Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Shane
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#1
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by Shane » Sun Feb 03, 2013 10:21 am
A combination of ultimate-dm and uptightdm, or at least the best maps from both wads, including the worse (return of ultdm06)
[
http://www.mediafire.com/file/p9tuinu8v ... ightdm.zip]uptightdm[/url]
uptightduel_a
Uptight Deathmatch Addon weapon pack this is quite bad now
Now a weapon pack that will serve no purpose in the coming days!
Spoiler: screenshots (Open)
Uptight dm was a personal project I started where the original goal was to spend as much time as possible on each map perfecting its design and item placements in order for me to learn and create professional competitive maps. This devolved into then making joke maps to poke fun at a large influx of dm creations which I found to be quite bad at the time, a very mature move. Then after I had realized ultimate-dm was not going to be the ambitious project I had desired I then merged the two together in hopes to make a massive dm megawad so everyone has to spend 10 minutes downloading from getwad. Shortly after this then I began taking submissions without a single possible care for details or level design because it was more maps, this was short lived as I had come across some maps and thought "these look god awfuly butt ugly" then scrapped a majority of them. Today the wad stands at 32 maps (2 secret maps) and is a celebration of the years of doom deathmatch and popular doom deathmatch staple wads and tropes. From all the way to udmx back to grand daddy dwango roots there is something in uptightdm for all to enjoy at least at some point or another, its even got a map so big one could host a 32 player match on there and feel satisfied with their life I guarantee it.
For the past 2-3 months I basically sat on my ass as the final uptightdm map I needed to make was roughly 3-4 incompleted rooms away from being finished and I was in no rush even up to the final 3 weeks before today all I had to do was draw 3 sectors then poof its done. Although it is not 100% I still have to draw floating islands somewhere. In any case as a sign of an apology and to show I really care I'll share the super secret uptight dm trailer with you fine folks:
Spoiler: Trailer (Open)
In hindsight this wad could probably have been finished last year if I actually wasn't so lazy developing it.
Last edited by
Shane on Sat Dec 03, 2016 6:31 am, edited 7 times in total.
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Combinebobnt
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#2
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by Combinebobnt » Sun Feb 03, 2013 5:12 pm
Played the original pack of 6; was pretty fun, and it looks like the new 4 play just as well.
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one_Two
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#3
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by one_Two » Sun Feb 03, 2013 5:25 pm
Nice maps, second one is fit. How'd you get ssg in first?
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Shane
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#4
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by Shane » Sun Feb 03, 2013 10:36 pm
one_Two wrote:
Nice maps, second one is fit. How'd you get ssg in first?
Pardon me but I'm not quite understanding the question, can you please help me to elaborate?
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one_Two
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#5
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by one_Two » Mon Feb 04, 2013 12:41 am
Shane wrote:
one_Two wrote:
Nice maps, second one is fit. How'd you get ssg in first?
Pardon me but I'm not quite understanding the question, can you please help me to elaborate?
How do you get the SSG in the first map?
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Shane
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#6
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by Shane » Mon Feb 04, 2013 1:08 am
Ooh okay I understand you now, I assume you mean the one that sits atop the corner spawn. Thats not meant for grabbing unless you spawn there (hence why it sits on a teleporter) whenever you see the silver hell teleport in any of my maps - that generally means something or someone spawns in but it's not a teleporter that can be used. If that makes any sense
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one_Two
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#7
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by one_Two » Mon Feb 04, 2013 1:22 am
Shane wrote:
Ooh okay I understand you now, I assume you mean the one that sits atop the corner spawn. Thats not meant for grabbing unless you spawn there (hence why it sits on a teleporter) whenever you see the silver hell teleport in any of my maps - that generally means something or someone spawns in but it's not a teleporter that can be used. If that makes any sense
Yeah fair enough, first time I've seen that, good though cos some high spawns are shit without weapons.
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Shane
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#8
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by Shane » Tue Mar 05, 2013 9:44 am
I've released a new pack, it dawned on me shortly after completing that I should probably let others download if there are still others working on a map for Uptight dm, if there is any that is. Anyway this new version actually has a new map to the installment, I'm trying to work in some gimmicks for the DM maps, let me know how you guys think because I believe map11's gimmick works pretty well, as well as Map11 being a new grittier and darker map now giving it more of a deathmatch feel hopefully. Also due to some old speculation and discussion I changed some of Map09's spawns to mixed weaponry instead of a all SSG cast, enforce the use of other weapons now.
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Shane
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#9
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by Shane » Fri Mar 08, 2013 12:16 pm
So after checking my own levels, I realized I messed up and missed a few spawns that needed to have Deathmatch starts, so I put them in.
Secondly I finally put ammunition and health in every map so it's actually a deathmatch wad not a duel map collective.
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Shane
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#10
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by Shane » Wed Apr 17, 2013 10:01 am
Figure I'd show that I'm not just sitting around scratching my head. I actually finished Map12, and started the layout of Map13, I just wanted to get 2 maps compiled and done before I release another version.
On other news I am going to hunt for some midi's now that would work with the maps as I soon realized not everyone plays with their music off. So if theres anyone out there with any suggestions of artists I should look up I'd be glad to hear what you have to say.
I've also tried to center some of the maps to where it takes on a 'Dwango' feel where you spawn with a pistol and search for a weapon which sparked the idea of a weapon mod that changed the pistol into an assault rifle and the Chaingun into an ammo draining weapon. Took a while to balance out the speeds but I'm sure I got it down alright. I'll be releasing that mod along with the new DM version as a standalone addon (or weapon mod for those who actually use weapon mods that don't include a decorate script).
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Shane
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#11
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by Shane » Sun Apr 21, 2013 5:22 pm
I've decided to make one more map before releasing a new version, this time with a lot of flow in it.
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katZune
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#12
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by katZune » Sun Apr 21, 2013 7:13 pm
I like the design of the maps but one thing, you should put an advertisement of exit on map 06, i didn't know that was a exit =P and in multiplayer it would be annoying
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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Shane
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#13
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by Shane » Mon Apr 22, 2013 8:47 am
Noted, and fixed
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Shane
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#14
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by Shane » Mon Apr 22, 2013 6:09 pm
I have successfully released Version 9, now with 3 spanking new maps, 2 original and 1 more parody for the funs and gigglies.
http://www.mediafire.com/?m4nc1xbc2cdtc6o
Of course the link in the first post has been altered to link to the new version.
I also like to take this time to release an addon pack I designed for it, really it can be used for any wad that usually contains pistol starts, the pistol is replaced with a rifle that fires as fast as a chaingun but the chaingun is made to shoot just a bit faster and still consume enough ammo to make the player wary of ammo consumption.
http://www.mediafire.com/?98a5b3einh5mfum
I don't expect the addon to take everyone by storm, but I thought it was neat when I designed it for test play. I should note that all the weapons have been retextured and come from an abandonware wad called 'stomper' you should definitely check it out because even though it's not finished it's a really cool wad!
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Shane
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#15
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by Shane » Mon Jun 17, 2013 3:07 am
A small update since April
Since my activity has just been absolutely shot down, I haven't been able to really focus on getting this project of mine done which is a shame considering this is probably the best work I've put out since the start of my mapping career. I'd like to see this wad reach at least the 32 map limit and now I want to put out a quick help ad to anyone who wants or wanted to make an old school style map and put it to a project where it would see more playability.
I've been asking around individually but I haven't received much luck yet so I'm going all out with this one and seeing who I can bring in off any public domain. I'll leave a quick explanation on rules/concerns in the first post as well as try to update frequently of progress on each map, I really would like this project to see an end and hopefully be recognized further along the road unlike any other project I've released up to this point.
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Shane
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#16
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by Shane » Tue Jun 25, 2013 3:00 am
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Shane
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#17
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by Shane » Wed Jul 03, 2013 9:38 pm
Now I'm pleased to announce that Uptight Deathmatch version 11 has been released.
I skipped 10 as we already played and tested through that, discovered small nitpicks and potential map changes which should be implemented before an actual release. Thanks to those who showed up for the testing by the way.
Finally a release where I added 5 additional maps to the pack! I completed maps 31 and 32 and as per usual of deathmatch standards they are the gimmick maps, map31 being a minigame of telefragging and map32 brings you to the Shoot map armed with nothing but a berzerk pack and a wide open arena, forcing you to engage in an interpretation of Smash Doom Melee.
I'm also pleased to announce that Strych has offered his hand up to create and submit a few maps, which brings me to ask again I would very much like some more mappers on board as I hate making a bunch of maps centered around only my creation because then they would become tedious and just plain repetitive.
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Marcaek
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#18
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by Marcaek » Fri Jul 05, 2013 3:37 am
Perhaps a double chainsaw for that weapon pack?
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Shane
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#19
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by Shane » Fri Jul 05, 2013 5:24 am
Oooh double chainsaw?! I know I can just add the sprite but hey! I can do better than that!!
Marcaek you just fueled my mind for nonsensical stupid fun.
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Shane
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#20
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by Shane » Mon Sep 09, 2013 7:47 pm
Well I finally did it
And I don't mean release a new version of this wad, I mean I finally put in music for all the maps including intermission. Title screen music is still pending though, but I don't think thats quite important.
Map18 has been added in, also map11 has gotten an overhaul since the last release, I enlarged the arena much so, widened the skinny hallways, and added an additional hallway leading from the bottom to the circular room up top. This should be less of a cramped mess and more enjoyable to deathmatch standards...
I'm getting around to making more textures, gonna make bar windows here soon and then regular windows (TNT styled ones) I would also like to give this wad more attention, since Strych really isn't gonna make a map and Lilith has been banned. I'm kind of low and out of ideas for the rest of the map list, wouldn't mind anyone else throwing in their own map.
New links in the OP
Last edited by
Shane on Mon Sep 09, 2013 7:49 pm, edited 1 time in total.