Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Shane
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#1
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by Shane » Mon Jun 10, 2013 11:06 pm
After playing Map07 from the IDL wad in a public ctf match, I grew an sensational hatred towards it. After vomiting for a few minutes, I remade it, and I can because it is my map to begin with.
Spoiler: Screenshots (Open)
http://www.mediafire.com/download/361ye ... evised.zip
I've changed the mid, to where theres a third route leading outside making it more of an open map. The bases have been enlarged for defense and offense purposes becoming more balanced, more exits have been added so it's not a bull-rush for the flag and praying you'll live long enough to atleast make it past one enemy spawn. For people hosting IDL wad, I highly, HIGHLY suggest adding this patch in for future
better playing experience, it's not longer a mess of a line, it's now more a line with another line on the other side, parallel lines. My jobs done.
Last edited by
Shane on Wed Aug 21, 2013 2:01 pm, edited 1 time in total.
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Qent
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#2
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by Qent » Mon Jun 10, 2013 11:38 pm
Yessss, more room, thank you so much! What's with that pit in the middle next to the rocket launcher that you can only get out of with the lift though? And quite a few textures are missing when using idl2013p.wad instead of idl2013l.wad.
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Shane
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#4
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by Shane » Mon Jun 10, 2013 11:44 pm
Hmm I really wish I had a list of textures from idl2013l and idl2013p because there are so many duplicates I can't determine specifically what textures are default ctf flats and what are added in. Infact I thought that the texture lump in both wads are the same.
My mistake was using idl2013l.wad as a resource (since it's the default map for Zandro priv, the audience I'm looking at).
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Ænima
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#5
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by Ænima » Mon Jun 10, 2013 11:48 pm
President People wrote:
Swap Meet? Sweet Map
Oh I get it. Haha.
Nice lighting, btw.
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Shane
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#6
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by Shane » Tue Jun 11, 2013 12:01 am
Bam, now compatible with idl2013p.wad
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Alpha_
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#7
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by Alpha_ » Tue Jun 11, 2013 1:51 am
Looks awesome, gotta give this a try.
Rest In Peace Brother Aaron 1994-2017

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Shane
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#8
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by Shane » Sun Jun 23, 2013 5:26 pm
Qent wrote:What's with that pit in the middle next to the rocket launcher that you can only get out of with the lift though?
Y'know I completed avoided your question and haven't noticed it until today. The middle pit is the most straight and fastest route to get from base to base, it's mainly designed for runners. And if you want to get a little advanced you can use the RL (which is located just above) to rjump onto the ledge and into your base if you're quick and agile enough. Of course it's also for D/mid players who are trying to catch runners going across the lift, just added perks to enhancing play experience.
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Shane
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#9
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by Shane » Wed Aug 21, 2013 2:01 pm
I know this is a bit late up and coming but I've updated the wad and figure people should be aware if hosted and everyone wonders why the wads don't match....
Anyway, the small rocket jump feature that was founded by some ambitious players I somewhat changed, to where now you can fall off the other side into a pit of death rather than a sure fire way to get a cap by a cheap RJ and smacking into an impassable wall, don't worry I've taken the precautions of possible carrier trolling. I've also added some stimpacks and a green armour to the ledge inside the flagroom making it a hide away for flag carriers, since the map is very frag heavy I assumed it would be suitable.
I also fixed a minor texture misalignment concerning some support textures in red base, no biggie but it bothered me so.
Link has been changed in the OP
Edit: Oh yeah I'm also undergoing speaking to Konar, Alexmax and SoulSucka (for BE) to add this map into public and private ctf servers
Last edited by
Shane on Wed Aug 21, 2013 2:02 pm, edited 1 time in total.