[15 Maps] MessatsuDM - a new Otex based Deathmatch wad!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Craneo
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[15 Maps] MessatsuDM - a new Otex based Deathmatch wad!

#1

Post by Craneo » Mon Jun 08, 2020 11:42 pm

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Hello! Craneo here! I was feeling kinda bored so I decided to make a Deathmatch mapset, I was wanting to use Otex for a while too, so I decided to make a 3-levels-per-episode - 5 episode long Deathmatch miniwad, and well , I don't really know what else to say honestly, it contains new maps, changed weapon sprites and ZDaemon compatibility (and yes, it works with Zandronum)! still needs online testing (I've only tested with bots) and feedback will be appreciated, just don't be rude! :biggrin:

Screenshots!
Spoiler: (Open)
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Download!
https://www.dropbox.com/s/x8d3l0k175zh1 ... M.wad?dl=0

Credits! [VERY IMPORTANT!]
Spoiler: (Open)
Texture Credits:
Ola Björling (ukiro) (OTEX)
Mechadon (some skies)
Monolith, SunStorm and Ceeb (Blood textures)
- Textures-Paintings
Francisco De Goya (Saturn Devouring His Son, Witches Sabbath)
Hieronymus Bosch (Garden of the Earthly Delights)
Viktor Vasnetsov (Four Horsemen of the Apocalypse)
Ambras Castle portrait of Vlad III (c. 1560),

Music Credits: Freemidi, Megadeth, Pantera, Metallica, Slipknot, Nine Inch Nails,
Fear Factory, Slayer, Judas Priest

Tracklist:
Episode 1: Maps 1-3 - Techbase
Map01 - Destructor Infiltration: Symphony of Destruction - Megadeth
Map02 - Sludge Downfall: Pantera - 10s
Map03 - S.S. Adrenaline: Metallica - No Remorse
Episode 2: Maps 4-6 - City
Map04 - Rooftop Rampage: Slipknot - Duality
Map05 - Capital of Sin: Nine Inch Nails - Head Like a Hole
Map06 - Madness Apartment: Nine Inch Nails - Hurt
Episode 3: Maps 7-9 - Horror
Map07 - Kill Kill Kill: Sliptknot - Iowa
Map08 - Redrum: Fear Factory - Demanufacture
Map09 - Vampire Kiss: Slayer - Bloodline
Episode 4: Maps 10-12 - Hell
Map10 - Church Of The Abhorrent: Fear Factory - Body Hammer
Map11 - Cocytus Castle: Pantera - Hollow
Map12 - Inside The Beast: Slayer - Raining Blood
Episode 5: Maps 13-15 - Heaven
Map13 - From Hades To Olympus: Judas Priest - Painkiller
Map14 - Rapture Redemption: Judas Priest - Tyrant
Map15 - Zeta Valhalla: Judast Priest - All Guns Blazing

// Sprites Credits

Medikits - Craneo
Trees - Freedoom Team

///////////////////////
Credits for the weapons
///////////////////////

Pistol/Chaingun "Gold Gun/Gold Gun Akimbo":
Credits: ID Software, Midway, Banjo Software, 3D Realms, WildWeasel, Uboa,
Minigunner, Mike12, Cybermeme, Craneo

Shotgun "Tactical Shotgun":
Credits: ID Software, 3D Realms, Gearbox Software, DoomNukem, Craneo

Super Shotgun "The Dragon":
Credits: ID Software, Per Kristian, Doom Nukem, Pa1nki113r, Exhumed / Powerslave, Raven Software,
Doomedarchviledemon, Craneo

RocketLauncher "Missile Launcher":
Credits: TypicalSF, DoomNukem, Craneo

Plasma Rifle "Alpha Unmaker":
Credits: Scuba Steve, RavenSoft, Eriance/Amuscaria, Zrrion the Insect, Mike12/HDoomGuy, Craneo

BFG9000 "Omega Unmaker":
Credits: Eriance/Amuscaria, Zrrion the Insect, Craneo

Chainsaw "Demon Blade"
Credits
Model: Defeat
Compile: DaBlake
Skin: Werd (i think)
Sounds: Porkmuncher, Jamesabdulrahman, Nekoninja, Inspectorj, Freesounds.org
Editing for Doom: Craneo:

Hands/Fists taken from the Brutal Doom Community fists sheet

Extra Credits to Flambeau for helping me with the mapset
Made by Craneo, 2020

DMwadReviwer
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Posts: 2
Joined: Wed Jun 17, 2020 3:57 pm

Re: [15 Maps] MessatsuDM - a new Otex based Deathmatch wad!

#2

Post by DMwadReviwer » Wed Jun 17, 2020 4:26 pm

Credit for making new content but this requires a lot of work.

There is nothing innovative or interesting about these layouts. They are either circles with a middle area, squares with a middle area, or bad mazes in cramped spaces.

There are 4 immediate glaring flaws that need to be addressed to make this better immediately.
1: Remove all the doors. The maps have so many doors. They destroy any sort of flow the map might have, and some maps might actually end up half decent if they didn't have doors. It's easy to confuse players where they are when there are many similar rooms with doors on every wall.

2: Clean up the items. There are so many items EVERYWHERE, it's very messy and becomes annoying when all you hear is the player picking up items. They are also completely unnecessary.

3: Objects in the way of movement need to go. There is no reason to have THINGS obstructing movement in maps that already obstruct movement via their very structuring.

4: Any map that is symmetrical, or nearly symmetrical, needs to go or be remade. Symmetrical maps are boring and realistically only offer half a map to the player.

Subjectively, the guns are the stupidest and ugliest guns I've ever seen. Reverting back to vanilla would be a massive improvement. Detail-wise, this is extremely plain, and attempts to let textures do all the work, which does not work. The whole wad reeks of early 2000s or late 1990s really.

https://i.imgur.com/JMcDRYD.png This is an example of poor blocking line use. The player thinks they should be able to go here but can't.
https://i.imgur.com/mV7kIUM.png Where the sky actually hurts you. It also pans poorly. It's also terrible game play, chucking a bunch of megaspheres in a map and a ton of cells is neither fun or good.
https://i.imgur.com/9YnMWnX.png Example of symmetrical and extraordinarily boring layout
https://i.imgur.com/TEEfdtY.png Example of a horrific layout
https://i.imgur.com/t9bzaCg.png Not only are the rooms full of items but the hallways and pits too
https://i.imgur.com/qFedqYM.png Many instances of spawns facing walls which is entirely useless and detrimental to map flow and player happiness
https://i.imgur.com/PXR7iGz.png In no world is this an appropriate part of any DM map. Sure you can say "There's an extra room in the north not shown here!" but it's so inconsequential it doesn't matter.
https://i.imgur.com/Ut18QPz.png Boring. No real points to control, just keep to the side you spawn on and grab the soulsphere I guess.

Overall: 3/10

It's nice you made new content, really. DM needs more of that. But this is only good for a single play with a couple people at most. There is nothing that would make me want to play it again. It uses a good texture pack in an extremely ugly way, the layouts are mostly disastrous, jank, boring and bad. The weapons are just horrific. It's pretty typical for a first time DM wad from someone who evidently doesn't play much (or any?) online DM. On the flipside, the only way to go from here is up. The potential is there but needs to be realized.

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Zeberpal
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Posts: 458
Joined: Mon Jun 04, 2012 6:55 am

Re: [15 Maps] MessatsuDM - a new Otex based Deathmatch wad!

#3

Post by Zeberpal » Sun Jun 28, 2020 9:57 am

While you may be right about layouts, city maps are well done.
Also aesthetics here great too, with desaturated red color theme, the way guns are drawn, overall palette, enviroments, backgrounds. In my opinion a huge work done on these, aside from otex.
The whole wad reeks of early 2000s or late 1990s really
It may be a good thing you know, some people like these. In fact one the most played DM wads up to this day are wads from that era.
The potential is there but needs to be realized.
EXACTLY

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Doomenator
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Posts: 292
Joined: Wed Apr 01, 2015 4:27 am

Re: [15 Maps] MessatsuDM - a new Otex based Deathmatch wad!

#4

Post by Doomenator » Mon Jun 29, 2020 8:05 pm

DMwadReviwer wrote:
Wed Jun 17, 2020 4:26 pm
The whole wad reeks of early 2000s or late 1990s really.
I don't see anything wrong with that.
I think it's even possible to use as a minimod separately from the maps. But I agree, double pistols targeted in different directions look terrible.

DMwadReviwer
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Posts: 2
Joined: Wed Jun 17, 2020 3:57 pm

Re: [15 Maps] MessatsuDM - a new Otex based Deathmatch wad!

#5

Post by DMwadReviwer » Tue Jun 30, 2020 1:46 am

City maps are well done? There is nothing well done with these layouts. Either you are tricking yourself or just enjoy simplicity. There's nothing wrong with simplicity but it is disingenuous to the author to say any of these layouts are well done, otherwise they won't bother to improve them.

When I say "reeks of the 90s and early 2000s" I'm not referring to detailing, I'm referring to the glaring flaws of those maps of a bygone era. There is a very good reason 99% of those wads are not played anymore, and again it is disingenuous to suggest that because one wad from the era hangs out today (more due to legacy and nostalgia rather than quality, and literally for less than 5 maps in the pack) that this pack is redeemed from said flaws.

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