Bouncy Deathmatch[/size]
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Bouncy Deathmatch is a map pack in which every map shifts with floor and ceiling waggling actions, with a hilarious side effect of making players and items bounce up and down. Originally, I released a such a map a few days ago, but because it was April Fools' day, I simply just referred to it as a "Standard Techbase DM map" without any mention of the bouncing gimmick.
Most of the weapons have been adjusted to work with the shifting environment. Hitscan and melee weapons are unchanged, but rockets have been replaced with grenades (using sprites from
Strife), plasma spheres can now bounce off of the floor/ceiling once, and the BFG has been replaced with the
Doom pre-release BFG. Additionally, sectors cannot "move" up and down once the bouncing begins, so simple doors and lifts won't work. However, sliding doors can be created by using Polyobjects instead, and possibly create sideways crushers as well.
This is still a proof of concept because I have no idea how well it will play online, it's worked fine offline on Zandronum 2.0 with bots. If it's all good and doesn't blow up servers or end the universe, I could make this into a mapping collaboration that could cover all 32 maps and possibly more and allow you a chance to make your own bouncy environment.
Huge shout out to the guys behind the
Community Chest 4 texture pack! And to wherever the "footstep landing" and "grenade bounce" sound effects originally came from, I borrowed them from the awesome mod
Reelism, but I don't know their real sources.
MAP LIST:
[spoiler]MAP01: Rubbery Techbase
MAP02: Jumpy Fort
MAP03: Unstable Courtyard
MAP04: Shake Your Insides[/spoiler]
CHANGELOG:
[spoiler]V0.2
* New music for MAP01 and MAP02!
* Added MAP03 and MAP04![/spoiler]
DOWNLOAD HERE:
https://www.sendspace.com/file/9gur7j
MAPPING INFO
[spoiler]I am now accepting map submissions. Mapping for
Bouncy Deathmatch is fairly straightforward, in Doom Builder, just add
DoomBouncyDM_ProofOfConcept_v0.2.pk3 to the resources list when starting a new map. Please be sure to read and follow the guidelines, and shoot me with a PM when you're ready to submit.
Spoiler: Mapping Guidelines (Open)
- UDMF format maps are preferred. Hexen format is acceptable, but Doom format will be rejected on sight.
- No sectors must be tagged 0. All sectors must be at least tag 1 or they won't bounce. If there are any sectors tagged 0, I will automatically adjust their tag to 1.
- Make sure the players can't get crushed by the moving level. Don't have the ceilings too low, depending on what tag you give the sector. Make sure to check the boundaries of sectors with differing floor and ceiling heights as well.
- Keep the sector counts low. If there's far too many, the game will freeze for a certain period at the beginning of the match to apply all those waggling actions to all those sectors, taking from a few seconds up to entire minutes depending on how many sectors there are. Join sectors with others whenever possible to optimise your count. Up to 100 sectors seems reasonable enough.
- Rise/fall doors, lifts, and other floor/ceiling moving actions cannot be used with waggling sectors. But you can use Polyobjects instead to make sliding doors, as seen in MAP01 and MAP02.
- At least 32 deathmatch starts are required. Also, make sure to have a Player 1 start in case they want to run around and explore in single player for some reason.
- No exit linedefs, please. They have no place in a map pack solely for deathmatch.
- No monsters. This should be obvious.
- Custom textures are allowed, but just make sure to use TX_START and TX_END markers or TEXTURES and not TEXTURE1 or they may conflict with the included cc4-tex.wad.
- Custom decorations are allowed as long as they are static props. If you don't want them to bounce, add the +MOVEWITHSECTOR flag to them.
- Custom music is allowed. Preferred format is from classic 16-bit video game consoles like .spc or .vgz, try and go with something that fits a bouncy enviroment.
- No cursing, please. I'm not really a kind of person who includes strong language in their releases.
- Certainly no vulgar maps or decorations of any kind (impse, goatse, Kama Sutra MAP30) or they will be rejected on sight.
- No random map generators. No SLIGE or OBLIGE or anything like that.
- I reserve the right to make modifications to maps you submit.
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Finally, different ranges of sector tags affects the amplitude of the waggle on the floor and ceilings:
Spoiler: Range of sector tags (Open)
- Default: Floor: 350% | Ceiling: 450%
- Tags 50 - 99: Floor: 450% | Ceiling: 350%
- Tags 100 - 149: Floor: 350% | Ceiling: 350%
- Tags 150 - 199: Floor: 450% | Ceiling: 450%
- Tags 200 - 249: Floor: 384% | Ceiling: 450%
- Tags 250 - 299: Floor: 384% | Ceiling: 350%
- Tags 300 - 349: Floor: 416% | Ceiling: 450%
- Tags 350 - 399: Floor: 416% | Ceiling: 350%
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Have fun![/spoiler]