Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Lord_of_D:
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#1
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by Lord_of_D: » Sun Mar 27, 2016 7:53 pm
Checking out how Prop Hunt is reviving once again, i thougt "why not try to revive the idea of the map pack?" at least to make it last this time. I already have made a map that was supposed to be for the previous map pack attempt, but hey, its something isnt it. I'll still work on another map, maybe a third one, but what about the rest? would any of you like to make a map? if yes, then go for it, just respect some rules that im going to place below:
Spoiler: Rules for Mapping (Open)1- The map must have EVERY playable item, that means weapons, ammo, health pickups, power ups, keys, decoratios, etc. Make sure that there is not even one left, but it cant have new kind of decorations.
2- The props most be placed in a way that it looks like there are missing items(kind of like 1 torch next to a door, while another one can be on the opossite side)
3- There wont be rooms or spaces only accesible by small props, so it wouldnt break the game.
4- Doors most be scripted, you cant use the line actions, instead use a script kind of like the next one:
Code: Select all
Script 1 (void)
{
Floor_LowerToNearest(5,100);
Delay(200);
Floor_RaiseByValue(5,100,72);
}
5- You can use music for the map, but it musnt be too loud
6(Optional)- The map must be designed to work for Deathmatch
Spoiler: Map List (Open)Map01 - Meanwhile in Doomcraft - Lord of D:
Spoiler: Screenshots (Open)
If you want to make a map, feel free to notify me or just send it once youre done.
Last edited by
Lord_of_D: on Sun Mar 27, 2016 8:22 pm, edited 1 time in total.
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Klofkac
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#2
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by Klofkac » Sun Mar 27, 2016 8:21 pm
Maybe there should be some useful script that would randomly remove some/none of the items in each room to make the missing items not memorizable. It is suprisingly easy to do so if you played the map enough times and you can easily tell which item is real and which is just a prop.
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Lord_of_D:
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#3
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by Lord_of_D: » Sun Mar 27, 2016 8:23 pm
Klofkac wrote:Maybe there should be some useful script that would randomly remove some/none of the items in each room to make the missing items not memorizable. It is suprisingly easy to do so if you played the map enough times and you can easily tell which item is real and which is just a prop.
i was actually thinking on something similar, make a script that removes random items, depending on their tags, like tag 8 diferent sets of props and remove 2 random of them, so they are not always the same
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Razgriz
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#4
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by Razgriz » Sun Mar 27, 2016 11:01 pm
If you wanna do it another way, just set items per skill so you can randomize it by skill. Skill 1 item placement is different from skill 2 and so on.
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Lord_of_D:
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#5
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by Lord_of_D: » Mon Mar 28, 2016 4:12 am
Razgriz wrote:If you wanna do it another way, just set items per skill so you can randomize it by skill. Skill 1 item placement is different from skill 2 and so on.
Thats another way to do it, however the result would be less random than what i said before, because it would be 1 of 5 instead of 1 of 16, also its easier to memorise because its defined by the difficulty and i think that the weapon damage would be lower this way(not sure if difficulty affects deathmatch this way)
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Razgriz
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#6
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by Razgriz » Mon Mar 28, 2016 4:18 am
Lord_of_D: wrote:Razgriz wrote:If you wanna do it another way, just set items per skill so you can randomize it by skill. Skill 1 item placement is different from skill 2 and so on.
Thats another way to do it, however the result would be less random than what i said before, because it would be 1 of 5 instead of 1 of 16, also its easier to memorise because its defined by the difficulty and i think that the weapon damage would be lower this way(not sure if difficulty affects deathmatch this way)
Only skill 1 has damage reduction I believe. But why not do both ideas? Wouldn't you get even more randomization that way?
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Catastrophe
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#7
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by Catastrophe » Mon Mar 28, 2016 4:57 am
Razgriz wrote:Lord_of_D: wrote:Razgriz wrote:If you wanna do it another way, just set items per skill so you can randomize it by skill. Skill 1 item placement is different from skill 2 and so on.
Thats another way to do it, however the result would be less random than what i said before, because it would be 1 of 5 instead of 1 of 16, also its easier to memorise because its defined by the difficulty and i think that the weapon damage would be lower this way(not sure if difficulty affects deathmatch this way)
Only skill 1 has damage reduction I believe. But why not do both ideas? Wouldn't you get even more randomization that way?
No.
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Razgriz
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#8
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by Razgriz » Mon Mar 28, 2016 5:23 am
Catastrophe wrote:Razgriz wrote:Lord_of_D: wrote:Razgriz wrote:If you wanna do it another way, just set items per skill so you can randomize it by skill. Skill 1 item placement is different from skill 2 and so on.
Thats another way to do it, however the result would be less random than what i said before, because it would be 1 of 5 instead of 1 of 16, also its easier to memorise because its defined by the difficulty and i think that the weapon damage would be lower this way(not sure if difficulty affects deathmatch this way)
Only skill 1 has damage reduction I believe. But why not do both ideas? Wouldn't you get even more randomization that way?
No.
I suppose so, but like most fad based gamemodes it'll last only but a few weeks. Good short term meme.
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Catastrophe
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#9
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by Catastrophe » Mon Mar 28, 2016 6:03 am
Razgriz wrote:Catastrophe wrote:Razgriz wrote:Lord_of_D: wrote:
Thats another way to do it, however the result would be less random than what i said before, because it would be 1 of 5 instead of 1 of 16, also its easier to memorise because its defined by the difficulty and i think that the weapon damage would be lower this way(not sure if difficulty affects deathmatch this way)
Only skill 1 has damage reduction I believe. But why not do both ideas? Wouldn't you get even more randomization that way?
No.
I suppose so, but like most fad based gamemodes it'll last only but a few weeks. Good short term meme.
No. (See GvH, Jump Maze, etc)
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fr blood
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#10
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by fr blood » Mon Mar 28, 2016 6:55 am
Jeez, you guys already tried a mappack for it, we had something like 10 maps but at the end that mappack was never tested online or finished.
Just wait some weeks before talking about a mappack, it's not because people played it one night that it's going to be revived.
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Frits
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#11
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by Frits » Mon Mar 28, 2016 9:25 am
fr blood wrote:Jeez, you guys already tried a mappack for it, we had something like 10 maps but at the end that mappack was never tested online or finished.
Just wait some weeks before talking about a mappack, it's not because people played it one night that it's going to be revived.
LIES! Full prophunt necro incoming.
Maybe some new gameplay updates too
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Lord_of_D:
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#12
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by Lord_of_D: » Mon Mar 28, 2016 4:55 pm
Frits wrote:fr blood wrote:Jeez, you guys already tried a mappack for it, we had something like 10 maps but at the end that mappack was never tested online or finished.
Just wait some weeks before talking about a mappack, it's not because people played it one night that it's going to be revived.
LIES! Full prophunt necro incoming.
Maybe some new gameplay updates too
neat. anyway, im implementing my idea and atm im updating the first map i did and expanding it, in retrospective it was kind of small for this.