FastDM [idgames]
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FastDM [idgames]
Screenshots: https://imgur.com/a/c4wwq
This is currently being hosted on a 24/7 server
<[IFOC] Server> FastDM Deathmatch
http://www.ifocserv.net/ftp/wads/fastdm.zip
http://doomworld.com/idgames/index.php? ... fastdm.zip
Maplist: MAP01-MAP33
Jumping is highly recommended but the maps should be playable without it as well.
Some maps make use of thing bridges, so be careful about setting some old school flags when playing this.
All maps are in Hexen Format, though the following maps don't use thing bridges and could be easily converted to Boom compatible / possibly Vanilla Doom if there's interest in it:
MAP01, MAP05-MAP11, MAP14, MAP18, MAP19, MAP26, MAP29, MAP30, MAP31, MAP33
If you have played this, it helps a lot if you leave some feedback, either in this topic or to me over IRC. I will take what you say into consideration for future projects.
Last edited by jwaffe on Fri Aug 15, 2014 2:05 pm, edited 1 time in total.
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RE: FastDM (temp title) -- in public testing
Good, fun maps. I look forward to how it looks textured.
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RE: FastDM (temp title) -- in public testing
In revision 37 I have 32 maps
Now it is just a matter of improving or removing the maps that aren't as good, so be sure to post your feedback if you have any, I hope to start a testing server next weekend.
A lot of the maps definitely need more testing with more players before I can call this done.
If it would help, I can put up a 24/7 server with this wad.
Now it is just a matter of improving or removing the maps that aren't as good, so be sure to post your feedback if you have any, I hope to start a testing server next weekend.
A lot of the maps definitely need more testing with more players before I can call this done.
If it would help, I can put up a 24/7 server with this wad.
Last edited by jwaffe on Mon Jul 22, 2013 1:23 am, edited 1 time in total.
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RE: FastDM (temp title) -- 32 maps done, testing/feedback phase
Thanks to those who showed up today, I'm going to review the demo and make a lot of fixes for the next release.
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RE: FastDM (temp title) -- 32 maps done, testing/feedback phase
Map status as of r45; feedback on the detailing would be appreciated.
Note that pk3 format is temporary, the final release will be in wad format for Odamex compatibility. There will also need to be more testing in Odamex before this is done because I've been testing this entirely in Zandronum (it's possible I messed up and put a flat on a wall or something).
I did some testing yesterday with Combinebobnt, Marcaek, Qent, and Argentvm. They gave me some useful feedback yesterday, I figured I'd update the forum topic to get other Zandronum players' opinions too.
Note that pk3 format is temporary, the final release will be in wad format for Odamex compatibility. There will also need to be more testing in Odamex before this is done because I've been testing this entirely in Zandronum (it's possible I messed up and put a flat on a wall or something).
I did some testing yesterday with Combinebobnt, Marcaek, Qent, and Argentvm. They gave me some useful feedback yesterday, I figured I'd update the forum topic to get other Zandronum players' opinions too.
Spoiler: r45 map status (Open)
Last edited by jwaffe on Tue Dec 24, 2013 7:05 pm, edited 1 time in total.
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RE: FastDM (temp title) -- 32 maps done, testing/feedback phase
New release, r46
I'm also considering reducing the amount of monsters that spawn into the main area in MAP30, I have an idea on how to do it.
EDIT - also, what do you guys think of "HAL33DM" as a name for this project?
Spoiler: r46 map status (Open)In a rather exhausting (but fun) playthrough today I ended up playing through all 33 maps in one sitting. I'm considering removing MAP11.
I'm also considering reducing the amount of monsters that spawn into the main area in MAP30, I have an idea on how to do it.
EDIT - also, what do you guys think of "HAL33DM" as a name for this project?
Last edited by jwaffe on Sun Oct 06, 2013 2:46 am, edited 1 time in total.
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RE: FastDM (temp title) -- 33 maps done, ~22 detailed, testing/feedback phase
Apologies for the bump, but these maps really impressed me. A perfect blend of themes, and they're just so mobile - You can go everywhere you want to go right away, if that makes sense. FastDM is a very appropriate title in my opinion, it describes them perfectly, and they're suitable for about 2-10 players.
Last edited by Doomkid on Thu Nov 07, 2013 3:02 am, edited 1 time in total.
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RE: FastDM (temp title) -- 33 maps done, ~22 detailed, testing/feedback phase
I'm glad you like it so far. I've tested it with up to 16 players I think.
I'm not sure how many players these maps can handle. I'd like to find out, though. Hopefully one of these days I get a lot of players so I can see what I need to change.
I hope you'll come back and play again, the maps' themes will continue to be improved when I have the time to work on them. All of the maps were originally untextured/quickly textured layouts, I've been going through and adding details recently.
The 24/7 testing server will be left up for a while, I think, I'll keep it updated with any new versions I release. I'm pretty busy right now, unfortunately, so it may be a while before there's a update.
The Chex Pack versions of the maps will have a very different weapon balance (because I used DECORATE to scale the damage those weapons do against other players so almost everything is useful, even the fist/spoon). I'm looking forward to that, it should be interesting.
Quick maneuverability (especially between height levels) has always been something I've been really picky about in my mapping, I think it adds a lot of freedom to the player to use the map as a combat tool (and not just an obstacle or something that separates arenas).
I'm not sure how many players these maps can handle. I'd like to find out, though. Hopefully one of these days I get a lot of players so I can see what I need to change.
I hope you'll come back and play again, the maps' themes will continue to be improved when I have the time to work on them. All of the maps were originally untextured/quickly textured layouts, I've been going through and adding details recently.
The 24/7 testing server will be left up for a while, I think, I'll keep it updated with any new versions I release. I'm pretty busy right now, unfortunately, so it may be a while before there's a update.
The Chex Pack versions of the maps will have a very different weapon balance (because I used DECORATE to scale the damage those weapons do against other players so almost everything is useful, even the fist/spoon). I'm looking forward to that, it should be interesting.
Quick maneuverability (especially between height levels) has always been something I've been really picky about in my mapping, I think it adds a lot of freedom to the player to use the map as a combat tool (and not just an obstacle or something that separates arenas).
Last edited by jwaffe on Thu Nov 07, 2013 11:30 pm, edited 1 time in total.
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RE: FastDM (temp title) -- 33 maps done, ~27 detailed, testing/feedback phase
FastDM r48 out, MAP13 and MAP09 are freshly detailed from Startan, and MAP23 and MAP33 got some minor improvements as well.
I have updated the server.
EDIT:
11/30/2013
FastDM r49 released, new M_Doom graphic,
MAP11 and MAP21 are now detailed, MAP24 tweaked, other minor edits...
I have updated the server.
EDIT:
11/30/2013
FastDM r49 released, new M_Doom graphic,
MAP11 and MAP21 are now detailed, MAP24 tweaked, other minor edits...
Last edited by jwaffe on Sun Dec 01, 2013 3:53 am, edited 1 time in total.
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RE: FastDM -- 33 maps detailed, feedback phase
FastDM r50 released, MAP08 and MAP28 have been improved significantly, among some other smaller fixes.
MAP16 has been detailed but I would like more feedback on it because I'm not really 100% satisfied with it right now.
I'm considering making some custom music for this mod; if you have any suggestions for music themes I would really like to hear them.
Also, I've been considering releasing the (smaller) maps that would survive the conversion to doom format gracefully as a separate OS duel pack.
MAP16 has been detailed but I would like more feedback on it because I'm not really 100% satisfied with it right now.
I'm considering making some custom music for this mod; if you have any suggestions for music themes I would really like to hear them.
Also, I've been considering releasing the (smaller) maps that would survive the conversion to doom format gracefully as a separate OS duel pack.
Last edited by jwaffe on Sat Dec 07, 2013 11:52 pm, edited 1 time in total.
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RE: FastDM -- r51 -- detailing updates to almost all maps
r51 is up on the server; most of the texturing was kind of wild on the maps, I toned it down for r51. As always feedback is appreciated.
EDIT : screenshots here: https://imgur.com/a/c4wwq
EDIT2 : Odamex version http://www.ifocserv.net/ftp/fastdm/FastDM_r51.zip
Just as a reminder, this wad could be buggy in odamex, I could use some help with testing it in oda.
EDIT : screenshots here: https://imgur.com/a/c4wwq
EDIT2 : Odamex version http://www.ifocserv.net/ftp/fastdm/FastDM_r51.zip
Just as a reminder, this wad could be buggy in odamex, I could use some help with testing it in oda.
Last edited by jwaffe on Tue Dec 24, 2013 7:50 pm, edited 1 time in total.
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RE: FastDM -- r51 -- detailing updates to almost all maps
While testing the odamex version, I found some problems.
Unfortunately I didn't know that Odamex doesn't work well with zero tagged lifts, all of the bugs have been fixed, you can find the updated version here
http://www.ifocserv.net/ftp/fastdm/FastDM_r51a.zip
Aside from that I'm happy to say that all of the jumps are still very doable in odamex (even without Zand's air physics).
r51a does not contain any important changes for zandronum. If you don't play odamex, there's really no difference between r51 and r51a.
Unfortunately I didn't know that Odamex doesn't work well with zero tagged lifts, all of the bugs have been fixed, you can find the updated version here
http://www.ifocserv.net/ftp/fastdm/FastDM_r51a.zip
Aside from that I'm happy to say that all of the jumps are still very doable in odamex (even without Zand's air physics).
r51a does not contain any important changes for zandronum. If you don't play odamex, there's really no difference between r51 and r51a.
Last edited by jwaffe on Thu Dec 26, 2013 9:43 pm, edited 1 time in total.
RE: FastDM -- r51 -- detailing updates to almost all maps/oda bugfix
I think the layouts for these are pretty decent, and I'm glad you're working on cleaning up the visuals. Keep at it!
RE: FastDM -- r51 -- detailing updates to almost all maps/oda bugfix
i got slaughtered pretty hard on these maps the other day, pretty good
and i mean, and odamex version too ? what's not to love
and i mean, and odamex version too ? what's not to love
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RE: FastDM
FastDM is nearing completion (sorry for the long delay since the last release), I'm going to start a (zandronum) server in a few hours to test the changes done since r51 (added new spawns, mostly)
If the test goes well I'll make a version in wad format for odamex compatibility.
If the test goes well I'll make a version in wad format for odamex compatibility.
Last edited by jwaffe on Sun Feb 09, 2014 5:15 pm, edited 1 time in total.
RE: FastDM
I went through this in singleplayer and got a few notes
- in general spawns seem to just face walls, you'd expect to be able to push +forward and automatically get to action, instead you.. just hit a wall here giving things a rocky start.
- map01: those lamps around the chaingun are so going to get in the way of gameplay
- map08: forced damage. blargh.
- map12: the nukage area is essentially a dead end when you enter it from below
- map25: the amount of linedefs on screen at once kind of hurts my framerate
- map31: blargh, long flat planes... exactly what was wrong with doom 2's map31 anyway
- map32: what's the deal with that gated switch? o_O
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RE: FastDM
#1 I can't really do much about without making most of the spawns ground level (I'm concerned about rocket spam if I do that), MAP31/MAP32 we talked about in IRC, the rest of the things you mentioned will be fixed for r52.Dusk wrote: I went through this in singleplayer and got a few notes
- in general spawns seem to just face walls, you'd expect to be able to push +forward and automatically get to action, instead you.. just hit a wall here giving things a rocky start.
- map01: those lamps around the chaingun are so going to get in the way of gameplay
- map08: forced damage. blargh.
- map12: the nukage area is essentially a dead end when you enter it from below
- map25: the amount of linedefs on screen at once kind of hurts my framerate
- map31: blargh, long flat planes... exactly what was wrong with doom 2's map31 anyway
- map32: what's the deal with that gated switch? o_O
EDIT: link to r51c with mentioned changes and some other updates
http://www.ifocserv.net/ftp/fastdm/FastDM_r51c.pk3
EDIT 2: Fixed a few more things, I'm calling this r52
http://www.ifocserv.net/ftp/fastdm/FastDM_r52.pk3
Oda version:
http://www.ifocserv.net/ftp/fastdm/FastDM_r52.zip
Last edited by jwaffe on Mon Feb 10, 2014 12:09 am, edited 1 time in total.
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RE: FastDM
Working on some updates for r53
one of these updates is in the form of a Dehacked/bex patch that will make it so that certain monsters that are too tough for DM are too tall to get out of the cage on MAP30
While I was doing that I also decided to buff the pistol since it's pretty much useless in DM; it now fires about twice as fast (8 tics per shot instead of 12) and fires two bullets at once (similar to the hacx pistol)
Please let me know if you think this unbalances the gameplay, I will modify it or take it out if it does.
Here's a link to the dehacked patch if you're interested.
http://www.ifocserv.net/ftp/fastdm/FASTDM.bex
NOTE: firefox users, you need to right click on this link and "save as", otherwise it will try to preview it as a text file instead of downloading it.
Alternatively let it open as a text file and hit ctrl+S
I was thinking of including this in FastDM.wad/Pk3 (not as a separate wad), let me know what you think.
one of these updates is in the form of a Dehacked/bex patch that will make it so that certain monsters that are too tough for DM are too tall to get out of the cage on MAP30
While I was doing that I also decided to buff the pistol since it's pretty much useless in DM; it now fires about twice as fast (8 tics per shot instead of 12) and fires two bullets at once (similar to the hacx pistol)
Please let me know if you think this unbalances the gameplay, I will modify it or take it out if it does.
Here's a link to the dehacked patch if you're interested.
http://www.ifocserv.net/ftp/fastdm/FASTDM.bex
NOTE: firefox users, you need to right click on this link and "save as", otherwise it will try to preview it as a text file instead of downloading it.
Alternatively let it open as a text file and hit ctrl+S
I was thinking of including this in FastDM.wad/Pk3 (not as a separate wad), let me know what you think.
Last edited by jwaffe on Sat Mar 01, 2014 9:13 pm, edited 1 time in total.
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RE: FastDM
TBH I'm not a fan of many of the spawns being up on one player sized ledges. Makes for some rather campable spawns.
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RE: FastDM
I had to get rid of almost all diagonal raised spawns so there's quite a few more spawns on the ground now for what'll be r53. Some of the raised spawns seemed ok, but I replaced or moved a lot of them.
It's about half ground spawns and half raised spawns now in most maps. Seems like it will do better now with the spawns re-arranged.
EDIT: what I'm noticing is that raised spawns seem to to good on corners, and crevice spawns seem to do good on hallways, with the occasional ground spawn near an intense area
EDIT 2: I spent most of today updating all the maps, I haven't gone through and checked them yet so there could be problems, but if you would like to see what I've fixed so far here's a link:
http://www.ifocserv.net/ftp/fastdm/FastDM_r52a.pk3
Significant changes:
Revised spawns in almost all maps
Changes to MAP03's layout
Screenshot:
[spoiler][/spoiler]
Changes to MAP06's Layout
Screenshot:
[spoiler][/spoiler]
Changes to MAP07's layout
Screenshot:
[spoiler][/spoiler]
MAP16 redetailed again
Screenshot
[spoiler][/spoiler]
It's about half ground spawns and half raised spawns now in most maps. Seems like it will do better now with the spawns re-arranged.
EDIT: what I'm noticing is that raised spawns seem to to good on corners, and crevice spawns seem to do good on hallways, with the occasional ground spawn near an intense area
EDIT 2: I spent most of today updating all the maps, I haven't gone through and checked them yet so there could be problems, but if you would like to see what I've fixed so far here's a link:
http://www.ifocserv.net/ftp/fastdm/FastDM_r52a.pk3
Significant changes:
Revised spawns in almost all maps
Changes to MAP03's layout
Screenshot:
[spoiler][/spoiler]
Changes to MAP06's Layout
Screenshot:
[spoiler][/spoiler]
Changes to MAP07's layout
Screenshot:
[spoiler][/spoiler]
MAP16 redetailed again
Screenshot
[spoiler][/spoiler]
Last edited by jwaffe on Sat Dec 05, 2015 8:14 pm, edited 1 time in total.