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ZanDom02

Posted: Tue Mar 05, 2013 12:52 am
by cybershark
Almost the 7th anniversary of Aabra's STdom pack, and there's still only about eight Domination maps for Zandronum?
I was always of the opinion that this sucked, so I decided to convert my Zdaemon Domination mappack over :biggrin:

I guess most people are familiar with the mode, so there's really not much to say - other than "Here's nineteen new maps for it!". Well... new-ish. A few were conversions of some pre-existing maps, but most were originals.

They are quite different to the STdom maps, as they do not have team bases to spawn in. Players just get straight into the action, like in FFA. This also means that the maps can be played with 2, 3 or 4 teams. In theory, at least. (Does Domination even work with all 4 teams?)

Oh, and the maps contain varying numbers of points. Everything from one point (King of the Hill) through to six points :wink:

Only other things to note if you want to play this are:
It does not require st_data and st_actors to run. They may even cause problems if loaded.
Map10 is the single-point map. It needs a lower scorelimit than the rest. If this is not possible, it should be skipped.

Get it here: ZanDom02

And here's some pics:

rE1M1x by cybershark
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G5 Harbour - Sector 51 by _DaRk_
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WolfenDom by cybershark
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Nectar Delta by franckFRAG
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Greenwar Map09 by Grotug
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Cryptology by cybershark
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Industrial Island by The Ultimate Doomer
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Bazoik Nutritionary by TheCupboard
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RE: ZanDom01

Posted: Tue Mar 05, 2013 2:27 am
by Ænima
My vote for this week's FNF!

RE: ZanDom01

Posted: Tue Mar 05, 2013 7:05 am
by Konar6
OMZG cshark lives.
Very good, I just felt like playing something classic and yet innovative.

RE: ZanDom01

Posted: Tue Mar 05, 2013 8:23 am
by Zeberpal
cybershark and his fave cc3 sprites :>

Nice to see franckFRAG, TheCupboard and DaRk participated in it.

RE: ZanDom01

Posted: Tue Mar 05, 2013 7:41 pm
by Marcaek
I think it could use some markers on the capture points.

EDIT: also MAP19's skybox is breakable with freelook, the sprites move around.

RE: ZanDom01

Posted: Thu Mar 07, 2013 6:53 pm
by TerminusEst13
Daaamn, those look incredible. Great work on them.

RE: ZanDom01

Posted: Thu Mar 07, 2013 11:21 pm
by cybershark
Marcaek wrote:I think it could use some markers on the capture points.
Couldn't understand this - as the capture points are the markers - but I think Qent cleared it up in the FNF thread:
Qent wrote:OpenGL users, make sure you enable fog so you can see the capture points!
Marcaek wrote:MAP19's skybox is breakable with freelook, the sprites move around.
Just checked it in both hardware and software, and I'm really not seeing any problem there ???

RE: ZanDom01

Posted: Thu Mar 07, 2013 11:25 pm
by Marcaek
In the skybox, if you look at the tops of the towers and then around a bit you can see the sprites moving which looks like it wasn't intended.

RE: ZanDom01

Posted: Sat Mar 09, 2013 2:06 am
by Qent
The lift in MAP13 can be broken by spectating before it rises. You could fix it by adding SetActivator(-1) to the beginning of the script, or using ordinary action specials with sector links.

RE: ZanDom01

Posted: Sat Mar 09, 2013 6:50 pm
by Catastrophe
Pretty kickass wad, only problem I had was maps with BFG's.

RE: ZanDom01

Posted: Sun Mar 10, 2013 2:16 pm
by cybershark
That's only about a third of them, and some of those are very hard to get/find.

Nonetheless, I'll take it all into account for future revisions. Thanks!

RE: ZanDom01

Posted: Sun Mar 10, 2013 6:48 pm
by Aabra
This thread receives the official Aabra seal of approval! :D Has it really been 7 years since we released the stdom wad? How time does fly....

RE: ZanDom01

Posted: Mon Mar 11, 2013 3:04 am
by Tenchu
Aabra wrote: This thread receives the official Aabra seal of approval! :D Has it really been 7 years since we released the stdom wad? How time does fly....
Omg a wild Aabra sighting! It makes me all warm inside to see you posting again.

Btw - you should start hopping on TS again. : )

RE: ZanDom02

Posted: Fri Mar 22, 2013 2:38 pm
by cybershark
Made a bunch of fixes for tonight's FNF: ZanDom02

Map13's lift is fixed
Spawns on many maps have been moved further from the Dom points
Couple of BFGs have been made harder to get
Lots of other miscellaneous crap

Project downgraded from "release candidate" to "WIP" :lol:

RE: ZanDom02

Posted: Fri Mar 22, 2013 7:41 pm
by Qent
MAP06's SECTINFO is bugged.

RE: ZanDom02

Posted: Sun Mar 24, 2013 3:17 am
by cybershark
Yeah, got it - as per our irc chat. Kinda glad I missed out on playing that particular map!
The SECTINFO method of defining Dom points may be very handy in one regard, but it's quite unforgiving if you edit the map and the sector numbers then all get shuffled around :lol:

Thought I might be able to provide a simple SECTINFO patch for that, but it don't work that way - will have to be a complete new version. But I've got that OpenGL glitch on Forest Frolics to fix, and there's countless other improvements I can still make, so that's no bad thing!

And thanks for running this again :)