Deathmatch Revival--Reboot
Posted: Wed Jul 10, 2013 5:19 pm
Deathmatch Revival—Reboot 7/10/13
I love the idea behind DMR—an old school vibe Death Match megawad. It screams metal and brings back memories of hours spent hunting down your opponent in some vaguely industrial, vaguely hellish place. Fuzzy detailing and constant action as you race for the BFG so you can vaporize everyone in one perfectly timed shot.
At least that's how it should be ideally....... afterwards …...once it's completed. Right now however, there is a lot of work that needs to be done, in order to make this a really good deathmatch experience. There are too many maps (roughly 1/3) with bad design elements and/or questionable layouts for this to be remembered as anything other than a project that was put together too quickly and then failed to self regulate. (It's okay; it was exciting, but now if we want this to be remembered in a good way, we'll have to work at it.)
My goal as new project leader is to improve the quality of this level set and salvage as many maps, locations and/or ideas from the 35 maps submitted and refine them enough to meet the following criteria:
1. The map must be fun to play; well balanced ; and engaging over the long term.
2. Port specific features used need to add to the Deathmatch experience in a significant gameplay related manner.
3. Port specific features used need to be 100% cross compatible between these two source ports: Zandorum and Odamex
4. Gameplay over graphics (unless it is ugly enough that I am forced to make a call on it.)
To this end, currently submitted maps will be reviewed and given a critique by myself; in addition to the previously volunteered critiques by outside sources. The map author will then have a month to show willingness to improve upon their work. Map authors unwilling to change/improve upon their work face being cut from the project. I am looking for people who want to make something outstanding; and are willing to do the time necessary to achieve that. You don't have to present us with a masterpiece during the one month rework phase (though that would be nice). You do have to show the rest of the team that you are serious. No one is exempt here.
Any map chosen for removal, can be championed by another map author to be improved upon (much like I did with Map24 Splatterhouse). If this happens, then the same one month improvement cycle applies.
All map authors will be given credit/partial credit or initial credit status for maps and/or map sections used in the final DMR text file and Map credit screen. Map authors retain full ownership of their final submitted map and can reuse this in their own compilation later. The final version of the map as released under DMR is not for reuse however.
For the sake of the project, music selection needs to be done by someone other than myself.
That's enough to get started. I look forward to working with everyone to make something great.
Joe
reserved
I love the idea behind DMR—an old school vibe Death Match megawad. It screams metal and brings back memories of hours spent hunting down your opponent in some vaguely industrial, vaguely hellish place. Fuzzy detailing and constant action as you race for the BFG so you can vaporize everyone in one perfectly timed shot.
At least that's how it should be ideally....... afterwards …...once it's completed. Right now however, there is a lot of work that needs to be done, in order to make this a really good deathmatch experience. There are too many maps (roughly 1/3) with bad design elements and/or questionable layouts for this to be remembered as anything other than a project that was put together too quickly and then failed to self regulate. (It's okay; it was exciting, but now if we want this to be remembered in a good way, we'll have to work at it.)
My goal as new project leader is to improve the quality of this level set and salvage as many maps, locations and/or ideas from the 35 maps submitted and refine them enough to meet the following criteria:
1. The map must be fun to play; well balanced ; and engaging over the long term.
2. Port specific features used need to add to the Deathmatch experience in a significant gameplay related manner.
3. Port specific features used need to be 100% cross compatible between these two source ports: Zandorum and Odamex
4. Gameplay over graphics (unless it is ugly enough that I am forced to make a call on it.)
To this end, currently submitted maps will be reviewed and given a critique by myself; in addition to the previously volunteered critiques by outside sources. The map author will then have a month to show willingness to improve upon their work. Map authors unwilling to change/improve upon their work face being cut from the project. I am looking for people who want to make something outstanding; and are willing to do the time necessary to achieve that. You don't have to present us with a masterpiece during the one month rework phase (though that would be nice). You do have to show the rest of the team that you are serious. No one is exempt here.
Any map chosen for removal, can be championed by another map author to be improved upon (much like I did with Map24 Splatterhouse). If this happens, then the same one month improvement cycle applies.
All map authors will be given credit/partial credit or initial credit status for maps and/or map sections used in the final DMR text file and Map credit screen. Map authors retain full ownership of their final submitted map and can reuse this in their own compilation later. The final version of the map as released under DMR is not for reuse however.
For the sake of the project, music selection needs to be done by someone other than myself.
That's enough to get started. I look forward to working with everyone to make something great.
Joe
reserved