Unless you make it a flat I guess?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.
DM Revival - MANAGEMENT HELP NEEDED
RE: Deathmatch Revival: MAPPERS WANTED!
RE: Deathmatch Revival: MAPPERS WANTED!
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.
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.
Last edited by Ogre on Thu Mar 21, 2013 5:47 pm, edited 1 time in total.
RE: Deathmatch Revival: MAPPERS WANTED!
A cell pack maybe would be more appropriate, assuming there's a BFG on the map.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.
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RE: Deathmatch Revival: MAPPERS WANTED!
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.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
Last edited by Doomkid on Fri Mar 22, 2013 2:26 am, edited 1 time in total.
RE: Deathmatch Revival: MAPPERS WANTED!
Alright then, send it to me through a PM when you're done.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.
RE: Deathmatch Revival: Screenshots of progress!
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][/spoiler]
http://www.mediafire.com/?5ot1cw3cf0pf922
[spoiler][/spoiler]
http://www.mediafire.com/?5ot1cw3cf0pf922
Last edited by one_Two on Fri Mar 22, 2013 9:08 pm, edited 1 time in total.
RE: Deathmatch Revival: Screenshots of progress!
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.
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)
Last edited by W1D3A55 on Fri Mar 22, 2013 9:10 pm, edited 1 time in total.
Watermelon wrote: Stall is notorious for his D.
For the best song you'll ever hear, click this linkLollipop wrote: What does ETA mean? I'm sorry, but I don't get too much around on the internet.
I DARE YOU
RE: Deathmatch Revival: Screenshots of progress!
Can't edit posts quick enough with mr no life on your tail haha.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.
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RE: Deathmatch Revival: MAPPERS WANTED!
I know late response but "zdoom doom in doom" format has slopes as well.one_Two wrote:I think they support DIH format, only way of getting slopes isn't it?Qent wrote: They don't support UDMF either. I'm not even sure whether they support Doom in Hexen format.
RE: Deathmatch Revival: Screenshots of progress!
I'm making a new map, this one will be in Boom format.
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RE: Deathmatch Revival: Screenshots of progress!
I'm so bad with names.. I'll fix it up 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.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.
Looking good so far W1D3A55! I think the first actual map slot has been chosen.. this looks perfect for map07.W1D3A55 wrote:Spoiler: Dayum sistur (Open)
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 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.Ogre wrote: I'm making a new map, this one will be in Boom format.
Last edited by Doomkid on Sat Mar 23, 2013 2:16 pm, edited 1 time in total.
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RE: Deathmatch Revival: Screenshots of progress!
I'm glad you're filled up. I wish you a good luck.
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RE: Deathmatch Revival: Screenshots of progress!
screenshots of my map:
Spoiler: images (Open)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)
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RE: Deathmatch Revival: Screenshots of progress!
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 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 problemkatZune 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
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.
Thank you!thebestmlTBM wrote: I'm glad you're filled up. I wish you a good luck.
Last edited by Doomkid on Sun Mar 24, 2013 1:04 pm, edited 1 time in total.
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RE: Deathmatch Revival: Screenshots of progress!
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)
RE: Deathmatch Revival: Screenshots of progress!
SCREENIE TIME!
Here's some screenshots of my second map.
Here's some screenshots of my second map.
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RE: Deathmatch Revival: Screenshots of progress!
Screenshots of my map in his final version! (with a good render, HD textures and 3D Models)
if do you want doom_kid92 you can add details, things etc.
Spoiler: (Open)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)
RE: Deathmatch Revival: Screenshots of progress!
Pretty nice katzune. I'd whack that lift up to full speed though.
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RE: Deathmatch Revival: Screenshots of progress!
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 , idkone_Two wrote: Pretty nice katzune. I'd whack that lift up to full speed though.
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
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RE: Deathmatch Revival: Screenshots of progress!
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.
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.
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.