DM Revival - MANAGEMENT HELP NEEDED

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
one_Two
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RE: Deathmatch Revival: MAPPERS WANTED!

#41

Post by one_Two » Thu Mar 21, 2013 4:16 pm

Decay wrote: Odamex does not currently support skyboxes, fyi. Also just as a point there is no point in putting an ammo pack at the bottom of a well, it is simply not worth getting because it's too slow. Is that a shawn2 texture you used as a flat? That doesn't work in zd or oda.
Unless you make it a flat I guess?

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RE: Deathmatch Revival: MAPPERS WANTED!

#42

Post by Ogre » Thu Mar 21, 2013 5:31 pm

Shit, I just noticed something.

I started to work on this map before this colab begun. I made it in "Skulltag (Doom in Hexen format)" and decided not to put ST resources in it to make it compatible with Zandronum. I don't know how to convert it to ZD/ODA format so I'm sending the wad to doom_kid92 so he can fix it.
Sorry for being a bit of a noob to this.

:redface: :redface: :redface: :redface:
Last edited by Ogre on Thu Mar 21, 2013 5:47 pm, edited 1 time in total.

Qent
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RE: Deathmatch Revival: MAPPERS WANTED!

#43

Post by Qent » Thu Mar 21, 2013 7:31 pm

Decay wrote: Also just as a point there is no point in putting an ammo pack at the bottom of a well, it is simply not worth getting because it's too slow.
A cell pack maybe would be more appropriate, assuming there's a BFG on the map.

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Doomkid
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RE: Deathmatch Revival: MAPPERS WANTED!

#44

Post by Doomkid » Fri Mar 22, 2013 2:11 am

Ogre wrote: I don't know how to convert it to ZD/ODA format so I'm sending the wad to doom_kid92 so he can fix it
Not a problem, I'll have a look through and get it all sorted out. Not much should have to change, based on what I've seen. :cool:
Last edited by Doomkid on Fri Mar 22, 2013 2:26 am, edited 1 time in total.
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RE: Deathmatch Revival: MAPPERS WANTED!

#45

Post by Ogre » Fri Mar 22, 2013 1:23 pm

doom_kid92 wrote: Not a problem, I'll have a look through and get it all sorted out. Not much should have to change, based on what I've seen. :cool:
Alright then, send it to me through a PM when you're done.

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RE: Deathmatch Revival: Screenshots of progress!

#46

Post by one_Two » Fri Mar 22, 2013 9:03 pm

Well I remade mine because the last one didn't have great flow. I've gone for a more or less GreenWar style, and it's finished as well (possibly some ammo/health/armour layout changes, tell me what you think). Also the name is "one_Two" btw, with a capital T.

[spoiler]Image[/spoiler]



http://www.mediafire.com/?5ot1cw3cf0pf922
Last edited by one_Two on Fri Mar 22, 2013 9:08 pm, edited 1 time in total.

W1D3A55
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RE: Deathmatch Revival: Screenshots of progress!

#47

Post by W1D3A55 » Fri Mar 22, 2013 9:05 pm

oT, you may wanna put that picture in a spoiler at least. It's screwing up the page a little and it's fucking huge.

Oh and uhh here's a screenshot of mine so far. Had to get rid of my old one, and slapped this one together in 2 days. Still not done yet.
Spoiler: Dayum sistur (Open)
Image
Last edited by W1D3A55 on Fri Mar 22, 2013 9:10 pm, edited 1 time in total.
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one_Two
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RE: Deathmatch Revival: Screenshots of progress!

#48

Post by one_Two » Fri Mar 22, 2013 9:08 pm

W1D3A55 wrote: oT, you may wanna put that picture in a spoiler at least. It's screwing up the page a little and it's fucking huge.
Can't edit posts quick enough with mr no life on your tail haha.

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mr fiat
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RE: Deathmatch Revival: MAPPERS WANTED!

#49

Post by mr fiat » Fri Mar 22, 2013 9:38 pm

one_Two wrote:
Qent wrote: They don't support UDMF either. I'm not even sure whether they support Doom in Hexen format.
I think they support DIH format, only way of getting slopes isn't it?
I know late response but "zdoom doom in doom" format has slopes as well.

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RE: Deathmatch Revival: Screenshots of progress!

#50

Post by Ogre » Sat Mar 23, 2013 1:16 pm

I'm making a new map, this one will be in Boom format.

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Doomkid
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RE: Deathmatch Revival: Screenshots of progress!

#51

Post by Doomkid » Sat Mar 23, 2013 2:10 pm

one_Two wrote: Well I remade mine because the last one didn't have great flow. I've gone for a more or less GreenWar style, and it's finished as well (possibly some ammo/health/armour layout changes, tell me what you think). Also the name is "one_Two" btw, with a capital T.
I'm so bad with names.. I'll fix it up :smile: I like the greenwar-ish approach, that's definitely one of my favorite mapsets and is an awesome source for inspiration. This will be perfect for a 4 man deathmatch, and at a glance the item placement seems balanced. Also, i really like your name tag in the map, I hope more people do this, it's a nice touch.
W1D3A55 wrote:
Spoiler: Dayum sistur (Open)
Image
Looking good so far W1D3A55! I think the first actual map slot has been chosen.. this looks perfect for map07.
Ogre wrote: I'm making a new map, this one will be in Boom format.
That's cool Ogre. I went through your other map and only a few minor details had to change - The wall textures on the floor were replaced with floor textures, removed the skybox, and the colored light underwater doesn't work in ZD/Odamex, but that doesn't matter because the water itself still works, only a tiny visual detail. The conveyor belt still works just fine :wink: I still need to do a few things then I'll send it back your way. Your map opens up fine in zdoom: doom in hexen format in DB, so you don't have to worry about the skulltag format thingy either.
Last edited by Doomkid on Sat Mar 23, 2013 2:16 pm, edited 1 time in total.
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thebestmlTBM
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RE: Deathmatch Revival: Screenshots of progress!

#52

Post by thebestmlTBM » Sat Mar 23, 2013 2:45 pm

I'm glad you're filled up. I wish you a good luck.
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katZune
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RE: Deathmatch Revival: Screenshots of progress!

#53

Post by katZune » Sun Mar 24, 2013 12:16 am

screenshots of my map:
Spoiler: images (Open)
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it's at 60 or 70 percent i guess, but for how many players its going to be and do you think need more details?? because the part is that made, is for 4-6 players and is based in OS
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: Screenshots of progress!

#54

Post by Doomkid » Sun Mar 24, 2013 8:38 am

katZune wrote: it's at 60 or 70 percent i guess, but for how many players its going to be and do you think need more details?? because the part is that made, is for 4-6 players and is based in OS
It looks pretty nice, I'd just reccomend a very slight amount more detail, but it looks decent as it is. I can help with detail if you want as well :smile: Just a bit of polish. I've been working on a few other submissions as well who weren't quite satasfied or needed help getting it to run in other ports, etc. so it's not a problem

EDIT: These maps are generally for 4-8 players based on the submissions so far, so your typical not-too-small FFA maps. There are some nice duel maps so far too which I'm happy about.
thebestmlTBM wrote: I'm glad you're filled up. I wish you a good luck.
Thank you!
Last edited by Doomkid on Sun Mar 24, 2013 1:04 pm, edited 1 time in total.
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katZune
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RE: Deathmatch Revival: Screenshots of progress!

#55

Post by katZune » Sun Mar 24, 2013 12:43 pm

ok i'll add more details, i have in minds some things :) and maybe i'll add a room or more space
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: Screenshots of progress!

#56

Post by Ogre » Sun Mar 24, 2013 6:32 pm

SCREENIE TIME!

Here's some screenshots of my second map.
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katZune
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RE: Deathmatch Revival: Screenshots of progress!

#57

Post by katZune » Sun Mar 24, 2013 7:30 pm

Screenshots of my map in his final version! (with a good render, HD textures and 3D Models)
Spoiler: (Open)
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download: http://www.mediafire.com/download.php?ttetbbq3zdfedye

if do you want doom_kid92 you can add details, things etc.
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

one_Two
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RE: Deathmatch Revival: Screenshots of progress!

#58

Post by one_Two » Sun Mar 24, 2013 7:42 pm

Pretty nice katzune. I'd whack that lift up to full speed though.

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RE: Deathmatch Revival: Screenshots of progress!

#59

Post by katZune » Sun Mar 24, 2013 10:08 pm

one_Two wrote: Pretty nice katzune. I'd whack that lift up to full speed though.
in the old version was faster, but i decided to slow it because the plasmagun, the map is very open and you can spam so easy or if some1 want get more ammo for the bfg, but maybe i can make harder to get the plasmagun , idk
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: Screenshots of progress!

#60

Post by Doomkid » Mon Mar 25, 2013 3:09 am

After actually playing katZune's map, the details are just fine as they are. I like this one, it has a good sense of flow and I like the hell theme too. :biggrin:

Does anyone have any objections to me posting a beta version of the mapset so far? As of yet, some are not quite fully Oda/ZD compatable, but it can still give a good idea of what we've got. It can also help a lot of we give eachother advice and critique on our maps so far. :cool:
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