DM Revival - MANAGEMENT HELP NEEDED

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Locked
one_Two
Addicted to Zandronum
Posts: 1753
Joined: Thu Jun 07, 2012 4:47 pm

RE: Deathmatch Revival: Public Beta Download! Critiques Welcome!

#121

Post by one_Two » Thu Apr 18, 2013 2:46 am

Who did map29? I was quite impressed by it.

W1D3A55
Forum Regular
Posts: 327
Joined: Sun Sep 30, 2012 12:39 am
Location: Here

RE: Deathmatch Revival: Public Beta Download! Critiques Welcome!

#122

Post by W1D3A55 » Thu Apr 18, 2013 3:42 am

Explaining my map sorta:

Yeah it starts out with a semi deep pit with higher surrounding areas. A fair amount of dm maps are like that because of the flow and are easy to build off of. Didnt intend on all the homs really, so I may try to fix it. Very recangular because of the fact that metal2 doesn mix too well with curved areas. that and I was rushing a bit in making this. The rectangular shield is.....well.... im not gonna explain why. Realizing that the reason for it was stupid, ill modify it to make it a small detailed piece.

Overall, ill increase the size of the map a bit, fix a few arwas as well as homs, and maybe add a room or two.
Last edited by W1D3A55 on Thu Apr 18, 2013 3:44 am, edited 1 time in total.
Watermelon wrote: Stall is notorious for his D.
Lollipop wrote: What does ETA mean? I'm sorry, but I don't get too much around on the internet.
For the best song you'll ever hear, click this link
I DARE YOU

Ogre
 
Posts: 21
Joined: Wed Mar 20, 2013 12:59 pm
Location: Carn City

RE: Deathmatch Revival: Public Beta Download! Critiques Welcome!

#123

Post by Ogre » Thu Apr 18, 2013 8:13 am

Map 13 The Crematorium
Hmmm... Don't like this one at all. Horrible layout, with little to no flow. Lots of short, windy, narrow corridors, slow lifts, and slow doors. Little to no thought put into detailing and texturing, but completely gratuitous use of advanced features – deep water (although doesn't really work in Odamex since no coloured light) and conveyor belts – that contribute absolutely nothing to gameplay. I'd recommend scrapping, and inviting the author to contribute something better.

Map 15 The Algae Well
Meh. Again, I get the impression that the authour is both new to mapping and hasn't actually played a lot of DM. It's cramped and pokey, looks pretty bland, and has details that will just snag the player – lots of trees, and protruding pillars, and the 'fallen ceiling' looks awful, and is directly in the way. I don't think it would be much fun to play. Recommend a significant overhaul, or scrapping.
Well, thanks for the criticism. I won't scrap them but I can fix the things you tell me to fix. The conveyor belt is there to fit the "Crematorium" atmosphere of the map (since it goes down a lava pit). I am working on fixing The Algae Well (adding more rooms, connecting some rooms, etc.)

I have actually been mapping since early 2012, DM mapping is something pretty new to me, but Doom_Kid92 actually justified this in his first post ;)
doom_kid92 wrote: What I'm aiming for with this community effort are maps that [obviously] play well and look nice, but aren't overcrowded with 10 million unnecessary sectors or full of clashy texturing. This is a project where all mappers, new and old, are invited to put their ideas forward, collaborate with others, and construct some balanced DM zones for us all to enjoy!

User avatar
Doomkid
Frequent Poster Miles card holder
Posts: 943
Joined: Sun Nov 25, 2012 2:04 am
Location: Aussie Land
Clan: UniDoom
Clan Tag: [UD]
Contact:

RE: Deathmatch Revival: Public Beta Download! Critiques Welcome!

#124

Post by Doomkid » Thu Apr 18, 2013 1:00 pm

one_Two wrote: Who did map29? I was quite impressed by it.
Thanks man, that was me :smile:
W1D3A55 wrote: Overall, ill increase the size of the map a bit, fix a few arwas as well as homs, and maybe add a room or two.
Any changes you make I'm sure will be awesome - before, if you'd asked me for criticisms, I probably couldn't have thought of anything aside from the HOM-bits, but durian is a more experienced deathmatcher and mapper than I am.
Ogre wrote: Well, thanks for the criticism. I won't scrap them but I can fix the things you tell me to fix. The conveyor belt is there to fit the "Crematorium" atmosphere of the map (since it goes down a lava pit). I am working on fixing The Algae Well (adding more rooms, connecting some rooms, etc.)

I have actually been mapping since early 2012, DM mapping is something pretty new to me, but Doom_Kid92 actually justified this in his first post ;)
Don't worry Ogre, I see a ton of potential in both of your maps, and I have a neat idea for OmegaLore's and shockwave1993attack's as well. As previously stated, durian is a lot more skilled than I am, but I think you and him both will like my ideas for your map. If you don't like my changes, just tell me - I won't mind a bit :cool:
Image
Image

User avatar
Doomkid
Frequent Poster Miles card holder
Posts: 943
Joined: Sun Nov 25, 2012 2:04 am
Location: Aussie Land
Clan: UniDoom
Clan Tag: [UD]
Contact:

RE: Deathmatch Revival: Public Beta Download! Critiques Welcome!

#125

Post by Doomkid » Thu Apr 18, 2013 2:37 pm

My take on Ogre's map:
http://www.mediafire.com/?ts72qka6boqz36v (warp to 13)

Open it up in Doom Builder to witness a vanilla mapper's idiotic attempt at a BFG secret in a Hexen format map. I've use the sector tags totally incorrectly, I guess. The lava pit on the far right of the map, I think that switch works well to nab the BFG. But it's your map - I hope to see you fix up my mistakes, and of course change anything you see fit. After this basic layout chnage, though, I don't see how anyone can say it isn't fit for a DM.

Also, I'm still working on porting Agaures' map from UDMF to Doom in Hexen. Captain Toenail (kindly) ported it to Boom format, but that caused way too many corners to be cut - Every port in focus here has slope and deep water support. It's another WIP - I'll provide a link to the map currently, as it was not included in the beta, but will certainly be in the final product: http://www.mediafire.com/?mfww7t2hs457c4y [it really is a nice map, I just suck ass at dealing with anything that isn't vanilla.]

:V
Last edited by Doomkid on Thu Apr 18, 2013 2:50 pm, edited 1 time in total.
Image
Image

Ogre
 
Posts: 21
Joined: Wed Mar 20, 2013 12:59 pm
Location: Carn City

RE: Deathmatch Revival: Public Beta Download! Critiques Welcome!

#126

Post by Ogre » Thu Apr 18, 2013 6:12 pm

doom_kid92 wrote: My take on Ogre's map:
http://www.mediafire.com/?ts72qka6boqz36v (warp to 13)

Open it up in Doom Builder to witness a vanilla mapper's idiotic attempt at a BFG secret in a Hexen format map. I've use the sector tags totally incorrectly, I guess. The lava pit on the far right of the map, I think that switch works well to nab the BFG. But it's your map - I hope to see you fix up my mistakes, and of course change anything you see fit. After this basic layout chnage, though, I don't see how anyone can say it isn't fit for a DM.

Also, I'm still working on porting Agaures' map from UDMF to Doom in Hexen. Captain Toenail (kindly) ported it to Boom format, but that caused way too many corners to be cut - Every port in focus here has slope and deep water support. It's another WIP - I'll provide a link to the map currently, as it was not included in the beta, but will certainly be in the final product: http://www.mediafire.com/?mfww7t2hs457c4y [it really is a nice map, I just suck ass at dealing with anything that isn't vanilla.]

:V

Looks very good! But I'll remove the button in the lava pit.

User avatar
Guardsoul
Forum Regular
Posts: 495
Joined: Wed Jun 06, 2012 6:09 pm
Location: Creating the world

RE: Deathmatch Revival: Public Beta Download! Critiques Welcome!

#127

Post by Guardsoul » Thu Apr 18, 2013 8:17 pm

I just want to know something, do all ports that are this project focus in support slopes?. If thats the case I think I can give you one of my maps (expect an overdetailed but non-laggy tech-base map).

Also, does the music file must be a MIDI?

User avatar
Doomkid
Frequent Poster Miles card holder
Posts: 943
Joined: Sun Nov 25, 2012 2:04 am
Location: Aussie Land
Clan: UniDoom
Clan Tag: [UD]
Contact:

RE: Deathmatch Revival: Public Beta Download! Critiques Welcome!

#128

Post by Doomkid » Fri Apr 19, 2013 1:23 am

Guardsoul wrote: I just want to know something, do all ports that are this project focus in support slopes?. If thats the case I think I can give you one of my maps (expect an overdetailed but non-laggy tech-base map).

Also, does the music file must be a MIDI?
Yep, slopes are just fine :smile:
In the music department, I'm actually not sure. I know Zanny and Zdaemon will be fine, but I'm not sure about Oda. If it's not a MIDI, just make sure it's small-ish.
Image
Image

User avatar
Guardsoul
Forum Regular
Posts: 495
Joined: Wed Jun 06, 2012 6:09 pm
Location: Creating the world

RE: Deathmatch Revival: Public Beta Download! Critiques Welcome!

#129

Post by Guardsoul » Fri Apr 19, 2013 9:43 am

doom_kid92 wrote: Yep, slopes are just fine :smile:
So, does this mean that I can use Skulltag: Doom in hexen format? :biggrin:
Last edited by Guardsoul on Fri Apr 19, 2013 9:43 am, edited 1 time in total.

katZune
Forum Regular
Posts: 470
Joined: Mon Jun 04, 2012 9:41 pm
Location: Mexico! aka the hell gate

RE: Deathmatch Revival: Public Beta Download! Critiques Welcome!

#130

Post by katZune » Fri Apr 19, 2013 1:16 pm

Guardsoul wrote:
doom_kid92 wrote: Yep, slopes are just fine :smile:
So, does this mean that I can use Skulltag: Doom in hexen format? :biggrin:
i think u can but as doom kid said in a post, limit to use only odamex features (?)
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
Ijon Tichy wrote:
Catastrophe wrote: Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here

only justice

User avatar
Guardsoul
Forum Regular
Posts: 495
Joined: Wed Jun 06, 2012 6:09 pm
Location: Creating the world

RE: Deathmatch Revival: Public Beta Download! Critiques Welcome!

#131

Post by Guardsoul » Fri Apr 19, 2013 6:09 pm

What I only need to make maps that I like are slopes. Its enough with that. Well, I think its time to start my map :twisted:

User avatar
Doomkid
Frequent Poster Miles card holder
Posts: 943
Joined: Sun Nov 25, 2012 2:04 am
Location: Aussie Land
Clan: UniDoom
Clan Tag: [UD]
Contact:

RE: Deathmatch Revival: Public Beta Download! Critiques Welcome!

#132

Post by Doomkid » Sat Apr 20, 2013 3:29 pm

Alrighty Guardsoul, I'm curious to see what you make with such a time restriction!

To everyone invloved: Beta 3 is coming up soon, and there's an issue that must be addressed - Map Rotation!

Where does everyone think the maps should go? My original intention was to have the maps get (roughly) larger as the map set progresses, so it would be sort of a journey from duel zones to LMS zones. The only 2 that are 99.99% stuck where they are now is DMR01 at the front, and the Grand Void at the end.

What do you all think?
Image
Image

User avatar
Guardsoul
Forum Regular
Posts: 495
Joined: Wed Jun 06, 2012 6:09 pm
Location: Creating the world

RE: Deathmatch Revival: Public Beta Download! Critiques Welcome!

#133

Post by Guardsoul » Sat Apr 20, 2013 5:08 pm

Ok guys, my map is almost finished (95% done) but Im afraid that I broke one of the rules. When it was by 80% done I read the whole developement chain just to see how has this envolved and I saw a rule that my map doesnt follow :cry: :

- Do not overuse custom textures

Despite that, I decided to continue my map (and I wasnt forced to use slopes to make it pretty decent :smile: )

[spoiler="Screenshots from "Training center v2""]
Image

Image

Image
[/spoiler]

As you can see in images is a remake from old Skulltag D2DM1 "Training center" but this time in Skulltag: Doom in Doom format (no incompatibility problems!).

Things that need to be done:
- Change the sky
- Balance a little bit the gameplay
- Adjust the lightning level
- Add all resources (textures and flats) to the wad (if you accept this map)
Last edited by Guardsoul on Sat Apr 20, 2013 5:10 pm, edited 1 time in total.

User avatar
Doomkid
Frequent Poster Miles card holder
Posts: 943
Joined: Sun Nov 25, 2012 2:04 am
Location: Aussie Land
Clan: UniDoom
Clan Tag: [UD]
Contact:

RE: Deathmatch Revival: Public Beta Download! Critiques Welcome!

#134

Post by Doomkid » Sun Apr 21, 2013 11:15 am

It looks badass, man. I'd like to give it a good run through once you've finished, but I like the style a lot.
Image
Image

User avatar
Guardsoul
Forum Regular
Posts: 495
Joined: Wed Jun 06, 2012 6:09 pm
Location: Creating the world

RE: Deathmatch Revival: Public Beta Download! Critiques Welcome!

#135

Post by Guardsoul » Sun Apr 21, 2013 1:27 pm

Here it is the link of the map: http://www.mediafire.com/?eo86q3wkcq2zfi7

Now I must warn you about something:
- It works fine in ZDoom/GZdoom, Skultag and Zandronum (little texture conflict in Skulltag but thats a minor issue)
- Havent tested it in ZDaemon ot Odamex so I dont know how will it work and Im afraid that some textures (the ones that have been used in floor/ceiling) wont display properly. If thats the case I cant fix it (slade hates transforming patches into flats :mad: )

one_Two
Addicted to Zandronum
Posts: 1753
Joined: Thu Jun 07, 2012 4:47 pm

RE: Deathmatch Revival: Public Beta Download! Critiques Welcome!

#136

Post by one_Two » Sun Apr 21, 2013 2:35 pm

Aesthetically it's very nice, gameplay isn't the best though.

User avatar
Guardsoul
Forum Regular
Posts: 495
Joined: Wed Jun 06, 2012 6:09 pm
Location: Creating the world

RE: Deathmatch Revival: Public Beta Download! Critiques Welcome!

#137

Post by Guardsoul » Sun Apr 21, 2013 8:10 pm

one_Two wrote: Aesthetically it's very nice, gameplay isn't the best though.
If you dont mind I prefer a detailed opinion to improve what needs to be improved

one_Two
Addicted to Zandronum
Posts: 1753
Joined: Thu Jun 07, 2012 4:47 pm

RE: Deathmatch Revival: Public Beta Download! Critiques Welcome!

#138

Post by one_Two » Sun Apr 21, 2013 8:18 pm

Guardsoul wrote:
one_Two wrote: Aesthetically it's very nice, gameplay isn't the best though.
If you dont mind I prefer a detailed opinion to improve what needs to be improved
Well it's basically just a big loop, DM works better when there are alternate routes or different levels.

Ogre
 
Posts: 21
Joined: Wed Mar 20, 2013 12:59 pm
Location: Carn City

RE: Deathmatch Revival: Public Beta Download! Critiques Welcome!

#139

Post by Ogre » Mon Apr 22, 2013 8:03 am

I actually think you can remove The Algae Well from the wad. I don't like it that much.

User avatar
Doomkid
Frequent Poster Miles card holder
Posts: 943
Joined: Sun Nov 25, 2012 2:04 am
Location: Aussie Land
Clan: UniDoom
Clan Tag: [UD]
Contact:

RE: Deathmatch Revival: Public Beta Download! Critiques Welcome!

#140

Post by Doomkid » Tue Apr 23, 2013 7:17 am

That's not a problem, Ogre - I will remove it from the next beta. Guardsoul, I will playtest your map thouroughly with a buddy and get back to you with some detailed feedback.

Here's where things start getting tough! Due to the huge amount of maps being submitted (about 40), we are going to have to conduct a vote to whitle the number down to about 25. The next beta is scheduled for May 1st, which is also the final deadline for (complete or incomplete) map submissions.

After the beta is compiled, we will conduct this vote. If your map is voted out, don't fret - All unused maps will be compiled into their own wad, which will be released alongside the final product.

This will probably be the toughest part of this whole operation! In one way or another, I really like each map submitted, so it will be hard to say 'no' to any of them.. But we can't have this thing be overfilled either. People tend to lose interest if mapsets go on for too long.

Use the next week to make any changes you see fit, tidy up your map or simply continue with it. Although May 1st is the deadline for submissions, it is certainly not the deadlne for detailing, fixing and such.

As always, I hope to hear back from you all soon - This is where things really start coming together for DMR!
Image
Image

Locked