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: Screenshots of progress!

#81

Post by Doomkid » Fri Mar 29, 2013 3:44 pm

one_Two wrote: The name of mine is "oTwar" btw, like in the interpic.
Yeah, I forgot to change the damn placeholder name. [D'oh] All of these things will be fixed up by the end though
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RE: Deathmatch Revival: Screenshots of progress!

#82

Post by Ogre » Sat Mar 30, 2013 2:28 pm

W1D3A55 wrote:
MAP13 (The Crematorium): All of my wat. Seriously, I, nor anybody really, could even play this as a duel map. WAAYY too small, linear, and tight. Please tell me this isn't the final map product.
It isn't the final map product. But thanks for the critique. I'll be making it more non-linear and adding larger rooms.

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RE: Deathmatch Revival: Screenshots of progress!

#83

Post by Doomkid » Sun Mar 31, 2013 2:00 am

Very solid map so far Decay, there's going to be a perfect mix of tech bases, outdoor areas and hell maps in the final product.

Looking forward to seeing more progress from all of you. There's definitely no rush at this point, just keep us all posted :)
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RE: Deathmatch Revival: Screenshots of progress!

#84

Post by Doomkid » Mon Apr 01, 2013 2:12 pm

Hey everybody, I'm setting soft deadline of map submissions at may 1st. We already have a sizeable pack here with some really smooth maps, but there's still a lot of work to be done. Some maps are still only in their foetal stages :)

Screenshots from Joe's map:
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Another fine map!
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RE: Deathmatch Revival: Screenshots of progress!

#85

Post by W1D3A55 » Mon Apr 01, 2013 2:15 pm

^^ Is that being run from DOS?? Looks very pixelated. Not a bad map from the looks of it.

I may whip up another map eventually, as well as fix up my previous one.
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RE: Deathmatch Revival: Screenshots of progress!

#86

Post by katZune » Mon Apr 01, 2013 3:54 pm

i think he had low res (320 x 240maybe?) heh, those doom95 days
Whitout a good PC ATM, i will back when 2.0 come out, :)
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RE: Deathmatch Revival: Screenshots of progress!

#87

Post by Ogre » Mon Apr 01, 2013 4:13 pm

doom_kid92 wrote: Hey everybody, I'm setting soft deadline of map submissions at may 1st.
That is enough time for me to make a new map. But I'm gonna dedicate it to improving on The Algae Well and The Crematorium.

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RE: Deathmatch Revival: Screenshots of progress!

#88

Post by Doomkid » Tue Apr 02, 2013 12:30 pm

Yeah, I believe Joe was using DOS to take those screenies :)

Good idea Ogre, the skeletons you have now will be fine as long as you widen some corridors and make multiple ways to get from room to room. That's my suggestion, but I do like what you have so far.
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RE: Deathmatch Revival: Screenshots of progress!

#89

Post by Dusk » Tue Apr 02, 2013 3:09 pm

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RE: Deathmatch Revival: Screenshots of progress!

#90

Post by Guardsoul » Tue Apr 02, 2013 4:21 pm

Dusk wrote: Image
If Dusk has joined in your proyect you are gonna have a pretty cool map.

Anyways, seems to be a pretty decent proyect with such amount of mappers which brings too many maps with different themes. I would like to see it in a permanent server.

PD: I didnt joined this becouse this is focused to ZDaemon, Odamex, etc... so maps must be old style. If you are going to make another one where we can use latest ZDoom/Zandronum features Ill join in.

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RE: Deathmatch Revival: Screenshots of progress!

#91

Post by Doomkid » Wed Apr 03, 2013 5:53 am

That looks really cool, Dusk! I'd be greatful to have one of your maps in this pack. As Guardsoul said, it brings another theme into the mix, it's a nice blend of colors.

I'll be making another compilation beta on the 15th of April***. Send me the latest versions of your maps some time before then and it will be included :)

If this one takes off, there's sure to be another DMR some time in the future, but time will tell! Once again, I'm impressed by the progress.
Last edited by Doomkid on Wed Apr 03, 2013 3:20 pm, edited 1 time in total.
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RE: Deathmatch Revival: Screenshots of progress!

#92

Post by Dusk » Wed Apr 03, 2013 10:34 am

March? Are you doing time travel or is this going to be another mordeth? :P

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RE: Deathmatch Revival: Screenshots of progress!

#93

Post by Zeberpal » Wed Apr 03, 2013 10:41 am

I wish i had a travel machine, so I'd release all those massive detailed wads in 1994 myself!
Last edited by Zeberpal on Wed Apr 03, 2013 10:41 am, edited 1 time in total.
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RE: Deathmatch Revival: Screenshots of progress!

#94

Post by W1D3A55 » Wed Apr 03, 2013 1:25 pm

Deadline updated!!!! March 15, 1994. We must try and get our maps in by then!

OT: I'm fixing up my map for any incompatibilities with Odamex and Zdaemon. Will update it with a link in a few days.
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RE: Deathmatch Revival: Screenshots of progress!

#95

Post by Doomkid » Wed Apr 03, 2013 3:20 pm

I IS FOOL

April, not March*******
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RE: Deathmatch Revival: Screenshots of progress!

#96

Post by Doomkid » Thu Apr 04, 2013 3:54 am

durian's continued work on his "Entrymake" map:

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Looks less like D5M1 now, in a very good way.
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RE: Deathmatch Revival: Screenshots of progress!

#97

Post by Watermelon » Thu Apr 04, 2013 4:53 am

Pretty cool, hopefully we can get this on an FNF

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RE: Deathmatch Revival: Screenshots of progress!

#98

Post by katZune » Thu Apr 04, 2013 5:32 pm

nice details, i think i'll improve my map =P
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!

#99

Post by one_Two » Thu Apr 04, 2013 6:14 pm

Could we do a public release any time? It'd help to get more people testing it in a DM environment.

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RE: Deathmatch Revival: Screenshots of progress!

#100

Post by Doomkid » Fri Apr 05, 2013 1:56 am

one_Two wrote: Could we do a public release any time? It'd help to get more people testing it in a DM environment.
I think this is a great idea. The current build is already pretty outdated but we can upload that to wadtemp to allow others to join in any servers.

I'll run it past everyone, but I think this would be helpful.
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