DM Revival - MANAGEMENT HELP NEEDED

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

#21

Post by Doomkid » Mon Mar 18, 2013 4:21 pm

Working on a new map! This one is a mish-mash of familiar places, and new areas too.

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Hope to see some screens from you guys soon too :cool:
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RE: Deathmatch Revival: MAPPERS WANTED!

#22

Post by one_Two » Mon Mar 18, 2013 7:18 pm

A screeny from mine, Just detail to do really.

[spoiler]Image[/spoiler]
Last edited by one_Two on Mon Mar 18, 2013 7:42 pm, edited 1 time in total.

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RE: Deathmatch Revival: MAPPERS WANTED!

#23

Post by Doomkid » Tue Mar 19, 2013 1:46 am

Looking good man, fits the solid oldschool theme perfectly. I like how pretty much everyone so far has included BFG secrets! I personally love BFG in deathmatch, as long as it isn't just handed out.
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RE: Deathmatch Revival: MAPPERS WANTED!

#24

Post by agaures » Tue Mar 19, 2013 4:53 am

A couple screens of my non-oldschool map so far.
[spoiler]ImageImage[/spoiler]
<agaures> I'm guessing you haven't played many doom mods before huh? :p
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<agaures> so not many
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RE: Deathmatch Revival: MAPPERS WANTED!

#25

Post by Doomkid » Tue Mar 19, 2013 5:22 am

Nice, agaures. These maps look like they will meld together well in the final product
EDIT: Just to make sure, that map will run in Zdaemon/Odamex, right?
Last edited by Doomkid on Tue Mar 19, 2013 5:23 am, edited 1 time in total.
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RE: Deathmatch Revival: MAPPERS WANTED!

#26

Post by agaures » Tue Mar 19, 2013 5:26 am

doom_kid92 wrote: Nice, agaures. These maps look like they will meld together well in the final product
EDIT: Just to make sure, that map will run in Zdaemon/Odamex, right?
uhh... seeming as i don't have Zdaemon or Odamex or have never played them, i don't know. It's not going to be too complex of a map.
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

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RE: Deathmatch Revival: MAPPERS WANTED!

#27

Post by Doomkid » Tue Mar 19, 2013 3:24 pm

The main restriction on ZD and Odamex is that they don't support 3D floors, they're fairly old-style ports that feature Boom and Zdoom effects. Deep water and such is fine, though. I should have been more clear with the restrictions in the original post, I really hope it won't have any effect on the maps you guys have made so far.. :redface:

The only reason for this is so that more Doomers will be able to play these maps, but I thought Vanilla might be a little too bland.
Last edited by Doomkid on Tue Mar 19, 2013 3:37 pm, edited 1 time in total.
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RE: Deathmatch Revival: MAPPERS WANTED!

#28

Post by Qent » Tue Mar 19, 2013 4:11 pm

They don't support UDMF either. I'm not even sure whether they support Doom in Hexen format.

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RE: Deathmatch Revival: MAPPERS WANTED!

#29

Post by one_Two » Tue Mar 19, 2013 4:28 pm

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?

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RE: Deathmatch Revival: MAPPERS WANTED!

#30

Post by Zeberpal » Tue Mar 19, 2013 4:35 pm

Zdaemon supports DIH. If you want to make it compatible with ODA forget about slopes.
Also if skulltag allows any textures to be put on floors or walls, ODA and ZDA requires them to be split on floors and patches.
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RE: Deathmatch Revival: MAPPERS WANTED!

#31

Post by Qent » Tue Mar 19, 2013 4:37 pm

Odamex supports slopes now.

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RE: Deathmatch Revival: MAPPERS WANTED!

#32

Post by katZune » Tue Mar 19, 2013 11:33 pm

i recommed use boom (right now i'm using in the map) is more themed to an OS map, because if you add slopes or deep water is lost a bit of the essence, if someone is going to use DISH need to watch out what he did put in the map, because is annoying to test the map with every source port, for every thing added
Whitout a good PC ATM, i will back when 2.0 come out, :)
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RE: Deathmatch Revival: MAPPERS WANTED!

#33

Post by Doomkid » Wed Mar 20, 2013 12:43 am

katZune wrote: i recommed use boom (right now i'm using in the map) is more themed to an OS map, because if you add slopes or deep water is lost a bit of the essence, if someone is going to use DISH need to watch out what he did put in the map, because is annoying to test the map with every source port, for every thing added
I believe it would have been a lot more clear if I had just stated "boom compatability" from the start (but it's way too late for that, so feel free to load it up with Odamex compatable features.) I was way too unclear with my post in hindsight, and I also [dumbly] assumed everyone knew about Zdaemon and Oda's limits. Thanks Decay for that link, I'm going to update the thread and include that for people's reference.
Last edited by Doomkid on Wed Mar 20, 2013 2:05 am, edited 1 time in total.
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RE: Deathmatch Revival: MAPPERS WANTED!

#34

Post by Ogre » Wed Mar 20, 2013 1:03 pm

You can sign me up. I am actually working on a DM map for Zandro.

And no, it won't be having any of the usual stuff I make.

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RE: Deathmatch Revival: MAPPERS WANTED!

#35

Post by Doomkid » Thu Mar 21, 2013 3:15 am

Ogre wrote: You can sign me up. I am actually working on a DM map for Zandro.

And no, it won't be having any of the usual stuff I make.
I'll go ahed and pencil you in. Is this a Zandronum-specific map, or a general Boom map? This set is aiming for Boom compatability :wink:
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RE: Deathmatch Revival: MAPPERS WANTED!

#36

Post by Ogre » Thu Mar 21, 2013 8:27 am

doom_kid92 wrote: Is this a Zandronum-specific map, or a general Boom map? This set is aiming for Boom compatability :wink:
It's a Zandronum map. I never really tried Boom, since I'm more of a ZDoom guy.

Is there still a way to make this compatible with Boom?

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RE: Deathmatch Revival: MAPPERS WANTED!

#37

Post by Springy » Thu Mar 21, 2013 9:25 am

Ogre wrote: You can sign me up. I am actually working on a DM map for Zandro.

And no, it won't be having any of the usual stuff I make.
Oh god, is this the original Ogre? It would be nice to see a non troll map from you though.
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RE: Deathmatch Revival: MAPPERS WANTED!

#38

Post by Ogre » Thu Mar 21, 2013 12:15 pm

Springy wrote: Oh god, is this the original Ogre? It would be nice to see a non troll map from you though.
Yup, it's me. :biggrin:
I won't be making one of my usual maps this time. I actually have some serious ones in production. One is the deathmatch map I will submit to this pack, and the other one is a classic map that works in the original doom2.exe
Last edited by Ogre on Thu Mar 21, 2013 12:17 pm, edited 1 time in total.

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RE: Deathmatch Revival: MAPPERS WANTED!

#39

Post by Doomkid » Thu Mar 21, 2013 2:10 pm

Ogre wrote:
Springy wrote: Oh god, is this the original Ogre? It would be nice to see a non troll map from you though.
Yup, it's me. :biggrin:
I won't be making one of my usual maps this time. I actually have some serious ones in production. One is the deathmatch map I will submit to this pack, and the other one is a classic map that works in the original doom2.exe
Well, if you'd be willing to let me tweak it around a little, I could probably get it to run in Boom, but it's your choice in the long run. :smile:
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RE: Deathmatch Revival: MAPPERS WANTED!

#40

Post by Ogre » Thu Mar 21, 2013 2:27 pm

doom_kid92 wrote: Well, if you'd be willing to let me tweak it around a little, I could probably get it to run in Boom, but it's your choice in the long run. :smile:
Sure, I'll send it to you when I'm finished with it.

Also, I have some screenshots of the map.
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The first picture is one of the outdoor areas, the water is deep water with an ammo pack at the bottom. The second picture is a conveyor belt, by the way. Obviously, the room in the third picture isn't finished yet.
Also, the sky is a moving ceiling placed in a dummy sector with a SkyViewpoint in it.
So, tell me what you think.
Last edited by Ogre on Thu Mar 21, 2013 2:34 pm, edited 1 time in total.

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