Deathmatch Revival--Reboot
-
- New User
- Posts: 2
- Joined: Wed Jul 10, 2013 5:15 pm
Deathmatch Revival--Reboot
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
Last edited by Joe Pallai on Wed Jul 10, 2013 5:19 pm, edited 1 time in total.
-
- New User
- Posts: 11
- Joined: Thu Apr 11, 2013 10:11 am
RE: Deathmatch Revival--Reboot
Do we have any update on this? The wad was nearly finished anyway if I recall.
- mr fiat
- Frequent Poster Miles card holder
- Posts: 858
- Joined: Tue Jun 05, 2012 3:28 pm
- Location: netherlands
RE: Deathmatch Revival--Reboot
wait what it died? even then did doomkid give you permission to continue this?
-
- New User
- Posts: 2
- Joined: Wed Jul 10, 2013 5:15 pm
RE: Deathmatch Revival--Reboot
It died or was going to die. Doomkid put out a call for someone to volunteer. I waited a week to see if anyone else wanted the job then posted that I would take it.
RE: Deathmatch Revival--Reboot
Any news on this?
RE: Deathmatch Revival--Reboot
There is more activity on the Doomworld thread for this project.
Last edited by Qent on Wed Sep 25, 2013 4:57 pm, edited 1 time in total.
RE: Deathmatch Revival--Reboot
This was so close to be finished anyway :/
RE: Deathmatch Revival--Reboot
Considering the state it was in, I wouldn't call it close to finished.
RE: Deathmatch Revival--Reboot
Hey guys I don't mean to stir up any confusion on zandronum, but Joe Pallai handed off the project to me back in December 2013. I really should have mentioned this earlier but I didn't realize that Doomkid and Joe Pallai had threads on this forum up until mid January. The new thread I made is on Doomworld. I would have liked to have posted this sooner, but I was really busy with school and stuff. For the most part, the maps are currently looking MUCH better than the way they were when Doomkid stepped down as project manager. Some of the crappy maps (including my god-awful "spaceport" map) have been cut or significantly edited. I got in contact with most of the authors and they have made progress/finished their maps. Some of the maps Joe Pallai or myself edited (by permission from authors). There were also a few that did not need to undergo any cosmetic editing. There are also 10 new maps from authors from Doomworld. Unfortunately, there were also few maps that were either cut by request, or by author failing to communicate back to me regarding immediate revisions, or their maps just didn't meet Joe Pallai's criteria. But other than that, the project has been resurrected and the overall quality of the maps are excellent. DMR has 35 completed levels. It has been playtested a few times online recently and received pretty decent feedback. Doomkid is currently gathering more playtesters and hosting a server, so PM him for information. The release date for DMR 2014.wad to be uploaded to idgames is anticipated to be set sometime during the beginning of March (like 1st or 2nd week).
If anybody is going to post something, I would like for you to post it on my Doomworld Deathmatch Revival thread or PM me through my account: http://www.doomworld.com/vb/wads-mods/6 ... h-revival/
The latest DMR pwad is posted on there too. Please check it out.
****Just some more information regarding the pwad: There are no custom sounds/sprites/weapons modifications in DMR. There are only custom textures and MIDIs. About 1/3rd of the MIDIs have been changed. The ones that were cut were really bad and they have been replaced with better ones.****

If anybody is going to post something, I would like for you to post it on my Doomworld Deathmatch Revival thread or PM me through my account: http://www.doomworld.com/vb/wads-mods/6 ... h-revival/
The latest DMR pwad is posted on there too. Please check it out.
****Just some more information regarding the pwad: There are no custom sounds/sprites/weapons modifications in DMR. There are only custom textures and MIDIs. About 1/3rd of the MIDIs have been changed. The ones that were cut were really bad and they have been replaced with better ones.****

Last edited by doomguy93 on Sat Feb 15, 2014 8:09 am, edited 1 time in total.
- Combinebobnt
- Retired Staff / Community Team Member
- Posts: 1905
- Joined: Mon Jun 04, 2012 3:37 am
- Location: Earth
- Contact:
RE: Deathmatch Revival--Reboot
Hey look the revival didnt die
RE: Deathmatch Revival--Reboot
It never really died.
Last edited by doomguy93 on Mon Mar 31, 2014 5:55 pm, edited 1 time in total.
- 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--Reboot
Glad to see you bringing this back to Zan, DG93. I'll get to posting some screenshots soon, but overall these maps have become -much- more refined from their previous state. I'll put up the latest build on a BE server and I hope to see some of you there
Download latest build here: http://www.mediafire.com/?ffnyt5wuu1h4gpo
Anyone who played earlier betas, I strongly recommend you check out the improvements! Any feedback at all will help.

Download latest build here: http://www.mediafire.com/?ffnyt5wuu1h4gpo
Anyone who played earlier betas, I strongly recommend you check out the improvements! Any feedback at all will help.
Last edited by Doomkid on Sat Feb 15, 2014 8:11 pm, edited 1 time in total.
RE: Deathmatch Revival--Reboot
Thanks Doomkid, I'll be sure to check out your server.
Get as many playtesters as possible. The more, the better.
Get as many playtesters as possible. The more, the better.
Last edited by doomguy93 on Mon Mar 31, 2014 5:55 pm, edited 1 time in total.
RE: Deathmatch Revival--Reboot
ATTN: A playtesting server is up thanks to [LAD]St_Anger from Zdaemon
The name of the server is called Absolute Wrath - Deathmatch Revived
Be sure to have this version of DMR:
http://www.mediafire.com/download/8...2oxo/DMRv01.zip
The name of the server is called Absolute Wrath - Deathmatch Revived
Be sure to have this version of DMR:
http://www.mediafire.com/download/8...2oxo/DMRv01.zip
RE: Deathmatch Revival--Reboot
Yes the server is on zdaemon. I can ask [LAD]St_anger if he can create a server on Zandronum too.
RE: Deathmatch Revival--Reboot
You can do it yourself via the Besteverservice.
RE: Deathmatch Revival--Reboot
As ridiculous as it might sound, I wasn't able to host using the bestever server.
-
- Posts: 78
- Joined: Fri Feb 14, 2014 1:43 am
RE: Deathmatch Revival--Reboot
Link is invalid, here is the correct one: http://www.mediafire.com/download/8sh62 ... DMRv01.zipdoomguy93 wrote: ATTN: A playtesting server is up thanks to [LAD]St_Anger from Zdaemon
The name of the server is called Absolute Wrath - Deathmatch Revived
Be sure to have this version of DMR:
http://www.mediafire.com/download/8...2oxo/DMRv01.zip
Give me the desired dmflags and other settings and I will configure a server for you.
Last edited by Absolute Zero on Sat Mar 15, 2014 10:54 pm, edited 1 time in total.
IMPLEMENT WEAPON PICKUP PREDICTION 2K14! VOTE NOW! YES/YES
In fact, I hate Kelvins, and humans too, because they are carrying nearly 300 of them EVERYWHERE!
In fact, I hate Kelvins, and humans too, because they are carrying nearly 300 of them EVERYWHERE!
RE: Deathmatch Revival--Reboot
Allow jumping, freelook, all item and barrel respawn, call votes on map change etc..., time limit 10 minutes, frag limit set to 30 or 40, and allow autoaim.
If there is anything else I am missing, let me know.
Thanks again for your help.
If there is anything else I am missing, let me know.
Thanks again for your help.
Last edited by doomguy93 on Sat Mar 15, 2014 11:18 pm, edited 1 time in total.