
Mobius on Sun May 08, 2016 2:27 am, edited 1 time in total.
dewsome: i can do this all day
dewsome: do you think you're somehow special? i spent years arguing with nostar, jenova, mobius
<+Thomas13> Mobius u r inferior, go outside and get beaten up
Alfonzo ~
"I wonder who will hear him trash talk when the dirt closes over him?"
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Doomenator
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#30
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by Doomenator » Sun May 08, 2016 2:26 am
Ru5tK1ng wrote:Why not just duel each other on this map, Doomenator? It would be good for the map to get real world testing so proper feedback can be given to the author. Put your so called 23 years experience to the test and play Decay instead of just beating up on bots.
But I know you'll just back out and continue play forum ping pong.

So I've offered to play on this map after CSS. Despite the fact that my skill in the Doom the lowest.
I do not understand why some individuals are talking about me just because my opinion about this map different from them. Or rather, I understand, but pretend to not.

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Shane
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#31
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by Shane » Sun May 08, 2016 2:27 am
Meet me in doom, it's goin' down
Meet me in CSS, it's goin' down
Meet me on the forums, it's goin' down
Anywhere you meet me guarantee it's goin' down
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Razgriz
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#32
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by Razgriz » Sun May 08, 2016 2:32 am
Hey no more memes or I will give out warnings and maybe bans if I feel like it. We'll wait for a newer version of the map to come out and Doomenator will show us 23 years of pretend experience and pretend map knowledge at play vs Decay. Sounds good? Good.
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Kara Kurt
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#33
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by Kara Kurt » Sun May 08, 2016 7:23 am
Doomenator wrote:Kara Kurt wrote:Convincing someone is one thing, teaching him is another thing. As far as you can understand the mechanics and everything dueling involve the rest (skill, tactics, etc) might come later.
And what exactly do you want to hear? Besides that I have no problems with this map.
The fact that it is not like "conventional" and "competent", does not make it bad. Just It requires certain kind of skills and game tactics.
I don't want to hear stuff. The best way of testing a map is so play it agains't a considerably decent dueler.
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Kara Kurt
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#34
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by Kara Kurt » Sun May 08, 2016 7:25 am
Doomenator wrote:Kara Kurt wrote:Convincing someone is one thing, teaching him is another thing. As far as you can understand the mechanics and everything dueling involve the rest (skill, tactics, etc) might come later.
And what exactly do you want to hear? Besides that I have no problems with this map.
The fact that it is not like "conventional" and "competent", does not make it bad. Just It requires certain kind of skills and game tactics.
I don't want to hear stuff. The best way of testing a map is to play it agains't a considerably decent/experimented dueler.
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Tiger
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#35
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by Tiger » Sun May 08, 2016 7:43 am
This map isn't bad, just a different variant design. However, there's two major concerns I have:
- The map is generally too cramped, I feel claustrophobic with the 128x wide and 168 wide rooms and hallways.
- The sky is way too unrealistic, it simply rotates in the x-axis way too fast.
Doomenator wrote:
Don't see any problems regarding this. Except that bots can't play on this map.
That is to be expected with maps that are variant vertically - including 3D Floors and the like. Carn's and Cajun bots were never designed to work this way, such designs with the use of 3D Floors were never foreseen back in 2004 (more or less within the years). Someone will need to make a new AI that can work within the 3-axis of the Cartesian plane ;)
Nicholas Gautier
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Frits
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#36
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by Frits » Sun May 08, 2016 8:51 am
Thanks for the feedback, will fix that sky.
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Doomkid
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#37
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by Doomkid » Sun May 08, 2016 12:08 pm
EDIT: Wow, didn't realize there was 3 pages here, this response assumes the thread ended at the end of page one, d'oh. It's just a general post, not direct at you, Frits. Either way, I'm glad to see this map shaping up well.
Old post: I remember how when I first came back to community DM mapping, I tried to defend flaws in my maps as "tactical" and "testing generally untested aspects of DM skill" and so forth, and there is a grain of truth to that defense, but after deathmatching regularly I now understand the criticisms and take them on board - Playing through some of my DM maps from 2013ish, some are still okay, but some simply aren't fun because instead of listening to advice I went on and kept the 'out there' stuff in place, so the whole round feels like you're dealing with the elephant in the room rather than just fragging and having fun.
I just figured I'd share this little tidbit since it's somewhat related - It seems Frits is willing the change the most obvious culprit, the width of corridors and such, so clearly he's willing to take criticism on board which is definitely a good thing.

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Frits
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#38
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by Frits » Sun May 08, 2016 4:33 pm
Alright alpha v3:
http://wikisend.com/download/484534/nsduel_alpha3.pk3
Everything is in place to test the gameplay. Tell me what you think about item placement or if there are nasty spots that you get stuck behind. After that i'll detail it and polish it up.
Gives you a lot less vertigo now that everything is wider :D
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Tiger
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#39
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by Tiger » Sun May 08, 2016 6:00 pm
Really nice, there's plenty of space to move around in. The sky looks fine as well, atleast its rotation isn't too strange on the eyes anymore. But now that I can move around in the map, I quickly think about using a
Grenade Launcher - which would be perfect. You can make
SkullTag's resources a dependency, or you can fetch one from
here (do note that you'll have to tweak it. But if needed, I can provide you the fixes). In addition, the map does feel empty in the detail department. But, if I recall correctly in your previous posts - that'll be worked out later on, which is great. You'll need to fix up the Marbel face texture when you have the time:

Nicholas Gautier
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Razgriz
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#40
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by Razgriz » Sun May 08, 2016 9:16 pm
Ok so I have a bit of feed back, so far there is only two spots on the map where there is a slight drop in fps for me.
Just be mindful of how many 3D floors are in view, if you can cut down potentially or join sectors, do it. If it drops slightly for me, it means that people with 1999 piece of junks will lag really hard at those places and maybe even other spots.